John Deiley interview at Gamebanshee

pulp said:
I kinda agree with John Deiley somewhat. If it was a situation where ditching a division could keep a company afloat, then it should have been done - and indeed was.

You're forgetting the fact that BIS has been the only division of Interplay that's released products that have typically made money. Of course, BIS has also cancelled several titles, which have cost Interplay lots of money, but two of those were because Interplay decided to cancel them due to stupidly losing a license or.. Well.. Just being stupid. TORN was BIS's fault, though.

Meanwhile, you have Interplay's console teams, which have only made a few successful titles. One of them was a Caesar's gambling title. The other two that did pretty well in terms of Interplay games(but sucky compared to console games in general), were BG:DA and Hunter: the Reconing. On the other end of the spectrum, they have Run Like Hell, which took four years to make and only sold around 25k units. You also have Galleon, which took six years of development to be cancelled.

Even switching from mainly PC games to consoles has hurt Interplay financially, as Brian Fargo admitted when he was the CEO back in 2001 before Titus bought up enough stock to kick Fargo off the board.

Interplay's been switching over for years and at the same time, leaking money like a siv.

In other words, you don't close down success in hoping that your failures will one day keep you afloat. It's smarter to close down the failures, in this case Digital Mayhem, and keep your successful division going. You'd think Herve Caen could learn a lesson from Jerrico, the company that sold off Jerry's to Denny's and Fazoli's in order to concentrate on Long John Silver's. That was one of the worst blunders in recent corporate history right there and it boils down to ditching the successful parts in favor of the weaker parts.

He notes that there are more console owners out there, the reasons why etc etc. It would therefore make good business sense to stick with consoles.

There's also more competition with consoles, too. Titus, the company that bought Interplay, has been in consoles for years - and they're failing as well. If Herve were smart, he'd have left Interplay as a mostly PC company since that's where Interplay has had their successes instead of turning Interplay in to TitusUSA.
 
The plot for Fallout 3 was nothing like Torment or Lionheart. I can understand how you would make that connection from what I wrote, but that's not the case.

I can't really go into details because I want the "mystery" of the game to still be there in case Interplay does produce the game using our story at some point.

I hope you understand.
 
JDeiley said:
I can't really go into details because I want the "mystery" of the game to still be there in case Interplay does produce the game using our story at some point.

:look:

...MYSTARY...

:look:
 
I can't really go into details because I want the "mystery" of the game to still be there in case Interplay does produce the game using our story at some point.

John -
Gut feeling: Do you honestly think IP will pull their collective head out of Herve's a$$ and follow the true and righteous path?

Also - at what point do we give up, and those who are "in the know" will release information so we know what might have been?

Speaking of which, I've generated a doc that I call "What Might Have been", and been putting in every single word, sentence and paragraph I can find regarding FO3.

Let's add to it!
 
The plot for Fallout 3 was nothing like Torment or Lionheart. I can how you would make that connection from what I wrote, but that's not the case.

You're right. The only clue we have on FO's story is, and you admit it, the classic prison start, one that has been used by BIS - and BG, which BIS is forever tied to - many times. I for one will reserve judgment upon the story because really, all we have heard is hte first 10 minutes of the game or so. I almost wish you had either explained more (and thus to save you guys any comments like "that story sucks, looks like FO3 wouldl've been crap anyway") or just not told that story. Ah well...
 
President Nixon: so the player starts out as a member of the NCR?
MistAry: no.
President Nixon: no?
MistAry: the PC can be from anywhere in NCR or its near east neighbor areas.
President Nixon: what's the state of the deathclaw population?
President Nixon: not talking are they?
MistAry: pretty damned low. dum dum deathclaws are all that are left.
MistAry: and even those are in short supply.
President Nixon: i liked them in fallout 1
President Nixon: just nasty nasty beasts
MistAry: yeah, they were good in F1.
President Nixon: none of this silly talking bit
President Nixon: just bad mofos threatening civ
MistAry: don't worry. no talking DCs.

MistAry: also, NCR lost a bunch of important political figures due to caravan houses and crime families assassinating them. this destablized the region and NCR started to annex shit. they refused to hand over tech, and BoS got more pushy. e ventually, a full war started.

MistAry: BoS is falling apart
MistAry: prior to the game, they have been at war with NCR for a decade.
President Nixon: cool
President Nixon: so NCR is reaching evil empire status?
MistAry: actually, EVERYTHING is falling apart. NCR, BoS, and the independent towns are all falling to shit.
President Nixon: why ?
President Nixon: or just that kind of dark ages chaos?
MistAry: a number of reasons. primarily, the caravans and crime families became too powerful and started pushing everyone around.
President Nixon: ouch
President Nixon: but wait
MistAry: also, BoS started demanding that NCR hand over unearthed technology, for obvious reasons.
MistAry: and that's where friction started.
[16:43:50] President Nixon: why would NCR have unearthed tech the bos doesn't have?
MistAry: because the BoS considers themselves to be the safeguard of technology. they don't think the vault dweller, chosen one, or random NCR people are responsible enough to have it.

Thanks go to President Nixon for the info.
Besides this i wont spill the beans on anything else, as long as Interplay sells the license to a third party, and i ask everyone that has this type of material to stop going deeper on spoilers, with the exception of pics.

Great interview John, congrats to Damien and Chad for the new jobs, a big hug to the NMA team.

Briosafreak
 
I've only browsed a few small sections of the article and here's what I can say so far.

1. The story sounds pretty interesting so far, I wish I could play it to get the deeper gist of it.

2. The one dislike of the story I have is the chased by robots but what the hell, I have faith you guys could have pulled it off in a cool way.

3. I gotta give you major respect Mr. Deilly. From what I've seen of all the developers from the Late-Black Isle Studios, you guys are amazingly respectful and kind in your manner. If the internet ever could reflect upon a person's personality (which I hope it doesn't in most cases, considering the many jack asses the internet breeds) you guys must have been some of the greatest people to bless the United States. Relating that to the article, I really respect the way you held yourself back on the Baldur's Gate 3 plot, allowing Mr. Sawyer to take the glory for his brainchild. I know if I was in your place, I'd be tempted to try and get all the limelight.

But yea, eventually I'll finish reading the article... I'm still working on reading Feargus article lol.
 
What about the talking deathclaws???

That was so cool! I loved the plot twist and I hate the fact that it wasn't explored more in fallout 2. Will any of those characters be brought back for some closure? What ever happened to the bot with the brain? So many loose ends...

Anyway, I was wondering if the whole Sierra-Blizzard thing could happen to fallout 3, like when Sierra created the expansion Hellfire for Diablo 1 and gave royalties to blizzard?
 
Saint_Proverbius said:
Even switching from mainly PC games to consoles has hurt Interplay financially, as Brian Fargo admitted when he was the CEO back in 2001 before Titus bought up enough stock to kick Fargo off the board.

Interplay's been switching over for years and at the same time, leaking money like a siv.

The last interview I saw from Fargo said he thought he had failed to recognize the shift to consoles as quick as he should have.

Interplay's problems aside, we can't forget that Interplay's most successful recent title was BGDA (console only.)
 
Sarkus said:
The last interview I saw from Fargo said he thought he had failed to recognize the shift to consoles as quick as he should have.

Fargo's been listenning and listenned in the past to Herve Caen too much. They lost a lot of money the quarters they were converting over to consoles in terms of purchasing new equipment and cancelling PC titles. Even switching some PC titles over to consoles caused delays and other problems.

Interplay's problems aside, we can't forget that Interplay's most successful recent title was BGDA (console only.)

While that's true, BG:DA didn't sell nearly as well as BG2 did. Considering they cancelled BG3, which should have been released this year, I don't think it's fair to say that this trend wouldn't have continued with their PC games outselling their console games. Keep in mind that Herve's right hand man used to head up Interplay's console division, which really hasn't done well. The only way you can say that Interplay's doing well with consoles is if their PC divisions get heavily gimped.
 
You know, I've been browsing over all the interviews that have been featured on NMA these past few days and the forum replies concerning them and all the very good points and themes I've read got me thinking. Mostly about how much I hate Titus with a passion, how mind-numbingly shocking it was to see Interplay make such incredibly stupid moves one after another, and how such a once promising company could sink so low and such. But also about how all these ex Black Isle people are talking about how they'd wished things had been different. I've noticed some very interesting (and similar) themes expressed in all of these many interviews with ex-Black Isle employees.

First, I noted with no surprise that most of the former employees would be more than willing to get back together to finish Fallout 3 if given the opportunity. Second, that many would happily return to Black Isle if given the opportunity to. And third, that some were very surprised that Interplay didn't try to cut its losses by selling Black Isle as a whole to some other company to make some cash. Considering just how successful and cohesive Black Isle was and even now still could be if reformed... ...frankly, I wish Interplay HAD sold Black Isle as a whole to some other company. Specifically, I wish it had sold BIS to -BIOWARE!-

In fact, although I have very little knowledge of how the gaming industry works, or even if Bioware even has the funds or backing or influence to buy something like the rights to the Black Isle brand name or the Fallout franchise, but I wish it did and would, and afterwards re-hire all the original Black Isle members that it could possibly scoop up!

Just my two cents.

- Salvo
 
Salvo said:
First, I noted with no surprise that most of the former employees would be more than willing to get back together to finish Fallout 3 if given the opportunity. Second, that many would happily return to Black Isle if given the opportunity to.

You honestly think they mean doing this under the current circumstances? You'd have to be hella stupid to go back and work for Interplay given what's going on there and has been going on for quite a while. There's a reason a huge number of them have left on their own over the course of this year, after all.

And third, that some were very surprised that Interplay didn't try to cut its losses by selling Black Isle as a whole to some other company to make some cash.

This is a no-brainer. Black Isle still has a name that carries a little weight, and slapping that logo on a game is still dirt cheap for Interplay to do. It may not actually be Black Isle, but that logo alone will entice some people to buy the game since very few people keep up or are smart enough to understand what's going on.

Considering just how successful and cohesive Black Isle was and even now still could be if reformed... ...frankly, I wish Interplay HAD sold Black Isle as a whole to some other company. Specifically, I wish it had sold BIS to -BIOWARE!-

BioWare? Um. Yeah. That would have been.. GREAT.

[the above is sarcasm]
 
Saint_Proverbius said:
You're forgetting the fact that BIS has been the only division of Interplay that's released products that have typically made money.

Meanwhile, you have Interplay's console teams, which have only made a few successful titles. One of them was a Caesar's gambling title. The other two that did pretty well in terms of Interplay games(but sucky compared to console games in general), were BG:DA and Hunter: the Reconing. On the other end of the spectrum, they have Run Like Hell, which took four years to make and only sold around 25k units. You also have Galleon, which took six years of development to be cancelled.

Which might probably be why Interplay switched over to console in the first place. As Mr. Deiley notes, it's far easier to make a console game because you know what you're working with, and that translates to fast turn-around project times, I would think - nevermind the quality of a product.

And though I shouldn't really say this, the formula for making passable console games that anyone would pick up is pretty established: make a game involving lots of guns, swords, knives or similar sort of brutality and throw in a potential twitch-fest, viola!.

As far as Interplay might be concerned, making a console game - and focusing on the console market - is a no-brainer.

Whereas for PC games... well, the reaction to FO:T when it first came out, and the collective reactions of fans to sequels in general should indicate that making that special game is pretty hard, let alone making that special game that really sells.

BIS might have a track record, but I think Roshombo would probably interject here that what remained of the team that created FO and FO2 pretty much dissipated after the whole affair - BIS isn't completely what it was before the layoffs as it was when it first began.

So, logically speaking, we have a team that's not going to guarantee a success that BG2 was, and therefore Interplay might have to depend on the fans for the failure or success of any other PC product that BIS might produce.

Now, which would you prefer, *objectively* speaking? A sure-fire method that might just rake in the money (consoles) or an untried miss or near-miss on the PC? And you've got to consider, the Intergoons have squandered what money they had, or bared their necks for toothy little Titus. That just means limited resources with fast-dwindling options.

Saint_Proverbius said:
In other words, you don't close down success in hoping that your failures will one day keep you afloat. It's smarter to close down the failures, in this case Digital Mayhem, and keep your successful division going. You'd think Herve Caen could learn a lesson from Jerrico, the company that sold off Jerry's to Denny's and Fazoli's in order to concentrate on Long John Silver's. That was one of the worst blunders in recent corporate history right there and it boils down to ditching the successful parts in favor of the weaker parts.

Despite what I've said above, I do have to agree: closing down a success, or potential success, is pretty darn stupid. It's too bad that Interplay didn't trust BIS enough to deliver, like we did.

I won't know how to speculate on the thinking behind their actions, but I do think they might have become desperate, and then decided to go back to doing what they knew best: consoles. (I mean Titus, by "they").
 
pulp said:
Which might probably be why Interplay switched over to console in the first place. As Mr. Deiley notes, it's far easier to make a console game because you know what you're working with, and that translates to fast turn-around project times, I would think - nevermind the quality of a product.

You do know that Run Like Hell and Galleon, the two I mentioned at the end, were console games, right? One took four years and flopped BAD.. Really, really bad. The other was Galleon, which took six years and was never released.

And though I shouldn't really say this, the formula for making passable console games that anyone would pick up is pretty established: make a game involving lots of guns, swords, knives or similar sort of brutality and throw in a potential twitch-fest, viola!

Except that's not the case, as there's pretty steep competition in the console arena. On top of that, as Feargus mentionned, you have to rent hardware from the console people in order to make a console game and you have to give them an additional cut of every game you make.

PCs have one huge advantage in that you can make budget titles for them, and you really can't with console games. You can release a PC title for $20 to $30 and make a profit on it after the retailers get their cut. It's much more difficult to do this with consoles because if you made a $30 game for the PS/2, Sony's going to be expecting $10-$15 of that right off the top.

Now, given that console games also cost more, and there's lots and lots of publishers out there cranking these things out, that spells trouble for a company like Interplay which doesn't have a heck of a lot of money. They have to sell their swill at $60 along side an actual GOOD GAME that costs the same amount.

Whereas for PC games... well, the reaction to FO:T when it first came out, and the collective reactions of fans to sequels in general should indicate that making that special game is pretty hard, let alone making that special game that really sells.

Interplay's track record on PC games isn't that great either. The main problem with FOT that anyone would notice is the bugs. It just wasn't tested well. The same holds true for Giants, Starfleet Command 2, and the list goes on all the way back to Descent to Undermountain.

Now, you can argue that some of these bugs come from hardware problems with nonstandardized PC hardware but that's not even remotely true. Many of the bugs in those games were non-hardware specific bugs. Since you mentioned it, check out the list of fixes in Fallout Tactics 1.25. Very few of those are hardware issues - yet IPLY QA was more than willing to sign off on those issues and release the game. This ruined their name for a lot of people in PC gaming, and if they continue that kind of thing in the console arena, it'll spell disaster for them there.

There's no reason to think they won't do this either, since Titus is known for releasing crappy console games, even buggy ones.

BIS might have a track record, but I think Roshombo would probably interject here that what remained of the team that created FO and FO2 pretty much dissipated after the whole affair - BIS isn't completely what it was before the layoffs as it was when it first began.

Even before the lay offs, they were slipping up, true. Rather than nuturing BIS, they decided to focus on console games. Even gave up the rights to the PC Baldur's Gate license in favor of the console one, which was the last straw for many of the ones who left earlier this year.

So, logically speaking, we have a team that's not going to guarantee a success that BG2 was, and therefore Interplay might have to depend on the fans for the failure or success of any other PC product that BIS might produce.

The team working on Jefferson(aka Baldur's Gate 3) consisted of a lot of the bigger names they had, like JE Sawyer, Chris Avellone, etc.

I'm not saying I would have bought it, but I'd say BG3 would have sold a hell of a lot more than BG:DA did, considering how well BG2 sold. Before IWD2 was released, Interplay announced they'd made a net profit on the Infinity Engine games of around $20M. At the time, there were only four of them and two expansions, IIRC.

The problem is, IPLY and BIS didn't know when to stop using this engine, so you got IWD2 using the same old Infinity Engine. On top of that, Interplay decided to release it around the same time as Neverwinter Nights. They also totally botched the release in Europe, but that's another matter.

Now, which would you prefer, *objectively* speaking? A sure-fire method that might just rake in the money (consoles)

Except that it's never been a sure fire method for Interplay, and they've only had a few successes in that market. Those successes don't outweight the losses they've taken either on games like Run Like Hell and Galleon. That's the point. Interplay has been hit or miss in the console market, with big, weeping bruises from those failures. Those failures, BTW, came out after BG:DA. Even their successes like Hunter: The Reconning and BG:DA would be considered failures by other console developers. Hunter: the Reconning probably made money in sales, but I'd bet selling the license to Vivendi made them more than the game did.

Despite what I've said above, I do have to agree: closing down a success, or potential success, is pretty darn stupid. It's too bad that Interplay didn't trust BIS enough to deliver, like we did.

Well, the two failures BIS has had were mainly Interplay decisions. The choice to make IWD2 came from the top of the ladder. Lionheart, IIRC, was Vivendi's big idea - making a Diablo clone using SPECIAL. Really stupid idea, and it cost them.

I won't know how to speculate on the thinking behind their actions, but I do think they might have become desperate, and then decided to go back to doing what they knew best: consoles. (I mean Titus, by "they").

Of course, it hasn't worked for Titus, so why would it work for Interplay?
 
Saint_Proverbius said:
You do know that Run Like Hell and Galleon, the two I mentioned at the end, were console games, right? One took four years and flopped BAD.. Really, really bad. The other was Galleon, which took six years and was never released.

You have a point :D

Saint_Proverbius said:
Except that's not the case, as there's pretty steep competition in the console arena. On top of that, as Feargus mentionned, you have to rent hardware from the console people in order to make a console game and you have to give them an additional cut of every game you make.

I was thinking about this on the drive back home. We know that in general, console games don't last very long; if it wouldn't be wrong for me to generalise, I'd say that they last somewhere between 20-30hrs in general - the point being that these games as far as the gamer is concerned are fast, easy to play and disposable.

Which just might translate to a derth of competition amongst developers because they're all fighting to meet the demand for games from gamers. But I don't know if this is true, of course - but if it were, the competition you mention might very well be illusory.

Which might've been what Titus was banking on. That the console gaming public wouldn't be as picky about their choice of game as PC gamers.


PCs have one huge advantage in that you can make budget titles for them, and you really can't with console games. You can release a PC title for $20 to $30 and make a profit on it after the retailers get their cut. It's much more difficult to do this with consoles because if you made a $30 game for the PS/2, Sony's going to be expecting $10-$15 of that right off the top.

Now, given that console games also cost more, and there's lots and lots of publishers out there cranking these things out, that spells trouble for a company like Interplay which doesn't have a heck of a lot of money. They have to sell their swill at $60 along side an actual GOOD GAME that costs the same amount.

Point taken *nods*.


Interplay's track record on PC games isn't that great either. The main problem with FOT that anyone would notice is the bugs. It just wasn't tested well. The same holds true for Giants, Starfleet Command 2, and the list goes on all the way back to Descent to Undermountain.

Now, you can argue that some of these bugs come from hardware problems with nonstandardized PC hardware but that's not even remotely true. Many of the bugs in those games were non-hardware specific bugs. Since you mentioned it, check out the list of fixes in Fallout Tactics 1.25. Very few of those are hardware issues - yet IPLY QA was more than willing to sign off on those issues and release the game. This ruined their name for a lot of people in PC gaming, and if they continue that kind of thing in the console arena, it'll spell disaster for them there.

There's no reason to think they won't do this either, since Titus is known for releasing crappy console games, even buggy ones.

I get what you mean about bugs being more a factor of bad QA rather than hardware, but that wasn't what I meant, actually.

I think you'll agree that not many games these days rise to the heights of an Ultima, a Wizardry or a Bard's Tale. It isn't simply a matter of getting the game right, without bugs, but having that extra something that would make the game ground-breaking for its genre.

Now, how often do these games come along? The point I was making about the fact that BIS is quite the shadow of itself was that Interplay would have no guarantees that the next BG3 or the next FO3 would've sold like viagra.

It does have the track record of past sales, but that itself can't guarantee a good showing in sales, especially since the forthcoming game would've been developed and produced by people who, though some were around since the beginning, are essentially a different BIS.

Even before the lay offs, they were slipping up, true. Rather than nuturing BIS, they decided to focus on console games. Even gave up the rights to the PC Baldur's Gate license in favor of the console one, which was the last straw for many of the ones who left earlier this year.

Now *this* I just don't get. How *anyone* think converting a role-playing milieu into a shoot-fest *console platform* could be done faithfully is beyond me. I mean, my brother's just got his shiny new Xbox, and we gone some distance into BG:DA, and I don't quite see what made it that successful (btw, did anybody notice how the buildings, barrels and whatnot in BG:DA looked suspiciously like the ones in NWN? does anybody know why or are my eyes playing tricks on me?!)

The problem is, IPLY and BIS didn't know when to stop using this engine, so you got IWD2 using the same old Infinity Engine. On top of that, Interplay decided to release it around the same time as Neverwinter Nights. They also totally botched the release in Europe, but that's another matter.

I remember speculations during that time along the lines of Interplay needing a quick-sell to make a quick buck to pry them out of their financial straits. That might've contributed to the rushed feeling IWD2 had (to say the least...).

Now, which would you prefer, *objectively* speaking? A sure-fire method that might just rake in the money (consoles)

Except that it's never been a sure fire method for Interplay, and they've only had a few successes in that market. Those successes don't outweight the losses they've taken either on games like Run Like Hell and Galleon. That's the point. Interplay has been hit or miss in the console market, with big, weeping bruises from those failures. Those failures, BTW, came out after BG:DA. Even their successes like Hunter: The Reconning and BG:DA would be considered failures by other console developers. Hunter: the Reconning probably made money in sales, but I'd bet selling the license to Vivendi made them more than the game did.

Which makes the move to consoles raise even more questions. I'd like to think Herve Caen is an out of touch idiot with too much of a moustache, but still, I'm willing to bet he didn't get to be in charge of Titus on the strength of his moustache. There had to be a very rational process leading towards their decision to switch to consoles. That's what I'm trying to understand.

If they felt it would've been more economical to discard the idea of making PC games and console ports (or vice versa) for the general gaming market, why ditch PC game development when it's proven to be a seller - and when history shows that they aren't that brilliant in the console department?

I mean, just how much more do PC games cost in development over console titles?

Did they feel isometric RPGs were passe, and therefore such games wouldn't bring in the dollars?

Did they switch platforms because they felt that the console market was far larger than the PC market?

There's got to be a rationale somewhere that I don't think we should dismiss out of hand (though I'm tempted to, myself).
 
...what about starting an ex-BIS employes web-page with offering to the potential publisher. With some kind of summary of the performed work on Fallout 3 and future plans with the Fallout brand ...

ok, I know it´s just enthusiastic and naive idea...
 
Just some stuff...

First, someone mentioned the intelligent deathclaws. Well, they won't be coming back. I was their creator and I was told in no uncertain terms that they would not be allowed in Fallout 3.

Second, someone mentioned us going back to Interplay if they wanted us to Finish Fallout 3. Well, I think a lot of us would. We want Fallout to be made. If they asked me to come back to finish it (and I was not employed at another company) I would.

Edited: JDeiley
 
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