BIZ: You say you're looking to take advantage of next-gen technology. What about handhelds?
GE: Right now we're focused on the new consoles – PS3, Wii, and Xbox 360 – and are optimizing our engine for them. We can also use our engine to make PC games that can run on low-min-spec machines if we find a market there.
We are thinking about how to adapt our IP for the handhelds, but there's nothing in development right now.
BIZ: Why should hardcore gamers be excited about your games? The last game Super-Ego did was Barbie Diaries after all...
GE: If you like comedy or watch sitcoms, you will love our new title. And as it happens we have focus tested our current title six times (and counting) with a spectrum of consumers, and the hardcore guys really liked it. This was a pleasant surprise to us, but good comedy casts a wide net.
While the Barbie game was a good experience working with global brand, our current title has very little in common with it. It targets a completely different demographic – definitely not pre-teen girls! – and was written by a different team. Trust me on this.
BIZ: What will the first batch of Super-Ego product releases be like?
GE: We will be making specific announcements in coming weeks. At this point I can't say much more than I've said, but I do believe we will be breaking new ground in a big way. We have another property in development that we will be shopping to publishers in September.
BIZ: Does Super-Ego have a specific design philosophy driving the game-making process?
GE: I think of many of today's games as blockbuster summer movies: the worlds are huge, with thousands of characters milling around, but the vast majority of these characters are cardboard cutouts that can only say three lines. If these games are a mile wide and an inch deep, our new title is an inch wide and a mile deep. It may take place in a smaller world, but this world is highly detailed, and what's in it has meaning. There may only be 20 characters, but each of these can say a thousand lines of speech. So there is a real depth here you haven't seen in most games.
After watching the best television series – I'm a sucker for the comedies and dramas on HBO – I'm always struck by the fact that you can't develop characters with that kind of depth in movies, where you have 90 minutes instead of nine hours to work with. This doesn't mean you can't have pulse-quickening action on TV: look at Lost and Sopranos. But the TV experience tends to be driven more by the characters than by the special effects.
So I would say that our worlds and our games will be closer to the TV experience than the movie experience.
BIZ: Is Super-Ego tied to a certain platform or system for future product releases?
GE: We believe next-gen consoles will become the entertainment hub for a growing number of households. The experience of playing a state-of-the-art console game on a big HDTV with a nice surround system is pretty damn compelling, and I think that kind of system is the best showcase for our content. As we go forward more people will be downloading movies, surfing the web, listening to music, and of course playing games with their consoles.
While I think consoles are the place to be, we're definitely looking to take our content to other platforms. We're not just talking about video games: our core mission is to create properties that works across multiple media, and that drive consumers from the game to the web to TV, and back around.
BIZ: Thanks Greg. Looking forward to seeing what's in the pipeline.






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