Diamond In The Rough? An Interview with Ben McClure

 

New computer game companies are appearing and disappearing faster than ever before. I personally have to clean out my browser "favourites" at least once a month, to eliminate useless links. Even well respected sites are often riddled with lost URLs. I have heard many complicated theories to explain the chaos of the business. Marketers speculate a move into the maturity phase of the product life cycle, and Economists figure substitutions have made the demand curve too elastic. Experts can blame oligopolies or equilibrium till the cows come home, there is always an exception to the rule.

New computer game companies are appearing and disappearing faster than ever before. I personally have to clean out my browser "favourites" at least once a month, to eliminate useless links. Even well respected sites are often riddled with lost URLs. I have heard many complicated theories to explain the chaos of the business. Marketers speculate a move into the maturity phase of the product life cycle, and Economists figure substitutions have made the demand curve too elastic. Experts can blame oligopolies or equilibrium till the cows come home, there is always an exception to the rule.

One company who comes to mind is Fallout Games. Instead of the "do-or-die" dot-com tactics we have seen in the past, Fallout Games seems to be patiently developing their games with special attention to detail and quality. Another interesting point about Fallout Games is they have made it this far on volunteers. "Passion pay" is why I think this company has potential.

I recently had the opportunity to sit down with the founder and project leader of Fallout Games, Ben McClure. We had an e-meeting, with e-coffee and e-doughnuts, after a chat I started to ask him about Fallout Games.

Gamegrene: Ben, I liked your site, what is Fallout Games?

Ben McClure: Fallout Games is a 3rd party PC game design company started originally in 1997. We're Internet-based and have staff throughout the world. Our main focus until recent times has been on First-person Shooters. Recently we've delved into the world of Massively Multiplayer games with our new title in development.

GG: Project Raven is your current game, is it not?

BM: Yes, for the past few months that has been our primary and sole focus.

GG: Could you tell us what to expect from Project Raven?

BM: You can expect a technology-packed, robust, intuitive, and by all means fun Massively Multiplayer game. It will initially have 5 customizable character types and 19 skills to master. It is set in the futuristic underground city of Neltec, with the exploring and fighting done on the overtaken surface of the planet (Earth).

GG: One thing I liked about your Project Raven site is the all the background and depth to the game. Is the game as story based, or more non-linear?

BM: Project Raven will have a rich background story involved with it, which will progress as time goes on, but there is no set path for you to follow (everyone is working towards one main goal, taking back the surface of the earth, but how you reach, or try to reach, that goal is up to you). Every step of the way you'll have to make choices and choose your path. Some may never see the surface, and some may be warriors and constantly be in battle, and both are needed for the game to work. Everyone is an integral part of the whole story, but that story develops as the game progresses and is not linear.

GG: I am looking forward to seeing more. When are we going to start seeing some screen shots or teasers on your site?

BM: In short, as soon as we see them ourselves. The project is still very early in development. We hope to have development screen shots soon for you, and we're shooting for the possibility of a teaser movie in Q1 2003.

GG: I'll keep an eye out for them. Working on a MMORPG (Massively-Multiplayer Role Playing Game) sounds tough, what were your biggest challenges so far?

BM: One of the hardest parts of an MMORPG is weaving all of the components together and still having it be fun, and fair. This has been done in theory with the game concepts, but working out these aspects in development will be just as, if not more, challenging. You have to think every detailed step of the game through a lot more thoroughly than if you were making a simple multiplayer action game. There are bits and pieces of every genre mixed in with the fact that there are thousands of players that must work together at the same time for a unified goal. Doing all that, and keeping it a title people will WANT to play is the big challenge.

GG: Is Fallout Games getting any help with these challenges? Are we going to recognize any of the engines, or is it all "in -house"?

BM: Most avid gamers should recognize the engine. That is about the only thing we are out-sourcing for the project, as we can then focus our efforts on designing the actual game and content. Specifics on the engine haven't been released yet, but we will soon have information on this on the official web site.

GG: Lets talk about your other titles for a bit. CONSUMED, and it's mod: REVOLUTION, are they on hold, or will we get to see more about them soon?

BM: Until further notice, both projects are on hold but you can expect to see them both in the future. The opportunity to develop Project Raven came along and couldn't be passed up. Since our fan base has only recently gotten larger, holding development on both Consumed and Revolution did not have a very large impact on outsiders.

GG: Project Raven looks too good to pass up to me too, Ben. Thank you for talking to us about Fallout Games and Project Raven. I would just like to ask you one question more. Which gaming site do you go to when you are sick of the typical?

BM: Why, Gamegrene.com, of course.

Thanks Ben, we wish all the best to our fledgling gaming companies. They have the spirit to pursue a passion, and the determination to succeed. This is what makes Fallout Games the diamond in the rough.

You can find out more about Fallout Games at www.falloutgames.com/.