Former head of Wargaming Seattle Chris Taylor, creator of the Total Annihilation, Supreme Commander and Dungeon Siege series, answered questions from Reddit users, in particular, spoke about his work on a gaming platform for independent developers. We have compiled a selection of Taylor’s most interesting answers.
Chris Taylor is a Canadian designer who founded the Gas Powered Games studio in 1998. In 2013, the studio was bought by a Belarusian company Wargaming.net and renamed it to Wargaming Seattle. In 2016, Taylor left the studio and became an independent developer.
Chris TaylorWhy did you sell the rights to your main series?
I sold the rights to Dungeon Siege and Supreme Commander during the recession of 2006-2007. Then we almost went bankrupt and owed the bank a large sum of money… a frighteningly huge amount, to be honest.
At first I was very upset, but now I’ve got over it. Because ultimately, any creative team wants to do something new, and not repeat the same game over and over again. You know how it is with sequels – very rarely do they inherit the spirit and energy of the original. It’s like with movies. Sequels can be great, but they are often less successful than the first part of the series.
As for the rights to Total Annihilation, they belong to Wargaming. They are now the only ones who have the source code of the game.
Total Annihilation GameplayHow much time does it take to create a game on average?
On average, over my thirty-year career, I spent three years on the project. Now that I’m older, I want to speed up this process – so I can make more games!
Dungeon Siege was created for four years. So many stories, so much madness. The craziest thing is how we worked. For most of the development, we actually worked seven days a week for 12 hours. It was great!
What are you working on now? Can we expect something in the style of Total Annihilation?
I am working on a new RTS (real-time strategy), but it is not related to Total Annihilation. In general, I’m working on my own gaming platform. And my new strategy will be the first in a series of projects that are completely written by me. It’s ambitious, but it’s a lot of fun, I’m excited about it.
My goal is to make sure that my games can be played on any device. It is important that you can launch the game quickly, easily and at any time, even if you have a lousy Internet. To do this, I will sacrifice the quality of graphics, I think it would be right to sacrifice graphics for more important things.
The platform will also be open to other indie developers. I promise to report more details next year.
Dungeon Siege GameplayWhat does modern RTS need to become esports?
We are now learning more and more about how games are becoming spectacular in general, and esports in particular. I think that real RTS has a very great esports potential, but some elements of the genre need to be adapted.
For example, you need to focus on team play, plus the gameplay time should be shorter. And the main action should take place simultaneously in one or two places on the map, because the public will not like it if the camera flies back and forth constantly.
Look at football, hockey, basketball – the camera usually just moves behind the ball. but if you have twenty balls, it will be quite strange.
Let me remind you that League of Legends was inspired by the DOTA mod for Warcraft 3. And this is RTS. So, if you think about it, it was RTS that gave birth to one of the most important genres in the modern gaming industry and esports.
Supreme Commander GameplayWhat do you recommend to other designers?
If you strive to be a good designer, then all you should focus on is game design. Don’t get distracted by the gaming business, technology, and anything else that might distract you from design.
You have to love your project to every detail, every element needs to be polished.
If you are a beginner, you do not need to immediately open a company to release the game. This will only add to your headache – concentrate on making the game. If the game attracts funds, it will be possible to open a company. By the way, you can also get a copyright for your project without opening a company.
Stick to your original vision of the game and stay true to it until the end. Don’t let others interfere and influence your vision.
The game needs to be released in a timely manner, but you should understand very well for yourself when it will be advisable to enter the market and when not.
I regret how I chose publishers to collaborate with. I didn’t have to hurry and didn’t have to sign agreements just because I urgently needed money for salaries. It is better to refuse than to sign a contract with an unscrupulous partner.
Also on the topic:
- Director of Bethesda: authors of large projects should take risksRetro Strategy Raised $70k on Kickstarter in Just Two Days
- A source: