Name:Toby Gard And Paul Douglas
Company: Confounding Factor
Title: Code and Graphics guys
[Originally written in 1997 or early 1998 - believe it or not, Confounding Factor's game, "Galleon", is _still_
not out (as of early 2001), and the 'Dural' (ok, Dreamcast!) has come and gone, practically. I believe it's due
later this year on PS2 and other formats, and it looks _very_ promising indeed. As it should do, considering how
long it's taken ;)]
Now, here's an interesting one. videogamedesign.com has
managed to get an exclusive word or two with Toby Gard and Paul Douglas, the main forces (code and graphics respectively)
behind one of the biggest computer games _ever_, "Tomb Raider".
As many of you may know, they left Core Design shortly after
finishing "Tomb Raider", and have now set up their own company,
Confounding Factor. where they're working on a new project that
may just be destined to be as big as Lara.
So read on for scoops about why they left Core, what they're
working on now, and what they think of "Tomb Raider 2" :)
h0l:
You guys are obviously best known for "Tomb Raider" - but Core has
had a pedigree of decent games going way back. What did you work on
before "TR"?
PD: "Tomb Raider" was my first commercial game. Toby
previously worked on "BC Racers" but he doesn't like to talk
about it.
h0l:
What do you attribute the success of "Tomb Raider" to?
TG:
It being better than most of the other games around at the time.
PD:
First and foremost it was/is a good game. Some people have attributed
its success purely on the fact is has a female lead character, and the
associated marketing, but there has been plenty of mediocre games in the
past with female characters.
h0l:
Were you amused or appalled at "Nude Raider"? :)
PD:
It's pretty sad. Have you heard the rumour that it was Core that did
it? It wouldn't surprise me in the least. We were actually asked to put something
like that in the game by the boss, but flatly refused.
h0l:
I know some of you were almost tempted over to join Shiny at one
point. What changed your mind?
PD:
I dont think I would have been able to concentrate on making games if I
worked in somewhere as cool as Laguna Beach.
h0l: Why did you decide to leave Core Design in the end?
PD:
We were basically given the option of doing a "Tomb Raider" clone on
N64 in less than 12 months from scratch, or "Tomb Raider 2", neither of
which interested us, so we chose the only other possible option.. the door
h0l:
Did you find setting up your own company easy, or has it shifted you
into all kinds of administration and management issues that you might not
want to deal with?
PD:
Well, it took us about 6 months to fully set up Confounding Factor,
what with having to negotiate a publishing deal, find offices, buy equipment,
etc, etc. Now thats all done, we've found that all our admin and business related
issues can be quickly sorted out in about 15 minutes daily, which I
generally do with a cup of coffee in the morning while I wake up.
We more than make up for this "lost 15 minutes" by not having to deal with
useless middle-management.
h0l:
Are you happy with how the continuation of the "Tomb Raider" franchise
is going? (the new game, the publicity campaigns for it?)
PD:
I've been playing "TR2" the last week. It's certainly pretty good, but
has a number of flaws that I wouldn't have done. Its also more of a "TR1.5",
rather than a full-blown sequel, which is a shame. It'll be interesting to see if
Eidos milk it dry or nurture it. It's also looking exceedingly dated when
compared to what we're working on now...
h0l:
Can any of you give me any hint as to what game you're working on?
Or is it top top secret? :)
PD:
It's even more than top top secret, if we told you about it we'd have
to kill you...
h0l:
Which game developers do you particularly admire?
PD:
Off the top of my head and thus in no particular order and probably
missing someone really cool: Bullfrog, Looking Glass, iD, Rare, Shiny,
Squaresoft, Nintendo, Westwood, Parallax.
h0l:
What kind of timelimits and platforms are you talking about for the
new title?
PD:
The game will be released this millenium, definitely on PC, and quite
possibly on Dural and Playstation 2. Unfortunately (or fortunately,
depending on what way you look at it), the game design and technical
specification are way beyond the capabilities of Saturn, Playstation and N64.
h0l:
What games are you guys playing at work/home at the moment?
PD:
"Tombraider 2", "Final Fantasy VII", multiplayer "Micro Machines 3",
"Abe's Oddworld", "Curse of Monkey Island". Out of all of them i've probably
enjoyed "Final Fantasy VII" the most. I've also just started playing "Quake 2",
which is an awesome sequel.
h0l:
Do you think the trend of small development teams working for big
publishers is a good one, in terms of structure and creative freedom?
PD:
Well, it's certainly working for us. I couldnt really say if it works
in general though.
h0l:
Are people in the games industry socially inadequate? :)
TG:
No more or less than people in any other industry that demands long
working hours.
h0l:
Finally, name your three favourite words or phrases.
PD+TG:
1. Pants.
2. Who'd like a nice cup of tea?
3. Here's your royalties.
h0l:
Thanks, guys!
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