|
|
Back to Index HERE |
||||||||||||||
|
Even
if Ritual was able to modify its internal design process, it says
exogenous factors have made PC development that much more difficult over
the past two years. "In
F.A.K.K. 2's case, we started it in November 1998,” states Dochtermann. “We're now in July 2000 and we're set to release it in a
few weeks from now. What happened to us during that time, as well as to
other developers, is that the PC gaming market imploded. When we released
SiN, unit sales were significant. If you had a hit game, you expected to
sell 400,000 to 600,000 copies. Right now, as we're about to release
F.A.K.K. 2, a PC game, we're looking at the possibility that we won't sell
even 200,000 or 300,000 units because the PC market has changed." The
solution? According to this
developer, as the PC market changes, so do they.
Ritual now sees itself, like most PC game makers, developing for
the video game consoles, primarily the upcoming PlayStation 2 and Xbox. As
a prelude to this, F.A.K.K. 2 is the first game that Ritual will release
immediately on multiple platforms -- PC, Mac and with a Dreamcast version
to follow soon. For Dotchermann, moving from PC to other platforms is part of a natural progression for a company still trying to find it niche. "Back in the day, we were just starting the wave of something unique, doing the add-on pack, and then moving into a full-blown game,” he explains. “Now we're at a point where we're trying to provide a unique experience in whatever genre we make a game. Something that's different," he says. "Hopefully we can keep doing that." That
difference is in part thanks to a diverse group of gamers that work on the
tight-knit Ritual team. "The
whole company is made up of different kinds of game fanatics," says
Dochtermann. "We have guys here who are first-person masters and they
love playing deathmatch all day. We've got guys who play board games on a
regular basis. We're a motley crew to begin with, but the one thing that
we share is our love for games, and a love to play and explore new
horizons.” Dochtermann says that no matter where the company goes next,
“I want people to know that when they buy a Ritual game they'll never,
ever, ever play a clone of some other game. We don't take on a game to
make unless we think we can add something new and unique to the
genre."
One
area Ritual is already thinking about exploring for its next project is
something every developer in the industry is debating: online multiplayer.
"We've talked internally about how our future games could be
different from a multiplayer perspective or incorporate more of a
cooperative feel to them rather than as a solitary experience,"
Dochtermann says. "So where I see Ritual in the long run is branching
out into making experiences that would allow for you to play with your
friends." Next, Out With the Bugs > |
||||||||||||||||
Copyright 2000, Ola Balola LLC. |
||||||||||||||||