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UGO Alliance   

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An Interview with Rob Cohen

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q.gif (936 bytes) Edge of Reality is obviously the name for a company with the founding vision to take gamers closer to a realistic game experience. How far is the gap today between gaming and reality?

a.gif (923 bytes) What I really had in mind is the border between reality and fantasy. I think that video games are so engrossing because they provide a kind a fantasy fulfillment. Most of the time reality isn’t all that interesting. I guess you could say that deep down I want to beat up 500 pound monsters and win the Super Bowl. This is what drove me to become a gamer, and later, to take the next step to become a game developer.

As far as the realism of today’s games, well, it still takes imagination, but so does reading a book. The movement from sprite games to 3D clearly made the fantasy much more convincing, and gamers are definitely responding to that. This will continue to improve until, finally, you can’t tell the difference between playing a game and real life.

q.gif (936 bytes) If you had to pick one aspect of gaming that currently forbids that near-immersion into reality, what is it? Graphics? Sound? Gameplay? Something else?

a.gif (923 bytes) Without a doubt, I’d say that it’s the tactile feedback. If anyone out there ever gets to go to a Siggraph convention, I urge you to try a $50,000 tactile feedback system. For me, tactile feedback is the biggest thing that keeps me going back to the arcades, especially now that the consoles and PCs are closing in with respect to graphics and sound.

q.gif (936 bytes) What is Edge of Reality going to allow you to do that you couldn’t do at Acclaim?

a.gif (923 bytes) First of all, I’d like to say that Acclaim was a great place for me to get started in the industry. Acclaim was one of the first companies to get the N64 development systems, and they did a great job marketing Turok and Quarterback Club. In addition, my coworkers at Iguana were incredibly talented. Without them, I wouldn’t have this opportunity with EoR.

With that said, EoR will allow me to reach a degree of creative control and financial success that just isn’t possible within a large corporation. I intend to make sure that this carries over to all of EoR’s employees, making it a very rewarding place to work. In the end, I’m sure that this will come through in the games.

Another exciting difference will be an active presence on the Internet. Unfortunately, most console publishers don’t allow their developers to have much of a public presence. Thanks to the great publishing arrangement with g.o.d., our team members can speak up and solicit gamer input every step of the way. The visibility and input gained from this will be good for our games and good for our company.



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