Interviews

Interviews
Wideload Shorts' Scott Corley on the Business of Making Funny

Joe Blancato | 20 Aug 2007 21:00
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TE: What do you view Wideload Shorts to be? They're downloadable games, but are they casual games? Casual games for hardcore gamers?

SC: We shy away from the term "casual games," because it has definite meaning for some people, but it seems to have a different meaning for everybody. We're not really sure what that means. That phrase started out to mean "a game that you can play casually." You can pick it up and play it for 10 minutes, then put it down. There's a lower learning curve, easier access, the game is better at communicating with the player. We absolutely see all those things as important parts of these games that we're doing. We want them to be games that can be played in smaller time increments. ... But there's also another connotation of casual games. We feel the term also implies games that are made for people who aren't paying attention or don't know how to work a mouse or something like that.

We're targeting our games as [games that] could end up on a game console, like on WiiWare or Live Arcade or PlayStation Network. We imagine our games to be these really rich experiences, the same sort of quality and satisfaction that you would get from any other game you would see on a console, but the way you interact with these games is more of a shorter time period; trying to boil it down to these aspects of fun, where we can take all that fun and throw it at you at once.

We do see them all being downloadable, to answer the other part of your question ... mainly because the downloadable channel meets our needs of being able to put these things out as pretty low risk and pretty quickly. We think that model allows us to take more creative risks and more gameplay risks.

TE: What type of games do you have in the chute now? Are they building off Wideload's current properties, or will they be unique IP?[/b]

SC: The three games that we have in the works right now ... are all unique IP. They don't leverage other Wideload games or Wideload properties. We've kinda been saying all along that we see the opportunity to have some synergy between the Wideload retail games and the Wideload Shorts games.

We have ideas wandering around the office. We'll see something on a screen that's being done for a retail SKU, and an idea will pop into someone's head, like "Man, we could make a game out of just that," or "If we took this one level or these characters, we could make a game." So those ideas are happening, but the Wideload Shorts plate right now is basically full with original IP games. The first one of those we're driving to have finished by the end of this year. ... And the other two are in early concepting prototypes.

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