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 think there is to be learned from the casual/downloadable market? What does a Bejeweled or a You Don't Know Jack do that Half-Life can't?

One thing that's obvious is they don't try to cater directly to what you would think of as a core gamer person. They don't try to fill all the check boxes of the games that have come before that have been top sellers. We want to be able to step away from a Half-Life and say we're not gonna do the obvious evolution of games from a certain chain.

We look at ourselves as making games that are on the one hand for the people like me ... that are lapsed gamers. We used to play games and our lives have changed. We still wanna play games, but they have to fit into our schedules and be done on our terms.

We also see some of our games going after the expanded market. Obviously, Bejeweled is the prototype for the game hit that on the head: All these people that were not being served with games that they wanted to play. We tend to think of the really simple games like that as best served by the companies that specialize in those super simple games. We definitely feel like our games fit into the category of pick-up-and-play and learn it really quickly; games that really take into account the customer that doesn't sit in front of a game console 40 hours a week.

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