Name: Peter Molyneux and Demis Hassabis
Company: Lionhead Software
Title: Designers
[Originally written in late 1997 or so, since this interview has been written, Demis Hassabis left Lionhead to form his own
company, Elixir, who are currently (March 2001) working on a very ambitious sim project called "Republic". And Peter Molyneux is
_still_ beavering away on his very first Lionhead product, "Black And White", which will be released any month now.. finally!]
"Populous". "Theme Park". "Theme Hospital".
"Dungeon Keeper". "Black And White". No,
we're not interviewing Hulk Hogan here. Although,
come to think of it, "Thunder In Paradise" was
rather good... hah. But anyway, some of you
may now have guessed that this is an exclusive
interview with Peter Molyneux, one of the
most well-known game designers in the world.
Formerly at Bullfrog Software, he's now branched
out to do his own thing again at Lionhead, and
he was the brains behind much of the
afore-mentioned product.
As anyone who's played one of his titles will tell
you, Molyneux's knack for style, innovation, and
immersion of the player in the action is practially
unparalleled. And he's one of the few modern
games designers who could lay claim to actually
inventing a genre - the 'god' game. He's
even had the Lego model that he prototyped
"Populous" on exhibited in a London museum.
Wow. But there's more..
So, not only did we get to interview Peter Molyneux,
we got to talk to him in tandem with Demis Hassabis,
the co-creator of "Theme Park", also now working at
Lionhead alongside Molyneux. Demis is no slouch
himself, having been an England chess international
and graduating with a double first from Cambridge Uni.
Yoiks. ;) Indeed, one might argue that part of the
genius of Molyneux is in surrounding himself with
such raw talent. But, I guess that would sound a
bit pretentious, so we won't say that. We'll just
let you read the interview in peace. Enjoy.
h0l: Are you surprised at how mainstream and legitimate computer
games and games design is becoming, as shown by events such as
the computer games exhibition at the Museum Of The Moving Image
in London, where your "Populous" Lego prototype was shown?
PM:
We all sort of knew that the computer games industry would be
recognised as an art form, but never imagined that it would have exhibits in museums or be
talked about by a Prime Minister. I have heard rumours of a museum
dedicated to computer games, and it is hard to imagine where this will all end up.
h0l: Where did the name "Populous" come from?
PM:
"Populous" was actually called "Creation" first of all, which I have
always thought was a much better name. Unfortunately it turned out that "Creation" has
already been copyrighted, so a person called Joss Ellis who worked at EA came up
with the name "Populous".
h0l: If you could take 5 games to a desert island, presuming you had the
right machines and power supply to run them on, heh, what would
they be?
PM:
Peter Molyneux's Top 5
- Civilization 2 - "I have played 'Civilization' and 'Civilization 2' more
that any other game, but I have never managed a score of more that 75%. I'd love to
have the time to test out whether or not Sid Meier's formulas make it possible
to get to 100%."
- Ultima Online - "Which I know is cheating, but it would be cool to live
in a digital village, so instead I would take 'Final Fantasy VII'. Although I
have an enormous amount of respect for the game, I haven't got the patience to go
through their storyline. But the long hours of solitude would mean I could
take my time."
- Computer Pets - "I'd be lonely so it would be great to have a digital pet
to train up. In fact computer pets aren't advanced enough at the moment, but I
suppose they'll have to do."
- Quake + Mission Packs - "I am sick and tired of being beaten at that
game, so this way I could practice for six hours every day until I was rescued,
and then become the world wide 'Quake' champion."
- Total Annihilation - "To my mind 'Total Annihilation' is the second
generation of 'Command and Conquer'."
Demis Hassabis' Top 5
- Civilization 2 - "It's a very deep game and there are lots of different
ways to play it. Therefore it would take a long time to exhaust all its
possibilities."
- Diddy Kong Racing - "It's extremely good fun to play, with masses
of different levels and things to find. You could spend hours and hours
getting better at it."
- Sim City 2000 - "Because it has got endless possibilities for creating
your own city. It would help you kill far more time than other games, as it is
so open ended with no final goal to achieve."
- Puzzle Bobble - "Puzzle games are the most addictive games there are.
I could compete against myself for higher and higher scores. I think that
puzzle games are far less boring than other games, because their major strength is
their gameplay to make up for their lack of graphics and gimmicks."
[interviewer's note - "Puzzle Bobble" is known as "Bust A Move" in some
regions of the world, just to confuse people.]
- Command and Conquer + Red Alert - "Because it's a brilliant game"
h0l: "Gene Wars" is perhaps Bullfrog's most ignored product - do you
think it was neglected a little unfairly? It's got some brilliant B-movie
touches.
PM:
I agree. I think "Gene Wars" was overlooked, but in a way the
B-movieness of the game worked against it, as people felt it tarnished what is, at its
core, a good game.
h0l:
Which game developers do you respect the most?
PM:
Miyamoto, who has single-handedly changed the face of computer gaming.
He is without doubt the greatest games developer in the world.
h0l:
Why did you put the first-person view in "Dungeon Keeper"?
PM:
"Dungeon Keeper" allows you to create your own dungeon, and I thought
it would be great to experience that dungeon as one of your creatures. In
fact, I wanted to take the first person view a lot further but didn't have the
time . Things like a dungeon populated by monsters who were played by other
humans in a multiplayer/internet game would have been brilliant.
h0l:
I know you're a great exponent of 'testbeds' for games, where the
whole gameplay can be perfected on a very simple version of
the game. This works very well for the types of game you make,
but do you think people should work in a similar way when making,
say, driving games or "Final Fantasy"-style adventures?
DH:
The testbed method of developing games is used mainly so that we can
concentrate on the gameplay at the start of the development cycle. It's
based on how much earlier games were developed, when gameplay was crucial and
graphics were minimal. Obviously the kind of games this method works best
is games where gameplay is more important than graphics. But for some genres
(fighting games for example), where the graphics are integral to the
gameplay itself, then a testbed method can't work so well. But, on the whole, I
think for most games testbeds make sense - once the gameplay is right, the other
elements just fall into play
h0l:
Talking of "Final Fantasy", who's your favourite character, and why?
PM:
The flower girl, although she's pathetically sychophantic.
[interviewer's note - sorry, Peter, I had to edit your answer here because
you gave away most of the plot of "FFVII" in a couple of sentences!]
h0l: Do you think that schedules work well in the games industry, or
should people be left alone to create games that are finished 'when
they're finished'? And in which case, isn't there some danger that
people will want to perfect their games forever?
PM:
You would expect me to say that schedules don't work, but they
do. You need a schedule to work to the question of what happens
when you don't meet your schedule - this has happened to me on
every game that I've ever worked on. But without some kind of target
(even one you always miss), you would be tempted to go on forever
- like an unfinished painting where you would always be adding more
brush strokes.
h0l:
You gave the impression that Lionhead was pretty much happy with
being a small team, but you're also taking out full-page ads in "Edge"
magazine (in the UK) looking for staff. Are you still intending to
concentrate on just the one product, and if so, how many people are
you figuring you need to get it done?
PM:
Lionhead will only work on one title at a time, and it will never get
bigger that 20 people ( We are currently 8 people). As we have developed the new
game, we have come to the shaky realization that it is very ambitious and far
beyond anything any of us have attempted before. So we need to attract, as the ad
says, 'the best of the best of the best' (that's a quote from "Men in Black".) In
fact, we have received over 100 CVs so far, and I should say that only two are of
the caliber that we need.
h0l:
Hypothetically, you can make a James Bond game or an
"Alien"-based game. Which do you choose, and why?
DH:
I'd do a James Bond game, although this conjures up images of
"Goldeneye". I think there is scope to do a totally different game
based around secret agents. "Goldeneye" was a good game - a cross
between "Quake" and "Virtual Cop" - but I think James Bond has a lot
more to offer which no one has touched upon yet.
h0l:
Do you think the games industry should be trying to increase its
appeal to those who don't normally play games? And if so, how?
PM:
90% of all computer games are written by gamers for gamers,
which means that our industry is very insular. But there are games
that are written for a wider market - e.g. puzzle games. Admittedly, it
may not be as interesting designing a mass market appeal game.
We have to try to broaden the games that we develop so that they
can be played by more and more people. The key to this is simplicity,
without sacrificing depth. The perfect game, in my mind, is one that
you can play within fifteen seconds but enjoy playing for ten minute or
ten hours.
h0l:
Do you ever play "Quake"?
PM:
As you have probably guessed from my desert island answer, I think
"Quake" is a phenomenal game, but I'm not very good at it and it gives
me motion sickness.
DH:
I play "Quake" a lot, but only as a multiplayer game. I have never
been tempted to play the single player version. As a multiplayer game,
though, it is virtually unsurpassable in its playability.
h0l:
Is the whole point of games to get as real as possible? Some
people seem to think so.
PM:
I think these people have a point. Environments in computer games
are getting more and more real, and now the power of the new machines
allows us to create very complex physics and maths engines. But we
mustn't be distracted from the main focus of game development - gameplay
environments can only ever play a supporting role to gameplay, just
as cool graphics do.
h0l:
Give us a vague, vague hint about your new game,
"Black and White"?
PM:
I can honestly only say that it is the most important game of my
whole career, and that it is the most ambitious concept that I have
ever worked on - for these reasons it is scaring the shit out of me.
h0l:
What do you see yourself doing in 5 years?
PM:
I can't imagine my life without me creating cool products. I'd like to
think that in five years time I'd get one that I was truly happy with.
DH:
Hopefully we'll have built the most successful games company in the
whole world.
h0l:
Thanks!
[.back to menu.]