An Interview With GoD
3:31 PM | Michael Eilers | Comment on this story
After this year's Electronic Entertainment Expo, publishing house Gathering of Developers suddenly became a major player on the Mac scene, with five very big titles due for Mac as well as PC (and Dreamcast.) Not only will GoD be bringing Oni to the Mac platform, they will also publish Rune, 4x4 Evolution, Tropico and Heavy Metal F.A.K.K. 2 - all but Tropico will be in stores before the holiday season. Needless to say, this has become a company to watch closely for Mac gamers.
Our Gamecenter Alliance partner Gamer's Depot has posted an interview with Mike Wilson, former id Software employee and head of Gathering of Developers. While the interview doesn't reflect directly upon GoD's Mac OS leanings, it does provide some insight into how this publisher works, and what makes them different from conglomerates such as Sierra or Infogrames. Here's Wilson on GoD's modus operandi:
GD: What do you feel is the most unique feature about your company that sets you apart from other game publishers? The first title we are likely to see from GoD will be 4x4 Evolution, an off-road driving sim featuring ultra-realistic vehicles and lots of dirt-thrashin' fun. Following in October should be Heavy Metal F.A.K.K. 2 and Rune, followed closely by Oni. Tropico is due in 2001. Read the rest of this interview for more behind the philosophy and methods of this major Mac gaming player.
Mike Wilson: We believe that our value as a company is in the relationships we maintain w/developers, not in any ‘marketing prowess’ or expertise of management. We want to work w/the best talent, and we try to be the path of least resistance for them to look at when the time comes. And, like I said before… we keep it FUN.
GD: Due to the overwhelming response that your games got at this years E3, do you feel an even greater amount of pressure to make sure these games are done to a higher standard of quality, and ship on time?
Mike Wilson: All we do is sign great teams, and stay out of the way. The rest will take care of itself. We stay focused on our side of the project… making sure that everyone is aware of the title and that it has every chance to succeed. To think that we as a publisher (i.e. people who have never actually MADE a game) can have a realistic impact on a project that a team of experts is slaving away on full time for 2 years is a bit arrogant. We help by providing whatever services that a team needs to succeed, but that’s it. Other than that, we really try to shut up and stay out of the way.
Gathering of Developers
Gamer's Depot Interviews Mike Wilson
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