Steve Fawkner is the founder of Infinite-Interactive, a video game development company based in Melbourne. Steve has taken time out of his busy schedule to chat about gaming piracy and how it is preventing developers from creating cutting edge, innovative games.
1. How many employees does your organisation employ locally?
We have almost 50 people here full time, and a number of contractors. This could be anywhere from 5-20 people depending on the stage of production that we are in with our projects.
2. Can you provide us examples of games that have been wholly or partly developed by your organisation in Australia?
Our most recent releases have been Puzzle Quest: Galactrix and Neopets: Puzzle Adventure on DS, Wii, PC, Xbox 360 and PS3. Our most notable release of recent years was probably Puzzle Quest: Challenge of the Warlords. This game has won a whole raft of Game of the Year awards.
Our releases stretch right back to 1989 when we released the original Warlords strategy game, the first of a series with over 10 sequels.
3. Can you give us a profile of a typical games developer in your organisation?
Our developers tend to fall into three categories. There are the software engineers who generally have the same qualifications as any member of a programming team in the IT industry. There are the artists who work either as illustrators or 3D modellers/texturers/animators. Their backgrounds tend to vary widely, not all of them have any formal qualifications, although most do nowadays. Finally, there is the design and production staff, who quite often come from a technical background. Their responsibilities mostly revolve around making sure everything gets done and that the games are fun to play.
I’ve painted some pretty broad strokes there – within each discipline are many niches and sub-disciplines that are quite distinct from each other.
4. How does gaming piracy directly impact you?
Gaming piracy has made the PC a totally unviable platform for us. Piracy can be performed in such a casual manner today that it is often easier to pirate a game than to buy it. We have moved into the casual game space on consoles and handheld systems to get away from all the piracy.
Piracy began to impact us in 1995 when the first CD-ROM burners became commonplace. We toughed it out for another nine years but it got progressively worse until we had to relegate PC games to second place in 2004.
5. What would you want gaming pirates to know?
It’s really simple. You’re harming innovation. Developers don’t make much money even if they are successful. Most of us are here because we love creating games. The harder life is for us developers, the more we have to play it safe, and the less innovative games you see each year.
I don’t believe that piracy will ever actually kill PC gaming, I’m not that naive and would never try to tell anybody as much, but it WILL reduce the number of titles available down to a few AAA releases every year along with all the shovelware that gets bundled together cheaply. That whole spectrum of really interesting experimental games that you once saw on PC have mostly vanished already. It would be really sad to see them gone altogether.
To those pirates who say “if you wrote good games, you wouldn’t care about piracy”, I say “then why do you still pirate good games?”