Hello Games' Sean Murray
Joe Danger dev on creative freedom, retail decline and failing college
Not at all. We are so buoyed by that kind of success. Castle Crashers doing well, has opened the door to so many indies to be on XBLA, that's a door that a lot of publishers would just find it easier to close and would like it closed. To be honest I'm sure Microsoft or Sony would find it easier to only deal with much bigger companies and not have to deal with these bloody little indies, you know.
We cheer for any success that happens. I have to say that Minecraft has sold about 300,000 units, something like that, and I think top games on PSN and XBLA are hitting those kind of numbers, so it's not a phenomenon from that point of view. Without saying too much, Joe Danger would be in that sort of area.
But I think Minecraft will go on to do more and more, it's on the ramp upwards. I think it will do one million or two million units, it's a fantastic experience. What's exciting about it for us is that it's very new. It's a game that's going quite viral. It's not a Facebook game, it's a proper PC game, the most old school and RPGish mechanics is doing really well and I'm excited. I don't want to see Facebook games doing well!
I cheer that on, and I see it growing and I think that's exciting. It shows that word of mouth is becoming everything, it can work for all indie games in that way. You don't often see a sales graph going that sort of way. It's something new and it's really exciting.
If we meet him in the pub though, we'll be asking him to buy the drinks.
I guess we sound like a proper developer when we say this, but we can't really talk about that right now. But in our case it's not because there's some crazy press plan or something like that, it's just because we're not sure how things will work out. In fact, we're sure that whatever we have planned now is going to change hugely by the time people get to see it!
But I can say that we've learned a lot of lessons from Joe Danger, and that we know that whatever we do has to be different. It has to grab attention. We have to rely on that. We have to make sure whatever we do is good - I was giving a talk today about that.
It's not a classic, Duke Nukem, 'it's ready when it's done', but we have to trust in ourselves to know what game we want to make and then make that. And make sure we make that however long it takes, before we show anybody, before anybody else has any input into it. We need to grab people with that screenshot. That's the thing with digital download, it has to be sold on people's impression of it. They have to say 'I want to play that' and tell their friends about it.
That's where we're aimed. The idea that we're working on, or I should say ideas that we're working on, is stuff that we've been thinking about non-stop for two years. We're really excited and passionate about it. It's a little bit more ambitious.
Like I said, wait and see what we do with eight people.