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To Be This Good Takes AGES

Hayes, Dunn and Heaton talk UK success, incubating Aliens and measuring the bottom line

GamesIndustry.biz Is there any concern that the Alien/Aliens IP might be losing any appeal to the public? Recent films weren't well-received and now even Ridley Scott's prequel movie is apparently not going to be about Aliens after all...
Tim Heaton

Well, with AvP coming out... maybe you could talk about the quality of AvP but people really, really wanted to play it. There's still a passion there for that, for the license and the property. And then I know what we're doing with that property takes us a little bit into a more interesting place, so we're not knocking a bog-standard space marine shooter.

Mike Hayes

It's going to be a great game in its own right, and it will have the license as well.

Everyone's obsessed and focused on Chart-Track and seeing declines, but actually they're not seeing the huge business underneath that which isn't being audited

Mike Hayes, SEGA
GamesIndustry.bizYou've only described it so far as 'a console game' - does that lock you into this generation of hardware, given we're hearing all kinds of stuff about new systems impending?
Tim Heaton

We're pragmatic about what those platforms are going to be, given the timing and stuff. Can't say any more than that.

GamesIndustry.bizYou said earlier that you didn't have enough time on Viking - will you be ensuring this doesn't suffer the same problem?
Tim Heaton

Yes. I can't say when it's out, but absolutely. SEGA have invested the right amount of money in this project so it can absolutely deliver, and now it's down to us to do it.

GamesIndustry.bizIn terms of the license, how much scope and freedom does SEGA have with it - years, platforms and artistic license?
Mike Hayes

Well, a lot of that is confidential, but in terms of what we can do in the world of Aliens we do have an excellent relationship with Fox. And they understand games - it's incredible how they understand the business. So the creative scope that we have is actually very good. There's always going to be limitations because it's an IP, but from a gaming point of view I think they're a great partner to work with, because they are giving us a lot of freedom to develop that IP in a positive way for gaming. As Tim said earlier, we are trying to create a brilliant game, so we need to be able to do that first and foremost within the world of the IP, rather than "here's the script, go make the script". That, I think, is very important for us on this project. With Aliens vs Predator we had such a big success with that project, so we think if we create interesting and high quality variations upon that world, then I think commercially it could run and run. It's such a powerful license, quite a unique one in that respect.

GamesIndustry.bizIs a big license or established brand attached to a game critical to its success these days?
Mike Hayes

Yeah, absolutely. With something like Aliens, because it's so strong it potentially de-risks a project in so far as we don't need to spend so much marketing money. So when you see some of the behemoth new IPs coming out from our competitors and I see the rumoured amounts of money that's being spent on development but also purely on marketing, it begins to make your toes curl. It does show that the risk is so much greater. So having a Football Manager, a Total War, a Monkey Ball, an Alien, a Sonic in the portfolio does give you a degree of stability. Key within all that is how we transition it over to less traditional gaming markets, but with that IP you can definitely have a more sure-footed potential of success. But it's never guaranteed.

GamesIndustry.biz Given what's going on with some of the larger publishers, like those toe-curling budgets you mentioned and the way those risks haven't always paid off, is there an opportunity for SEGA to catch up, as it were? You've described yourself as a medium-sized publisher in the past, but how much does a project like this give you the potential to change that?
Mike Hayes

I don't think absolute size and market share in this business is remotely important. What is important is we're a business - these [CA] are the clever guys, the creative ones, but we run the business. At the end of the day, we're in business to make money out of our IP. To do that, we have to have excellence in creativity, and that I think is a discipline that Creative Assembly and Sports Interactive both show. That's the most important thing.

So do we want to be a number one publisher, a number five? I actually don't care. It's just whether we're achieving the financial goals that we have. And a lot of that is now hidden, because a lot of gaming is not audited now - everyone's obsessed and focused on Chart-Track and seeing declines, but actually they're not seeing the huge business underneath that which isn't being audited. Whether that's paid DLC, whether it's digital download, whether it's iOS sales... Gaming is an unbelievably vibrant business, it's just that a certain portion at the moment is not doing as well as it has been. If you can be successful in all of those sectors, then you've got a very, very viable business. Who actually knows how big Activision, EA, Ubi, Sony actually are, because most of it's now not audited? It's quite an interesting conundrum - you can only see it on the bottom-line results these days. For us, that's what counts.

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Alec Meer: A 10-year veteran of scribbling about video games, Alec primarily writes for Rock, Paper, Shotgun, but given any opportunity he will escape his keyboard and mouse ghetto to write about any and all formats.
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