| Our
next installment in our fabulous interview section
features Philip Holt, Director of Product Development.
I'd like to grovel at his feet for giving us his time,
but I think we'll just settle for a big thanks! First
off, tell us a little about yourself. Where did you go to
college, your major, hobbies, what exactly it is you do
at Volition, what an average day at the office is like
for you, things like that.
I went to a tiny liberal
arts college in Washington called The Evergreen State
College. Evergreen is a goofy state school that the
Washington legislature tries to shut down every year. The
school has no grades, no tests, and plenty of alternative
lifestyles.
I paid my way through
school by cooking at a local restaurant. For awhile, I
really considered cooking schools. I also thought about
applying at UC Davis' Enology department, but figured
making wine for a living was a little whimsical. I wanted
something more down to earth, more practical, grounded in
fulfilling basic human needs.
I am Director of Product
Development for Volition. Mostly, I do what I can to
ensure our projects are going well and staffed properly.
I am responsible for schedules, budgets, general studio
functions, and personnel issues. I spend a lot of time
reading and answering mail, going to meetings, making the
rounds to see how everyone is doing, and give Dave B a
clinic in Ping Pong. I don't really produce anything; I'm
purely overhead.
What
type of pre-Volition experience did you have? How did you
come to be at Volition?
Before joining Volition,
I was a Development Director at Electronic Arts in
Seattle, where I worked on FIFA 98 and World Cup 98,
among other projects. I learned a lot at EA and I worked
with some great people, but it was definitely time for me
to move on. Besides, Seattle was really getting to me.
Housing prices were increasing at an astronomical rate,
traffic was horrible, and I never saw the sun. No joke. I
moved here last June and my friends in Seattle weren't
please to report 90 consecutive days of rain last winter.
Once my wife and I
decided to move, it was just a matter of deciding where
to go. Actually, the very first place I thought about
contacting was Volition. I have family in Illinois, so
that was appealing, but Volition's and Parallax's history
of developing industry-leading games made this place
extremely desirable.
What
do you think is your favorite game?
Tough call. I have a
very strange taste in games, too. I like sports games and
I was a huge soccer player as a kid, so FIFA has gotta be
on the list. Working on it was pretty good, though I
actually spent a lot of time at EA playing NBA Live (Tim
Hardaway was unstoppable in 98). Some one-man outfit in
Scotland put out a soccer manager game called One-Nil.
I'm sure I put in more hours playing that game than any
other. Of course, no game list would be complete without
DeathTank, the ultimate Sega Saturn multiplayer game. It
was built by a couple of programmers at Lobotomy and was
never really shipped.
What
do you think is the worst game you've ever played?
"I Never", but
that is another story.
What's
your favorite ship in FS1? How about FS2?
I like the Ulysses in
FS1.
I'm still undecided in
FS2. I like some of the bombers, actually. The Cyclops is
a pretty sweet weapon to be toting around.
OK
OK, I've heard a rumor that the pizza in Champaign is the
best in the world, care to comment on that?
Well, Papa Dell's is the
place to go for 2 inch high Chicago style pizza. It is
pretty fine. There's a joint in town that does an upside
down pizza that is pretty novel. Is it the best in the
world? Maybe not, but you won't find a finer apple cider
donut anywhere else in the world that at Curtis Orchard.
And then there is the Seaboat... mmm.
I've
also heard that Jim Boone is the best FS2 player around
the office. Who do YOU think is the best player around
the office? How 'bout pool.. Who's the man when it comes
to playing pool?
Jim's all right, but I
think the guys let him win a lot. I mean, the guy is
living in a hotel. You gotta give him something.
Seriously? Yeah, Jim can give anyone a sweet tooling.
Pool is another matter.
Sandeep is the Gary Payton of pool. He talks non-stop
trash, but doesn't have the goods to get the ring. GeO is
as serious as a heart attack when he is playing, and he
has this Brooklyn thug thing going. I think he wins most
of his games on intimidation. Schroeder is pretty good,
but what is he not good at? Kulas shoots well, but there
is always a nagging question in the back of your head:
"Do I really want to beat the boss?" I guess I
don't have an answer for you. Once we ship FS2, we'll
probably line up a pool tournament. Maybe Nate can update
a Tourney tree on the web.
I've
also heard another rumor (we hear a lot, apparently). Is
it true that in a previous life you were a famous blues
musician?
You know, before I
thought about moving out of Washington, I bought my
grandmother's 78 Cadillac Eldorado. She lives in Southern
Illinois. My plan was to pick up the car and head south,
to Memphis first, to check out Beale Street, Sun Studio,
and Graceland. Then, I was gonna take a slow tour down
Highway 61 through the Mississippi Delta to find the
Crossroads.
Well, I didn't make the
trip. I did buy the car, but instead of going south, I
went north to Champaign to interview for this job. Good
thing, too, cuz you never know what you'll find at the
Crossroads.
What
is the hardest part of your job and why do you think this
is so?
Tough question. I really
like my job and I enjoy just about everything I do here.
Sometimes personnel issues are a little sticky. Budgeting
and scheduling is pretty hard. How can you plan how long
it will take and how much it will cost to build fun? When
you build a new game, creating the gameplay experience
that people will crave isn't like specing out how some
button on an interface screen is going to work. Sometimes
it takes a long time to realize and implement that core
game experience. Building a schedule and budget around
that is pretty worrisome.
Where
do you think the 'Space Sim' genre is headed as a whole?
Do you think it will start to sway more towards being as
realistic as possible or stay how it is with some
realism, but usually choosing fun over what would be more
realistic? Do you think it should be called something
other than 'Space Sim' since its not actually a
true-to-life simulator? :)
When I was a kid, I saw
Star Wars about 50 times in the theater. After every
show, I would go home and pretend I was Luke or Han and
act out parts of the movie. I recreated the experience in
my imagination. To me, Space Sim games are all about
creating that same kind of experience, getting lost in
the moment, absorbed in the action and the story. Making
our games more realistic is all in an effort to engross
the player in the most vivid experience, not to overwhelm
them with the banality of a simulated reality. Some games
suffer from "the most realistic physics" or
"the most realistic flight control systems".
I'm not a fighter pilot. I don't have years of training
on how to fly combat air or spacecraft. I'm just a guy
that wants to fly cool ships around and blow stuff up.
All of the features and enhancements we have added to the
game are all about creating a more immersive experience
for gamers so they feel like they are really in a
believable world while having a blast flying around
blowing stuff up.
The
development team of FreeSpace 2 is relatively small
compared to say the teams over at Origin and Lucas Arts.
What are the advantages to having a smaller team? Does
each team member get a fair amount of input into the
game, or are the shots called by the top man?
One of the coolest
things about Volition is the degree to which everyone has
a say in what we do. This is a tremendously collaborative
company where ideas are judged on their merit and not on
how high up the ladder you happen to be standing. I think
the guys on the team have enjoyed the fact that their
input matters.
It is a lot easier to
coordinate with a smaller group of people. Is it easier
to figure out where to go eat lunch with 4 people or 10
people? Yet, you do need to have enough people to get all
the work done. We have tried to strike the right balance
between all the benefits of a small team and the sheer
man power of a bigger team.
At the end of the day,
we need to be profitable. We can stick 100 people on the
game and have plenty of managers do all the coordination
and run all the meetings, but we would make on dime. If
we don't make any money, we don't get to make more cool
games.
The
all encompassing and most important question of any
interview: Anything else you would like to add?
I am just really happy
with Freespace 2. The team has worked really hard and has
done great work. I think it was Jim McCarthy who said you
can see the team in the software, that the software is
the team.
The game is really good
and I can't wait for all of you to get your hands on it.
I'd like to thank Philip
for his time again, and I you guys enjoyed this. Look
forward for more interviews in the future, we already
have a couple more lined up! Whee!

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