So what I haven’t figured out necessarily is how do we deal with that worry of a publisher. Because the minute something goes wrong, they get very worried – which I can understand – but things going wrong… well, they go wrong all the time, you know? And how do we solve that problem? If there’s one thing I have a problem with when it comes to publishers is that we’ve been making games for a really long time and we want to own our IP. When we make something, we want to own it.
I totally understand the risk – publishers give me a lot of money, and they want to make a lot of money back. But I can put a team together that in total has like 500 years of game development experience – how do you value that? It has to be valued more than just by a small royalty stream when the game is super successful. Not just successful, but super successful. So that’s my other thing. And I do think that publishers are getting into a place where they are okay with that now. They’re getting into a place where there can be more conversations about us continuing to own the IP, which is great.
How do you think, what makes the publishers change their attitude? Is it because independent studios have much more to say these days?
Well, there’s not a lot of us. There’s like 10 of us, those bigger independent studios of 200–300 people. I actually don’t know how many exactly, but let’s say there’s 10. And if we’re all saying “no” and they need games, then it’s just market. If you want to make a big role-playing game right now, there’s not many people to go to. What we say nowadays is: “We’re going to make a game with this IP”. We would love to make a Fallout: New Vegas-style game or something like Dragon Age, Mass Effect, or The Witcher; we’d love to make a game like that. But if we can’t own the IP, we will make it Eternity-style, because we can usually find the money for that. And we’re not mean about it, we’re not discrespectful. If we’re going to go through the pain of making a huge game, then there has to be a reward for it.