But this is also possible on different platforms and with various technologies. The idea of a multiverse is to be able to see the word, create content, transfer it, and interact with the world and other players. You can still add aspects of the multiverse to any platform: PC, console, smartphones, etc. You don’t really need the VR headsets to build a metaverse and interact with it. Speaking of VR gaming, do the metaverses, like one from Ready Player One and those Zuckerberg recently explained so much, have perspective? If at least one person is having fun by playing it, it is already a real game. It doesn’t matter whether they are hardcore or casual or something else. I remember very well when I attended the first game conference in the USA called The Computer Games Developers Conference its moderators discussed if they should let developers of console games because they are supposed to be “not true” ? Such a discussion has continued for over 30 years, and I don’t understand it. Gamers sometimes claim that games are not hardcore anymore and have become too casual, and it is because of mobile gaming. However, this technology is not so immersive. That is why I think AR has more potential. The problem you have with VR is that when you are wearing a headset, you can’t see the environment. I think the greatest of them are VR and AR. Now you can see how new technologies influence game design. Looking at games as a type of art - how have they changed? Any developer has to spend at least 25% of the time on marketing. It’s a very bright audience, so the game developers need to work harder to find the audience, including social media.
HEROES OF MIGHT AND MAGIC 3 SOFTWARE
According to the Entertainment Software Association, the number of people over 50 who play games is almost the same as that of gamers under 19. As I started, it was a hobby of the narrow group - computer nerds. One more thing is that now the games have a brighter audience. Nowadays, it is much harder to make games known. Because it is so much easier to make a game, many people are doing this - a lot of competition. Moreover, an indie developer does not always need a big publisher to release a game because Steam and other platforms exist. And it is much like it was when I started: one person or a small group of people can easily make a game.Īnd there are a lot of tools available to develop those games. (like in movies).Īlthough just like in movies, there are a lot of innovations from indie studios, the game dev faces the indie game development. Nowadays, continuing a franchise is a very popular way: a publisher and a developer find a successful game, make a sequel for it, then another sequel, etc. The publishers are less risky now because budgets are so big, and games are so expensive to make. And now there are teams with hundreds and even thousands of people.Īnother thing is that AAA project budgets also become larger. The last big team I managed had about 50 people. And then, during the years, things become larger and larger and larger. When I started, the most basic thing was that it was one person - me, myself, and I - I did the design, programming, artwork, and audio for it, all by myself. How has the industry been changing during this period?įor the last 40 years, games have evolved in many different ways. All photos in the interview by Olha Zakrevska / AIN.UA You have over 40 years of experience in game development. iLogos asked David to give an interview to AIN.UA about the game dev, his experience with famous games, and the future of the game industry. In November 2021, he came to Ukraine to participate in the Games Gathering conference, where he got acquainted with Ukrainian game dev studios and developers. There is even a hero in Heroes III named after him. He worked on the super bestseller Heroes of Might and Magic III and other games from the series, I Have no Mouth, and I Must Scream, Vampire: The Masquerade – Bloodlines, and many other game projects. David Mullich is a worldwide known game developer and producer.