Please Hammer, Don’t Hurt Moorgard

I was recently interviewed for an article on IP creation by Cody at Ten Ton Hammer. Along with several other developers, I discuss the fun and challenges of building an IP from the ground up as opposed to licensing an existing property.

This was one of the better interviews I’ve done, in part because I could talk freely about this subject without detailing anything about the game I’m working on. Though it’s not as clear when one game is the sole face of an intellectual property, IP development is distinct from game development. The goal is to build something that can live across a number of mediums and feel like it was crafted solely for whatever incarnation you’re experiencing.

When it works, you don’t notice it. When it doesn’t, you’re left with a movie that doesn’t feel like the game, a game that doesn’t feel like the movie, a movie that doesn’t feel like the book, and so on. Examples of the latter are much more common than examples of the former.

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Moorgard

Steve Danuser, also known as Moorgard, is a a writer, editor, and game designer.

3 thoughts on “Please Hammer, Don’t Hurt Moorgard”

  1. I’ll try not to hurt Moorgard too badly. :)

    Anyway, I thought your answers were fantastic. I specifically wanted 38 Studios to be a part of this interview, because I feel like you’re a studio that has the right attitude about an original IP. Like creating any world, you’ve got to make it have enough depth and enough diversity to be developed on any medium. From what you guys have stated in your interviews, I can tell you definitely have that mindset nailed down.

  2. An example of an IP that was developed to be “cross-genre” from the ground up was the .dotHack line. The games were fairly mediocre in the gameplay, but the way they tied in with the anime, manga, and novels became a compelling reason to play them through in itself.

    At least if you were an anime fan. ;)

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