Millennium Gaming

George Broussard and Scott Miller
Louis Castle and Brett Sperry
Justin Chin
Richard Garriott
Ron Gilbert
Andy Hollis
Jane Jensen
Norm Koger
Doug Littlejohns
Sid Meier
Peter Molyneux
Michael Morhaime
Ray Muzyka & Greg Zeschuk
Gabe Newell
Chris Roberts
Tim Schafer
Bruce Shelley
John Smedley
Warren Spector
Will Wright
Andy Hollis
Electronic Arts

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As much fun as it is to experience a whimsical zany world on the computer screen, visionaries such as Andy Hollis have given gamers the ultimate in realism on their computer screen with flight simulators such as Mig Alley Ace and F15 Strike Eagle II. As a founding worker at MicroProse, Hollis has seen flight simulators mature through the past decade into products such as the recently released Jane's F-15. Now, the clairvoyant Hollis has his sights set on a new line of products for EA Sports.

1. If there were one moment from gaming you'd put in a time capsule to represent the 20th century of interactive entertainment, what moment would it be and why?

Andy: Pong, closely followed by Breakout. It was from this moment that we learned how engrossing and immersive even the simplest of computer gaming experiences could be. I can't tell you how much of my life was expended moving that little paddle back and forth.

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Jane's F-15
2. Do you think the gaming industry is underestimating one aspect of interactive entertainment that will take us all by surprise in the early 21st century?

Andy: Online distribution. Forget retail. Sure, you can always go to the mall and get the "special gift edition" of your favorite game, complete with lots of trinkets and such that make it feel real as a gift. But real gamers will make their purchases online and software transfer will take place there. Maybe you'll download it, maybe it will arrive episodically, and just maybe it will happen on demand as it does with a browser and Web page. Best of all, you won't know the difference or care.

Along with this will come different business models. In addition to the standard single-buy, infinite-play models will come with subscriptions that include updates, fee-based associations and persistent worlds, on demand pay-for-play, and so on. Ad-based revenue will subsidize fees on a number of free gaming experiences that will be quite engaging to mass market folks as an alternative to television. Dell is right; direct-to-the-customer is the way.

Next: Andy Hollis (cont.)