Q&A: Eidos' pres Rob Dyer
Leaving the wild E3 parties behind, Eidos gets serious--about hit men and hip-hop. The publisher's president tells us why.
He is one of those industry vets who really has seen it all. In the Tomb Raider franchise, Rob Dyer and his team of developers and marketers rode one of the biggest, baddest, most profitable waves in this history of gaming. Even with Lara Croft in reconstruction mode--the next TR game is currently in the garage for a rebuild at the companys Crystal Dynamic studio--Eidos remains a force to contend with. The company ranks as the UKs biggest publisher, and with the recent buyout of Hitman developer IO Interactive--even some dabbling in extending its reach into mobile and other areas of new media--it makes the headlines with regularity. OK E3-goers, you wont be going to any Eidos party this year (hey, well always have Atlanta), but the drive, spunk, and desire to compete remain palpable in the words and soul of the top guy of its US operations.
We talked with Eidos Interactive President Rob Dyer from the units San Francisco headquarters, where he was busy readying his team and polishing up his games. And when we brought up the topic of E3 and acknowledged the few short days that remained before the main event got under way, he spoke the terms the entire industry will recognize.
The first word out of his mouth? The madness ."
GameSpot: How mad is it, Rob?
Rob Dyer: You know, every year you think it gets easier .
GS: And youve known the years too, havent you?
RD: Ive been to every one of them. Every one of them.
GS: Cut through the madness for a second. Wheres the upside? Does E3 help you get product in order? Does it help you focus?
RD: You get the great unveiling, and you get to see whats out there.
GS: Whats the message you want the Eidos game lineup to communicate this year?
RD: Its that we do a lot with brand-new properties. Were not out there with the big movie games, were not out there with the big sports franchises. We do new intellectual property, so we take these opportunities to introduce that new IP. The message for us is weve got a very solid lineup, and were going after the hip-hop audience in a big way. Weve got a couple of big titles in the hip-hop side that were going to be introducing.
GS: No movies, no sports. Interesting. So how come EA doesn't get it?
RD: Let me step back. Eidos is all about new IP. Thats what separates us from other companies. We create our own brands. For us, E3 is an opportunity to introduce those new brands. EA doesnt do that, for the most part, because theyve done a great job of going out and getting some very effective licenses, and [they've] made those introductions. And they use that to show the game side of those big licenses that theyve purchased. Thats not to say they dont have their own IP. They do some very good IP. Youre going to see a lot of stuff there with Potter, Lord of the Rings, Cat Woman, Def Jam, etc.
GS: If I were a buyer, Id be impressed. Cat Woman will capture their attention maybe more so than an original IP. How do you compete with that?
RD: Its not just about having a great license. You also have to have a great game that goes along with it, a game thats going to get an eight out of 10. Are the magazines having a good buzz on it? Are the Web sites talking about it? Are they excited about it?
GS: Back to hip-hop. Why hip-hop?
RD: Because right now, hip-hop is big. Its selling a lot. Its a big image. I wouldnt just call it a big brand. Its a big lifestyle. When Puff Daddy can be on the front page of the B-section of the Wall Street Journal talking about mainstream hip-hop, theres something there. Youve got Puff Daddy out there showing how Detroit and GM are going hip-hop with their flashy cars.
GS: What goes into making that decision to go in the direction of hip-hop?
RD: We do a lot of focus testing--phenomenal amounts of focus testing--both internal and external. We do a tremendous amount of looking at what is selling in that demographic that were after--the 17-to-34-year-old youth market, male demographic. [That's] whats happening there. And then on the game side, you kiss a lot of frogs, you look at a lot of prototypes, you talk to a lot of developers, [and] you look at a lot of stuff there before you decide youre going to fund something like that.
GS: How do you read an E3 booth? How do you read the competition?
RD: You obviously want to look at what their focuses are and what their release schedule looks like. You clearly want to try and get some trigger time and see if you can get a sense of what the gameplay is and what the features are. Then for me, I spend more time looking at things that are direct competitors of mine versus what else is out there. As much as I like looking at the cool stuff and the sports sections at EA or at Sega or at the first parties, Im going to spend a lot more time looking at games that are directly competing against my games.
GS: Whos booth do you go to first?
RD: First? Out of sheer size Ill go by EAs, just because you walk right through it. And Ill go straight to Def Jam and compare that against Backyard Wrestling. Im going to go to Sony and take a look and see what theyve got going on online--because were having a huge online push this year--[to] see whats happening there. Ill go by Ubisoft and do the same thing, because theyve always been a big online proponent.
GS: In terms of taking online multiplaying gaming to the next step, to a massively multiplayer, persistent world level, is Eidos heading in that direction?
RD: No, youre not going to see Eidos in that world, no pun intended. But we will be very active on the multiplayer side, on the consoles. Were very active in supporting new media, whether its wireless or whether its other gaming devices. Were going to continue that push. Its something that we see as an opportunity to exploit our brands to get them into the hands of more users.
GS: What about the split between console and PC? Where does Eidos stand there?
RD: Were very heavily weighted toward the console, and I think its going to continue that way. If you look at any of the data, obviously, its just that the PC is a very hardcore marketplace with a few big franchises that tend to do pretty well. What I think youre seeing is a lot of these guys are going to continue to gravitate from the PC to an Xbox or a PS2.
GS: And how are you guys playing the transition? Are you involved in any next-generation development currently?
RD: Oh, absolutely. Of course.
GS: How long do you see the current machines having significance?
RD: For a long time. I completely concur with Sonys thought that this is a 10-year cycle for them on the PS2. I dont know whether Xbox is going to be that long, but if you look at the last cycle, I think there was a huge amount of business that was left on the table with people not supporting PlayStation in years 07, 08, 09, 10. People tend to look at the years past 05 and 06 and say OK, Ive got to get into the new one, and theres a lot of people still buying product for it, so how youre able to do these metaplatforms, I guess, is the best way to do it. Can you make PS2 and PS3? Those are the challenges youre going to have, so you can have a game that translates well from the PS3, and you can still play it on the PS2.
GS: So how do you split the team? Current platform or next?
RD: Thats a good question, right now. Weve got a number of very smart people working on the next-generation thing, but we still have the bulk of our group working on the current systems at this point.
GS: What about Asia? Everyone seems to be chasing business there.
RD: Theres always interest in something like that, but at the same time, were not spending a lot of resources, there because we think theres plenty of business to be had here, right now, that were not maximizing.
GS: Also, you mentioned hip-hop as a focus, but there have to be other core markets that youre aiming toward? Who is the Eidos gamer?
RD: Aspirational... Likes to play in the sandbox without any clear one way to play the game... Weve definitely gone after the aspirational 17-to-34-year-old male. Were a mature gaming company; we have been for a long time. Were not going to change that.
GS: No problem with M-rated product?
RD: Never have. Never will.
GS: Whats next for Eidos? How do you see the company playing out in the next two to four years?
RD: Were going to continue to be aggressive in looking at new IP. Were going to continue to be aggressive in looking at new opportunities to acquire and development other resources, and were going to continue to maximize the brands that we have and look at ways to grow the intellectual property we now have. So relaunching Tomb Raider, introducing the new games we have in the hip-hop arena--those types of things--[plus] having a game like ShellShock in a Vietnam era be successful. Were going to [work at] making our brand successful. Thats what our focus is going to be for the next two to four years.
GS: How about support for the PSP and DS?
RD: Well be absolutely all over the PSP. Were already in development for that, and were just waiting for more details on the DS.
GS: How significant do you think the PSP is going to be for the handheld marketplace?
RD: Huge. We think its going to be a very, very significant player next year. Its going to be one of those things thats going to make our transition from the current generation of hardware to the next a lot smoother. Youre not going to have the same bumps that we had previously in our cycles. In 2005, youre going to have a declining market, presumably. A lot of people are saying 2004 is going to be the peak in what were seeing for software sales, so in 2005 youll start seeing a decline for the current console generation. With the PSP introduction, youre going to be able to start to mitigate some of that decline.
GS: Thanks so much, Rob.
RD: Ill see you at "the madness." Stop by the booth.
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