Last Tuesday, the first monies from that effort hit our corporate account. I'm sure that the details of that experience would be interesting and valuable to many, so I'm in the process of reconstructing it now. Once all the concerns are finalized, there will be all the usual pomp and ceremony (otherwise known as a press release and a re-launch party!).
In the meantime, we’re currently in the process of choosing our first physical office location. Until now, we’ve all been working virtually, which is a euphemism for “at home.” That’s been an interesting experience all around, with many pros to go with the cons, but the team is certainly ready to check out the alternative. ;)
In addition, we’ve begun a new round of hiring in earnest, which starts this week. We’ll be updating the Heatwave website with all of the job descriptions and requirements, but just to prime the pump, here’s a simple list of some of the positions we’re currently hiring for the Central Studio:
Heatwave is a fully funded entity and all members of the Central Studio will be offered stock options along with highly competitive salaries (we’ve always paid well, even in bootstrap mode). If you’re interested in learning more, send email to jobs@heatwaveinteractive.com with the job title in the subject.
Here's what the new one says, and I think it sums up my feelings nicely:
I co-founded Heatwave Interactive on the premise that interactive entertainment is more than a way for young men to combat boredom; games are an important medium that can challenge individuals on multiple levels and tell stories that matter. Stories about ourselves, and stories about people we may otherwise never have the opportunity to understand.
I believe that by providing an environment that fosters not only creativity, but also respect for the individual and the highest of expectations, we can create powerful experiences, and be an example for the rest of the industry.
I truly believe all of that. And combined with a strong understanding of how games are and should be made, I'm looking forward to the challenges of re-entering this space in big way.
As we talked to various people at the conference, one thing was clear, some people are really down on the "MMO" space because of predictable failures like Tabula Rasa, Gods & Heroes and Hellgate: London, but I have two thoughts about that.
First, they WERE predictable failures. Anyone who paid any attention to those games (even if you just checked them out at E3 each year) should have had a good idea about how they'd do in the face of WoW, even if they avoided major launch problems (which some of them did not).
My criticism of those products isn't a reflection of my opinion of the many talented people who worked so hard for years on them, but rather it is an expression of my frustration at the business/production leadership that allows these things to happen.
I can guarantee you two things. First, neither of those teams had a working version of the game that they fundamentally believed was KICKASS within the first three months of pre-production. Second, neither of these teams had measurable feedback from the audience that they had a KICKASS idea within the first three months of pre-production. I'm sure I'm upsetting a lot of people I know and hope to work with in the future by these comments, but I have a tendency to tell it like it is (which is why I post so infrequently here, most of what I have to say is bound to irritate a lot of people).
My second response to that concern is that Heatwave isn't an "MMO company." Sure, we're considering an MMO concept or two, but don't be surprised if the first thing we do is a console RPG with a twist or a multi-platform action game with a cool story. Yes, they will all have persistence and connectivity, but no, they will not all be long-session multi-user dependent slog fests.
In any case, my personal goal for Heatwave is to provide a strong business for highly creative people to make successful products in Austin. There are tons of talented people here, but for some reason, the same few keep mucking it up for everyone else. No more.
]]>More details about how this program will work will be released in the coming weeks.
]]>The Heatwave website has some big news on it about our Board of Advisors. Many of you might know that Jason Bell and I worked together on UO, oh so many years ago, and he's always been an extremely intelligent, creative and savvy mentor of mine. He's got a lot of high level publishing and online experience and has an excellent critical eye for the creative. I'm really pleased to be working with him formally again. With just three initial members, the Board is amazingly experienced. Hell, we've got someone who worked in an executive role on "Raiders of the Lost Ark" and "Star Wars: Empire Stikes Back," not to mention folks who have worked in strategic roles at Disney, Atari and Turbine. Read more about them here.
I previously mentioned that we are going to be taking submissions for players to join our Player Advisory Council back in August. That plan was postponed because of several events last year, including an attempt to buy the company! Things were so fluid for Heatwave, that right after I made the comment, it no longer made sense to start recruiting. Fortunately, things have settled down and the original vision for the company is still in tact. So Tim Keating (MrTact) is putting together a sign-up survey on our site this week. I believe we'll have it deployed by next Wednesday or so (the 16th).
As for the rest, well, I'll just keep pounding away on until the all the hard work we've all put in pays off. If you're going to GDC this year, drop me a note and let's see if we can't meet up.
]]>
GameZombie.tv Presents a conversation with Anthony Castoro, Founder of Heatwave Interactive, "an entertainment software company whose mission is to create original, character-based games that unite the power of online gaming with the excitement of traditional video games." Filmed at the 2007 Austin Game Developer's Conference. VJ'd by Jessica Frasher, Music by Chris Bates, Produced by Spencer Striker, Edited by Tyler Mager
]]>Professional:
As the subject says, we're looking to form an advisory committee comprised of true blue gamers of all stripes. That's right, YOU could be a member of a select group of regular Jane's and Joe's who have the inside track on the upcoming products from Heatwave Interactive.
I've always wanted to do this, and as I'm up to my ears in other corporate muck, I thought I'd take a second to do something close to my heart.
So, pay attention to the Heatwave Interactive Website during the month of August for official details about how YOU could have serious input on Heatwave projects.
In other Heatwave news, some of our team members are working very hard on some very cool technology which will showcase at this years' SIGGRAPH. No, I can't tell you about it yet. Stupid NDA. I can hear you asking yourself, "Why does Anthony bother telling me about these things if he can't actually talk about them?" Well, because you should KNOW that there are four really talented guys totally busting their assess to make this company thrive. And they rock. And you should know about it. Now you do.
Personal:
You want to know more about that lightning strike, right? Okay, it's all repaired now. It did indeed hit the alarm box in the closet. It then spread throughout the house and either melted or shorted 50% of the alarm sensors in the house. Just to be sure, we had the entire setup replaced.
Here are some pictures of the damage and repairs for those of you who just can't get enough SunSword drama....

This is where the lightning entered the house in the master closet and arched across the room to hit the alarm box.

This is what the damage looked like from the outside, as it was being repaired.

Frequent scenes like this from my deck are part of the reason we didn't sell the house immediately after the lightning strike.
All fixed now. Next up would be a tornado I suppose?
With the family settling in, and one good cook-out on the new deck under my belt, I'm finally getting back into the groove. It's amazing how unsettled you can get (professionally/creatively) when your environment is in flux.
Just having a reliable Internet connection and a dual monitor setup can make a huge difference. And my goodness, how about that 10Mb Internet connection!?!
Okay, enough life stuff. Here are a few notes for you folks out there who want to make a virtual world:
1) Socializing is not a core mechanic. You'd best have a great reason for people to be in your 3D representation of whatever you're representing. People do the socializing part naturally.
2) Learn from the games business. Don't make all the same mistakes the games business went through while figuring out how to run and operate online services. Leverage the hard won lessons of battles long over.
3) Invest in quality technology. There are lots of folks out there saying they can give you a virtual world solution for a dime and a piece of string. They lie. You get what you pay for.
4) "THREE DEE" is not the new web. The web is much better at doing some things than a monolithic 3D application. Play to the strengths of 3D applications and let the web do its thing.
Want to know more?
]]>Heatwave has added four highly talented individuals to the team. We've had success recruiting some of the top engineering talent in Austin. In addition, we've got two additional folks signed on and waiting to start.
In addition, there's been plenty of work for our first client, and things have really begun to take off. We've got more work than people at the moment, which is a nice problem to have, but certainly raises the question of securing more capital again.
Unfortunately, all of this starting your own business craziness has really kept me more busy than even before, and my blog has suffered for it.
Poor blog. Go Heatwave!
]]>Heatwave is growing quickly, we've just added another team member. Now that I'm physically in town, things should really begin to cook.
Speaking of cooking...I've been eating out since I got back to Texas on Wednesday (spent the first three days in Houston) and I have got to say...all the groaning about how the food in the US is better... it's true. I just can't wait to get some Chuy's and Rudy's BBQ.
Time to pick up an excersize regime...
]]>In addition, for those of you who don't already know, MrTact of Ultima Online fame has joined the Heatwave Crew! He's a well rounded and very talented individual that isn't afraid to say what's on his mind. Better yet, he isn't afraid to say "Anthony, you're full of sh*t." That's an important asset to have around these days, believe me ;).
So, why am I at a MacDonalds in the middle of Shakespeare Country? My phone line has been damaged by the wacky weather we've been having, so I'm internet-less in my home-office.
DAMN. I need to find a healthier place to work than a fast food joint...
The movers come to the joint on Wednesday and will take (get this) 5 working days to pack and load our house up for the transatlantic boat ride. I find that astounding. We have less stuff than we did in our last moves (including the one OVER here) and both times, it took 1.5 days...
Anyway, for those keeping track, my official return to the great state of Texas is April 4th, 2007. Mark your calendars, invoke your hexes, hire your hitmen, or do whatever it is that you do. Should be having a great Heatwave Launch Party in the coming month or two...
Same goes for Mad Toad as well, but for different reasons. (and he's not gay...or ghey...)
'nuff said.
]]>My point is this. People put up with a lot of DULL BS because in the end, gaming with other people can be a lot of fun and almost make up the difference. Yet, there's no reason game developers in this day and age can't find a way to make the rest of the experience more entertaining. You can't hide behind the old excuse of "We spent 90% of the project just making it work" anymore. There are too many tech solutions and a big 800 pound gorilla named "WoW" that says "We've made this as fun as possible. Try something else!"
Why now? I suppose because I'm ready. I've spent over a decade honing my skills as a designer, manager and businessman, and now the timing is right from a market perspective. I've spent the last few years working on a lot of "other people's" projects, most of the time trying to fix what was broken or improve what was there. That was true of Ultima Online, Battlefield 2 (I took a triage job as Online Producer after it launched) and certainly most recently at Codemasters where all the projects we shipped were chosen and signed before I arrived. I've always had strong opinions about how games could and should be made. Now that I've been on both the development and publishing side of the business, I've been able to confirm or adjust those opinions based on experience and fact. Time to put that knowledge to work for the benefit of gamers everywhere.
Many more sites have picked up the coverage. We've even been picked up by Black News.com. Interesting tid-bit about our company, both Donn and I are of similar background, African-American and Italian-American.
How's about dem odds?
]]>Game Daily
Gamasutra
MMORPG.com
Fierce Game Biz
Kotaku
Games Industry.biz
Lots of legitimate questions have been raised, particularly regarding the concept of bringing the excitement of single player games to online games. I'll post more about that in a bit, but first I have a ton of work for my current client to finish, then I've got all the interviews, job inquiries, business dev, GDC meetings and general spam to get through. Wee!
]]>It frustrated me because the MMO development as a whole suffers from the scarcity of funding. Since I consult for one of the few venture groups that actually funds MMOs, I get a chance to talk to MMO developers. Specifically, I spend a lot of time hearing one thing: “VCs and I.Banks don’t get us.” I am a gamer. I want people to understand the industry. I want my colleagues to get the MMO industry, so they fund good games.
Obviously, this topic keenly interests me, as Heatwave is considering taking on some external funding in the near future.
Part of the problem is that MMO Companies aren't great at having a strong business plan that VC's can understand. I think this is widely true of the game industry in general. It's also a hit driven business and unlikely to support as many companies as the forecasted market numbers may indicate at first blush.
To complicate matters, it's really really difficult to find developers that actually have all of the right components put together for a likely successful liquidation event. I can't fathom the number of online games that I evaluated last year that were non-starters within 15 minutes. Wrong idea, wrong staff, wrong business plan, wrong technology...
MMOGs are hard. Perhaps the hardest thing to do in this business. I imagine it's a scary place for traditional VC's and banks to find success. I can only think of one major exit of an MMO company, and that's EA's purchase of Mythic. I'm sure there are others, and yes the industry is young.
In all honesty, I've assumed from the beginning that we'd get our funding from non-traditional sources. Mostly because of the kinds of stories many game developers tell of the difficulties associated with traditional VC's. Control issues and external pressures don't always mesh well with a highly creative, iterative process. So it's possible the problem goes both ways. MMO companies may not want VC funding in the first place.
Well, anyway, there's my perspective. I too bemoan the lack of funding in the game industry, but I also believe that it takes a special kind of backer to understand what it takes to find success in the MMO business. If you know any of those folks, feel free to send 'em my way ;).
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