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~ May 2012 ~
People tend to like me more when they
can't understand what I'm saying,
and Russia is one of the many foreign countries where I have a loyal
following!
Here,
Dmitry Pavlov gets some answers on their behalf:
The first question.
Remember when you decide to create their own game? What was it?
Depends how far back you want to go! When I was a young boy, I used to make my
own games out of cardboard. Then when I first got a home computer, I was
always very creative with any programs I could abuse - such as art packages.
When I finally learnt to program at college, I made some simple text games. My
whole career is based on making mountains out of molehills! I believe it's
important to start being creative as soon as possible with whatever you have.
Are there any specific rules in preparation for the
creation of the game? For example, first comes the idea...
Once I've got an idea for a game, I have to give a lot of thought to how it
will be executed. It's important to get things right at the earliest possible
stage - otherwise you will have to redo a lot of things or lose them
altogether. The latest project is a pertinent example because I've had to
establish what is or isn't possible in this new format before I dive in and
fully implement it. I had to establish what a mobile device can handle and
what kind of gaming experience can be delivered within those limitations. As
with most things, making games is a balancing act that very few people
appreciate. It's not as simple as making a wish list!
Why did you choose
to 3DS Max and Blitz 3D?
I originally intended to make 3D games with Dark BASIC, but I soon migrated to
Blitz 3D because it was easier to get things done. The product wasn't as
"popular" or well marketed as Dark BASIC was, but that worked to its advantage
for me because the no-nonsense interface was easier to code in. It was like an
ugly car that you could rely on to get you where you wanted to go! 3D Studio
MAX, on the other hand, was the leader in its field so it was good to use that
for modeling. I didn't want to use some other product and then worry about
converting 3DS files. I wanted to create them at source.
In your opinion, what is the game of a series of
wrestling games was the most difficult to create? And which game unrelated to
wrestling?
The most difficult wrestling project I've ever embarked on is the current one
because it's in a completely different language. It's like having to learn
Russian and then writing a novel in that language! I've had to cram 6 years of
evolution into 6 months of revolution. The other most challenging project was
"The You Testament" because it contained a huge narrative spread across
hundreds of interactive scenes. Each scene had to be carefully planned out and
linked together in a way that made sense to the game. A lot of people accused
me of "taking liberties" with the Bible, but a game has to be even more
adapted than a movie. It felt like that sometimes. It felt like I was
scripting an entire movie!
Question
about tourism. You seem to travel a lot? Which countries did you like? Were
you in Russia?
Yes, one of the most liberating things about my brand of game development is
that it's literally just me and my laptop. I compare it to a musician and his
guitar. It really is that casual, which I believe is a good thing. The result
is that, despite being British, entire games have been made on the move in
other countries. The original Wrestling MPire was made in Chicago, and the
most recent Remix was made in China. I could be anywhere at any time, and
business carries on as usual. I have yet to go to Russia - although I do like
the idea of being holed up in a snow-covered cabin like Sylvester Stallone in
Rocky IV! If I was more well known, I would like to make a bigger deal out of
my international following and meet groups of fans from each nation. China is
my favourite place to visit because the people there are very enthusiastic and
positive. I don't like the cynicism that we constantly hear in the west.
Question
from one of the users. The old game Wrestlefest uses the same tiles as your 2D
games. Were you are involved in the creation of Wrestlefest?
No, it's the other way around - I took inspiration from that game! My brother
and I used to play it all the time in the arcades. I liked that visual style
and combined it with that of Fire Pro Wrestling to create my own hybrid look.
Like many people, I was disappointed with the recent version of Wrestlefest
that THQ rushed out so I'm looking forward to giving wrestling fans the mobile
game they deserve.
The
last question. What are the famous and not-so people inspire you? What would
you like to wish your fans in Russia?
As a game developer who divides opinion, I've always identified with people
who have stayed true to themselves and succeeded on their own terms -
regardless of whether it makes them unpopular in certain circles. Tom Cruise
is one of my favourite actors for this reason, and the Ultimate Warrior
embodies it in the world of wrestling - along with CM Punk and even John Cena.
I like that positive, pro-active approach to life where you know your own
value and refuse to let others tell you otherwise. No good ever comes of
following the crowd. That's what I most appreciate about my own fans, because
you have to be quite perceptive to see the good in my games - and you have to
be quite courageous to admit as much. We were "rising above hate" long before
John Cena put it on a T-shirt!
Copyright © MDickie 2000 - 2012
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