| Welcome to Cubicle 7 | ||||||||
|---|---|---|---|---|---|---|---|---|
17 September 09 - Interview with Angus and Dominic, Cubicle 7 Directors (Chris
Birch) Was there a point at which you decided you wanted to be involved
in the industry and create games? What prompted it? Angus:
I think I wanted to be involved in the industry and creating games
before I even knew there was an industry! As a kid I was always creating
board games and my own adventures. When I first started reading the
Fighting Fantasy books that Ian Livingstone and Steve Jackson produced I
immediately started making my own and then when I first played an RPG I
created my own adventure to run within days. When
Leisure Games opened up in 1985 I heard about the shop and went as soon
as possible and then spent the best part of 24 years there! Nothing
really prompted my desire to be involved in the industry, I was just
born this way :) Dominic: It’s always been a dream job for me. There’s very little else like it in terms of being able to apply your creativity. Talking with Angus before we teamed up was the first time I realised that it was a practical possibility – I had just assumed that it was a privileged or part-time occupation for people who didn’t really need the job to pay the rent. (C
Lundberg - C7 Forum)
What is your vision for Cubicle 7? Dominic:
To be an innovative creator of high-quality entertainment. I winced a
bit as I wrote that, but it’s fairly accurate actually. I used to work
in corporate communications, so I have to watch that I don’t slip back
into that ‘concise, yet meaningless’ sound bite style… Angus:
To produce some great games that people enjoy. To be able to build new
IPs that have the strength to compete both within the games industry and
also outside it in the wider world. Hopefully, through some of our
titles, bring new blood into the industry. (Datainadequate
- Twitter) Why join Rebellion Group? Dominic:
We reached a point where Cubicle 7 had an enormous amount of potential,
and realised that we needed the resources of a larger partner to help us
make the most of that potential in the shortest amount of time. Angus:
As Dom says above, the company had a lot of potential – and some
cracking licenses – and it became apparent that trying to run the
company in our spare time between day job and family commitments
wasn’t going to work. We needed to partner with someone that would
allow us to do this fulltime, thus defeating one of our main business
antagonists – time. (Karen
MacNeil - Twitter) How much creative control do you both keep now that
you've joined forces with Rebellion? Angus:
The same as we had before. Dominic:
There’s been no change on that front at all. (D
Thomas) Angus – you worked for Leisure Games for the last 20 years.
Why make the move into publishing? Any regrets? Angus:
I’d been involved in various parts of publishing and “The
Industry” for quite a few years. Setting up Cubicle 7 was a natural
extension of that in many ways. When we were offered the chance to be
able to go fulltime with C7 it was a big choice. I loved my time at
Leisure Games and could have easily stayed there for many years to come.
It was a comfortable, stable and very enjoyable job with a great team.
The thing I asked myself is would I always wonder what could have been
if I didn’t take the opportunity to go fulltime with C7. The answer
was yes. I don’t want to look back on my life wondering “What
if…?” – I’d rather try something and fail than never try it at
all. With this in mind, and the fact that I think we have every chance
of achieving something great and long lasting with the company, I took
the decision and here we are. Early days as yet, but certainly no
regrets. It’s a great experience, and a lot harder work than I think
most people imagine, but certainly no regrets. (C
Lundberg - C7 Forum) Do
you ever envisage developing games other than RPGs? Angus:
Yes. We already have several in the works. Dominic:
Yes, absolutely. We’re researching and testing some boardgames and
card games at the moment. (Harv
Barker - Facebook) I think gaming companies should take more risks in
the presentation of their material, be prepared to break from the
traditional layout, format and sequence, and instead go for a more open,
conversational and friendly tone, as if the rules are actually talking
to you the reader rather than coming across as if you’re reading a
textbook. I’d like to know what you guys think. Dominic:
A company should always try to present its products as best suits them.
That includes questioning the ‘industry standard’ ways of doing
things so that you don’t get stale. On the other hand, people can get
used to receiving information in a certain way, and then dislike it if
you go about changing that. How’s that for fence-sitting? I guess my
answer is: think about what the product is trying to do, who its
audience is, draw upon your experience of what has worked in the past,
and then apply the visual style and editorial direction you think fits
best. Angus:
I think you need to look at each line and make the decision on how to
present it. Some things you can play around with in regards to
presentation, sometimes a more traditional approach is possibly better.
I, personally, prefer more of a conversational, friendly, style. (Justin
Morgan-Davies - Facebook) Does Cubicle 7 have any plans to develop other
lines of games (such as boardgames) based on their product series eg.
SLA Industries and Victoriana, in the future? Angus:
We have plans for several of our lines outside of the RPG arena. Some
involve other aspects of gaming, some have a wider net. Dominic:
It’s something we’re thinking about. We’ve always wanted a SLA
combat game… (Andrew
Weller) There have been lots of talk in the past about the “Holy
Grail” of licenses – what, in your opinion, would be amongst The
Holy Grail? Angus:
Lord of the Rings, Harry Potter, Doctor Who and Marvel. Star Wars I
guess would also be up there and maybe Star Trek too. I have, in the
past, mentioned His Dark Materials which I think would be a great game
and it’s a very popular series – by default (because it’s
currently very popular) I guess I should also include the Twilight
novels. Dominic:
My personal Holy Grail would be a successful home-grown setting, rather
than licences. Star Trek and Harry Potter are licenses that would do
well, as would Twilight with the right mechanics and marketing. But, at
the moment, I am happy with Doctor Who and our other unannounced
licences, which we’ll tell you about over the coming months. (C
Lundberg - C7 Forum) Was
there ever a time when you seriously doubted the future of Cubicle 7? Dominic:
It probably sounds a bit trite to say no, but I haven’t. There have
been plenty of times when I’ve wondered where the money to pay for x
was coming from, but not the future per se. We’ve got a great bunch of
people involved, with both the ideas and the drive to make things
happen. Angus:
Not really. My only thoughts were really on how much we could do rather
than the future of the company. We could have carried on bringing out
two or three books a year without too many problems, but we always
wanted to be able to do more than that. (Chris
Birch) What was the first rpg you played, and what character did you
play? Angus:
AD&D back in 1984, at my cousins, when I had just moved to the
States. Can’t recall my first character but I think it was a Thief (I
remember checking for traps, so I’m guessing it was a Thief!). Dominic:
The Lone Wolf and Fighting Fantasy gamebooks were huge for me, and led
into Talisman and Blood Bowl, then into miniature gaming and RPGs. The
first ‘proper’ RPG I played was WFRP 1st edition, and I
was the Gamemaster. (D
Thomas) What were your first published works? Dominic:
Leaflets to recruit people into teaching. In Gaming, my first job was
editing Hunter Sheets volume one for SLA Industries. Angus:
I had various bits and pieces published in some late 80’s/90’s
British RPG magazines (Adventurer, Roleplayer Independent, RPI, etc). In
1994 I was part of the team that launched Valkyrie magazine and did a
few articles for them (but mainly did reviews and the news column). My
first non-magazine work was for a cyberpunk skirmish game called Dark
Winter which was published by a company called Network X (which was
basically a few friends). The game sold 1000+ copies though and was
available in a number of UK stores including the Virgin Megastore chain
who were still doing RPGs at the time. (Chris
Birch) What writers, TV shows or movies inspire you? Angus:
I’d also throw music in there too. There’s a whole bunch of things
that inspire me, but the biggest would be music. Bands such as Conjure
One, In Strict Confidence, Diary of Dreams, Metric, Fields of the
Nephilim, Funker Vogt, Nine Inch Nails, etc. Anything with an
atmosphere. In
regards to TV Shows probably shows such as Supernatural and Buffy. With
movies it changes a lot. I really like gangster/political movies with
films such as Godfather, King of New York, Long Good Friday rating up
there alongside foreign language films such as City of Lost Children,
Vidocq, Amelie, The Grudge and The Ring. Darker films such as American
History X, Requiem For A Dream and Children of Men are also a staple for
me. Writers
is another tricky one – I love China Mieville’s Bas-Lag books and
Jim Butchers Dresden Files as well as some classics from Roger Zelazny
and Philip K Dick. Ian McDonald’s River of Gods and Charles Stross’
Atrocity Archives are excellent as is Frank Herberts Dune and Umberto
Eco’s Focaults Pendulum and Name of the Rose. Also a big fan of the
His Dark Materials Trilogy by Philip Pullman. Dominic:
That’s a tough one. The Wire is a huge inspiration for complex
realistic storytelling. I’m sure I don’t need to bang on about how
good it is, but I will say that it has made me think a bit harder about
the motivation and goals of the NPCs in my games. Charles
Stross’ books are current favourites, especially the ‘Laundry’
series. In terms of general inspiration, I especially love books with a
strong individual style that you can really get into, so I’d have to
mention Joseph Heller, Kurt Vonnegut, Voltaire (mainly for Candide), Gabriel
García Márquez and (a recent example) Magnus Mills. Star
Wars is my favourite film, although whether that is a conscious choice
or from brain-washing myself with it from the age of 4, I am not
entirely sure. Embarrassingly, when the films were shown again in the
cinema in the ‘90s, I cried as soon as the 20th Century Fox
fanfare started up…just a little, of course, for I am Man, but it was
a beautiful moment…um…actually…delete that last part. (C
Lundberg - C7 Forum) What
titles would you like to grab that are available? Dominic:
It’s hard to say. I am very keen on developing our home-grown
properties at the moment. I would love to see a Darkplace RPG
though…(take a look at www.garthmarenghi.com
if you haven’t seen it).
Angus:
For licenses I’d say The Dresden Files (Evil Hat) and Tales of New
Crobuzan (based on China Mievilles books which Adamant are publishing
– admittedly with us so maybe that shouldn’t be here). Supernatural
(Margaret Weis Productions) would interest me too. From the existing RPG
arena I love Deadlands (Pinnacle), Cyberpunk (R Talsorian), Call of
Cthulhu (Chaosium), 7th Sea (AEG) and Warhammer (Fantasy
Flight Games) as well as some of the smaller Indie Press Games such as
Cold City by Contested Ground Studios. Dominic:
I’ve always had a soft spot for Ars Magica. Dominic:
Angus is the Supers fan, so I’ll let him pick this one up! Angus:
No plans for one using the Starblazer system at present. I’d love to
tackle a superhero game at somepoint (hmm… Marvel…) as it’s one of
my favourite genres.
Angus:
A balance of both. We have plans for new product lines in development as
well as plenty of plans to support our existing lines. Dominic:
In the short term we will be focussing on our existing lines (including
several we haven’t announced yet), but we will still have one eye on
the future. Dominic:
On the creative side, Cubicle 7 and Mongoose are entirely different
companies. The only personnel we share are in our sales, accounts and
distribution teams. We will also diverge more into separate areas as
time goes on. C7 is going to publish board and card games, and Mongoose
will be releasing more miniature games. I
think that Rebellion assessed the companies on their merits and saw
value in being involved in both. C7 and Mongoose aren’t direct
competitors in too much of a cutthroat way.
Angus:
Apart from the different product lines, plans and staff and (to a
certain extent) ideology Cubicle 7 is looking at also doing Card and
Board games whilst Mongoose is looking at doing more Miniature games. So
we both meet in the RPG spectrum but have different specialities,
interests and goals. (Datainadequate
- Twitter) What will be your relationship
with Mongoose? Angus:
We currently work out of the same office, share the same warehousing
facility in the States and share the same Sales Team. But beyond that
we’re very much two separate companies. We team-up on some functions
to save money/time where possible but it’s on a purely financial/time
saving basis. We get along well with them. Dominic:
Think of it as friendly rivals who play for the same team. There’s
bound to be some rivalry and competition, but there’s also a lot of
collaboration over ways and means of getting things done. We can pool
our buying power when dealing with suppliers, for instance. (Joshua
John O’Connor - Facebook) Should budding gamesmakers keep their day
jobs? Angus:
Most definitely. Dominic:
If they need to pay the rent, then yes! But the path to working full
time in gaming could be shorter than you think, if you have a plan (and
don’t need too much of an income to survive). If you haven’t
already, check out Matthew Sprange’s e-book on working in the RPG
industry. What
worked for me was building the skills in my day job that I would later
be using for games. I spent a couple of years doing editorial jobs, a
couple doing layout, a couple as a print buyer etc. By the end of that,
I could personally (and to a reasonable standard) carry out quite a few
of the tasks needed to produce a game book, reducing the number of
skills we needed to buy-in and improving our profitability by quite a
bit. (Chris
Birch) Who do you think has been the most influential figure in the
industry for you? Dominic:
For me, it’s everyone who has worked on all the cool games that have
inspired me over the years. From a business perspective, Peter Adkison
has showed us what it’s possible to do in the industry, so I’d have
to say he’s been very influential. Angus:
There’s a ton of people who I consider friends and very schooled in
the industry that I talk to and take advice from. Shane Hensley
(Pinnacle), John Kovalic (Dork Storm), Christian Moore (ex-Last
Unicorn/Decipher), Peter Adkison (ex-WotC), Matt Forbeck, James Wallis
(ex-Hogshead) and Daniel Steel (Esdevium Games) to name but a few. Plus
Tony Berry (the founder of Leisure Games) who helped and supported me
for many years and allowed me in indulge my hobby and make it my living. (Chris
Birch) Who do you most look up to in the industry at the moment? Angus:
Similar to the above. Daniel Steel of Esdevium Games and Matt Forbeck
rate very highly. Jordan Weisman (the creator of Battletech, Heroclix,
etc) is someone that when he comes up with an idea I listen. Dominic:
Paizo, for Pathfinder – they have really put their money where their
mouth is, and it seems to be paying off. (Chris
Birch) What do you think have been the most defining game/s of the last
ten years and why? Angus:
The big beast was obviously d20 and Dungeons & Dragons Third
Edition. It both reinvigorated the industry for a while and also
dangerously narrowed it. It allowed a lot of new companies (such as
Mongoose Publishing and Green Ronin) to be born but also, in my opinion,
helped kill off a number of great games as there companies either
converted them over to the d20 system or held off publishing anything
new to see how the d20 bandwagon developed. Prior to d20 we had a lot of
great systems and cool games on the market and, whilst we still have
some cool systems and games on the market, since then things seem to
have narrowed down a lot. Savage Worlds (Pinnacle Entertainment) has
done wonders as has the Ubiquity System (Hollow Earth Expeditions by
Exile Game Studios) and FATE (Spirit of the Century by Evil Hat). I
think a lot of creativity and interesting ideas have come up through the
‘Indie’ sector with games such as My Life With Master, Dogs in the
Vineyard and Primetime Adventures (to name but three) bringing a lot of
new ideas to the RPG market. Dominic:
I’m not a D&D fan, so the 3e boom passed me by, although you
can’t deny its influence! In terms of the number of players, many
people argue that D&D practically is roleplaying, and
realistically it has to be the most defining game. However, reality
sucks, so I’m going to say that it’s a tie between Victoriana and
Starblazer Adventures. ;) (C
Lundberg - C7 Forum) It
has been said that SLA Industries suffers from a "gun-toting"
style and much of the underlying substance is under-developed. What
plans do you have for further developing the SLA background (e.g.
stigmartyr, Cloak, etc)? Angus:
That’s more a question for Dave Allsop (Creator and Line Developer of
SLA Industries) but I can say we are working on new material which will
lead into a second edition of the game. I, personally, would love to see
the horror element to the game brought more to the fore in future
books/editions as well as a wider choice of character types beyond the
OPs you can currently play. My first game of SLA was playing a street
urchin which brings a completely new take on surviving in the World of
Progress. Dominic:
We have lots of plans, some of which will help to re-balance the game
away from the gun-toting. But no new details here sorry, they’re still
being worked out.
Dominic:
No need to worry, we’ll keep supporting the other lines. In some ways,
success of Doctor Who will ensure that we can support the other
lines. Angus:
Each line is run and developed individually to the other lines, so
pulling resources is not an issue. We are looking at supporting all our
current lines, as well as adding some new lines to the mix. One of the
reasons for publishing high profile licenses – apart from the fact
that we’re fans of the licenses and think they’d make great games
– is that the money it brings in allows us to further develop our
other homegrown lines as well as spend time developing new ideas. Plus
fans of the licensed games we publish will also hopefully be exposed to
the other games we do and may give them a try. (Datainadequate
– Twitter) Does the world need another
licenced-property-based RPG? Angus:
Licensed games have three important factors going for them. 1)
They can attract new interest and people into the hobby. 2)
Many people like gaming in a setting they are familiar with and enjoy
the film/tv/comic/book of. 3)
Licensed games can also provide a base for the publisher to grow on –
in both terms of cash revenue to inject into the company and other
products as well as the spotlight that falls on them boosting their
profile and that of the rest of the games in their portfolio. Dominic:
I think that if the game is good, a bit different and true to its source
material, then the answer will be yes every time. And that’s what
we’re aiming for with Doctor Who. (Chris
Birch) Where do you see the tabletop games industry going in the next
ten years – any predictions? Dominic:
I think we need to concentrate on attracting new blood, but that’s
pretty much always the case. I’d like to see more of a gamer network
built up – something that wargames clubs have traditionally been
better at. That’s what our GameForce clubs are aimed at, so get in
touch if you fancy starting a GameForce in your area. Angus:
I think the sense of community is a very important aspect to develop.
Dom’s already touched upon GameForce which is one aspect that we’ll
be developing and opening up. Another equally important aspect is
bringing in new blood and a fresh generation. The industry as a whole
needs to look at new ways in attracting people to the hobby and giving
them support and enjoyment once they have started exploring it. If
you can master and nurture the sense of community and introduction of
new players then that will go a long way to helping keep the industry
and hobby alive. Looking at ways to integrate new technology into gaming
can also be very important to stop stagnation. (C
Lundberg - C7 Forum) Will
we see you at an Irish con soon? Angus:
Hopefully. It seems silly being next door neighbours that we haven’t
already been! Dominic:
We hope to get to Irish cons in the coming year. My in-laws are based in
Waterford with roots in Sligo and Galway, so any excuse for a visit! (Animadversio
- Live Journal) So, if we're at a bar, and I offer to buy you both the
favorite drinks of your choice, what am I buying? Angus:
Southern Comfort and Coke please. Thank you! Dominic:
Lovely, lovely coffee, please. |