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JackedIn.Com Radio Interview - 12.27.99

Present at the interview are John "Killer" MacQueen and Jim Mesteller from Playnet. Interviewing them are Ron "NewzGuy" Jackson and Ali "AliWooD" Bokaiyan. There's more to the interview but I've snipped out the non-WW2OL parts, for your convenience.

NewzGuy: Let's take this first question one by one, we'll start with you John. Having been part of the first graphic-based platform to run on the net as we now know it, you've kinda been there done that. What holds your interest in the gaming business these days?

Killer: Well, the same thing it did then. Cutting edge concepts, taking things where they've never been before, just always take them to the next level; it's a lot of fun.

NewzGuy: You know, from the stories of days gone by, I know that you all had fun working the first time around, how about now at Playnet: Is it just as much fun there?

Jim: Oh, yeah, of course it is. We've got a nice group of guys, everybody works together really well, it's a great work environment. Uhm... never been better.

NewzGuy: Jim, we know that World War Two Online is a major effort right now at Playnet, but what other things can we expect out of your shop?

Jim: Well actually, that's suggestive in our name guys, that's Playnet Inc. We're building a business and not just World War 2 Online. If that wasn't enough, we've taken on a heck of a lot more challenge than that. We have a full-featured gaming service, Ron, called Playnet.com that we're building as well. We've chosen, much out of necessity, to develop a lot of our own technologies and tools in-house, so we'll be building content ourselves and we'll be building a system that will allow us to "publish" content and that's just not exclusive to games.

Newzguy: John, you or Jim, or both of you on this one, besides the game titles produced by your software division, Cornered Rat, the rumor is you'll be hosting other companies' games as well. How's that going to work?

Jim: We're certainly going to approach it from a building of a business, building of a market kind of view. We're going to attack developers with tools. We need content; you know, they say it's all about product. We're going to have a virtual store that's really a retail business, I know it sounds like a *muffled*, but when you have products on the shelves and they collect dust, I learned from my early days that you gotta take em off the shelves and replace them or something. It all starts with a product lineup, and we, John and I, and the rest of the gang, believe in product differentiation, and we will price and present things accordingly. So yeah, in the realm of, or within the offerings we have available, or make available from Playnet.com, we will be hosting affinity based game clubs, game playing tournaments, you name it, and that will include matchmaking lobby-style, launch CD-ROM based and other platforms not necessarily PC.

AliWooD: Interesting. You guys are letting gamers play on land, air, and in the water, all in the same area, and that's because of the new game engine, the Unity engine? Can you tell us a little more about it, and how it's going to impact gamers?

Killer: Well, it's a very unique game engine. We're taking it from an aspect that it will let us leverage what we're putting together here for many types of projects. It's very versatile. It will allow us to, in a short amount of time, *muffled* cross several different genres of games, in several different places. You can let the mind wander there.

AliWooD: What can you tell us about G2, or Global Games Network?

Jim: She's really nothing Ali, but let's make something up, how's that?

AliWooD: Alright.

Jim: The reason I let off that way, it's really, as I said, it really... Global Games Network, it's a little bit more hype, it's a little bit more perception before reality right now, but it really is much more than that. We're organising the company to prepare ourselves to build a network, a la 1940s when commercial TV was launched, 1970s when cable TV systems, including things like HBO, were launched. Someone used the word "visionary" before, John and I think we have a bunch of visions, the rest of us here share them. We try to position ourselves for the maximum amount of opportunities so therefore we're building an infrastructure that will allow for a true network of online gaming and entertainment content.

AliWooD: Now are you guys developing your own libraries, technologies and routines, or are you also using some other ones as well that's going to be modelled and implemented in your game?

Killer: For the most part we are, but, I mean, we don't want to reinvent the wheel; when there's anything top-of-the-line that we can use, that's fine, but when there's not, which is a good bit of the time, we have to develop it to our needs.

NewzGuy: John, Jim, either, both, besides the guys that are in on the conversation, Playnet has a very experienced team behind it, it's got great depth to it. That's got to give you a comfort zone now that you're moving forward with World War Two Online, right?

Jim: It's something that John and I talk about a lot, but it's absolutely, to asnwer your question, you're right Ron. It gets more about individual talent; you know, as the old saying goes, the sum of the parts is equal to whatever it is, I can't even repeat it. We have a good team, and that's the right word. Passion is something we all share for what we're doing. We all have managed to find a way to share the same vision here, it's a lot of fun.

NewzGuy: What about your API and your SDK technologies? I know we looked at that way back when at ICI; it never seemed to come about. What can you offer other game developers?

Killer: Well, what we're looking to do there is to make it easy for a game developer, a CD-ROM game developer, or an online game developer, to get reliable networking over the internet, to get an easily hostable game by offering the whole platform so they can take their game idea in the program they're used to using and add the whole networking side easily and have it work reliably. We're cross-platform too guys; we mean PC, Mac, and we hope eventually some way for implementing support for UNIX (Sixxo: he meant Linux) as well.

NewzGuy: The barriers of whatever platform are on are going away very quickly, aren't they.

Killer: Sure they are. More importantly, as they go away, we believe that we eventually, if we're going to be successful in this business, have to be able to approach this business... *muffled* of how a person gets online, and once they get there, your only objective is to make them a customer. So you can't worry about what platform they're on. If you do, you're going to lose market share.

NewzGuy: I've got a two-part question for you guys, I'll start just with the first part. How is World War Two Online coming along?

(Sixxo: More details soon. *wink*)

Killer: Actually it's coming along just fine. We're right on scheduled, right where we thought we'd be when we started the project, earlier this year back in May. Everybody's very excited about it, and we're starting to see the light at the end of the tunnel a little bit here.

NewzGuy: I'm not going to press you for dates or anything along that line, but you're happy with the progress of all the various components. It's a hugely complex effort you guys have going there and you've got the whole time, I know, going night and day on it, and it's coming along about at the same time, in other words?

Killer: Right, right. We're following, like I said, a long extended development schedule here. Our approach in it is to basically make a vehicle simulator that can handle anything, which makes it a lot simpler approach than trying to make several different kinds of simulations; we're making one simulation that can handle any of the types of vehicles that you want to fit in, or weapons, or damage systems, what have you.

NewzGuy: You're going to have multiple servers tied in with this, right? That's going to be a hugely complex, and I know John, you're a genius in this stuff, when you're gettig all these various arenas together, it's really going to bring a huge amount of people together. Do you have any kind of estimate of how many will be in any one arena, or together, any of those kind of numbers?

Killer: Well, we don't really like to call them arenas at this time. We like to call them theaters, and they're all interconnected to basically represent the world. We should have the capacity for 1000 per theater, and at this point we're planning 10 theaters for the world, so that's your maximum right there.

NewzGuy: And what's the time period that you're going to start with? Is there a narrow period of the war that you're going to begin with?

Killer: Yeah, we're going to begin in 1940. May 10th the exact; Battle of France. And go on with the Battle of France and development schedule as we continue to add new theaters, and introduce all the different vehicles as the time for them approaches. We'll continue to walk through the entire war, spreading from there on to the Pacific, until we've gotten into the globe.

NewzGuy: As we get closer to beta time, I know that there are, right now, I can hear them, there are people screaming questions at me to ask you, but we're going to defer those until a little later on. We're going to be following you guys very very closely. We're going to be trying to have you on the air as much as your time allows. I want to not leave World War Two Online necessarily, our audience, please don't think we're jumping away, we will be following this very closely, but Cornered Rat and Playnet have some other projects too; can you mention those right now?

(Sixxo: Jim goes on about how WW2OL is not their only project, and how they're in the early game development stages for a massively-multiplayer, first-person 3D online RPG, possibly using the same Unity engine.)

That's about it for the World War Two Online portion of the interview. I guess nobody was around to stop this massive leaking of information, and it can only be to our benefit. *grin*

Thanks to the JackedIn.com guys, once again, for broadcasting their healthy flow of goodness, and thanks to the Playnet guys for giving me something to transcript.

 


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