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Commenting
on the Industry II - Nival Interactive Published:
03/16/2004 By: Ryan Newman |
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The videogame industry is an interesting
one. Instead of pretending like I know much about it, I decided to ask some folks
who actually do - we do, however, reserve the right to continue to gripe and complain.
This is the first in a series of articles we'll be having with developers and
publishers who are either new, smaller outfits, or just not well-known in North
America, comment on topics regarding the industry, including their ordeals and
successes. Some will have a single title under their belt while others will have
several, but we feel that all of the companies are worth taking note of due to
the quality of their work. We thank the participants for their time, and we certainly
hope you enjoy yourselves as well. - We
are now talking with Nival. Nival
has recently released the award winning Silent Storm, as well as one of my, and
masochists worldwide, favorite World War II strategy titles, Blitzkrieg.
As one of Russia's premier developers, Nival holds a special place in gaming at
the moment with a solid library of released titles that they have either developed
or co-published. Commenting on our topics
below is Larisa Baklanova,
PR Manager of Nival - who does a
fine job, just check out the nicely inserted quotes and plugs, someone give 'em
a raise. Also, many emoitcon smileys were killed in the making of this; R.I.P.,
little guys. Special thanks to Dmitry Kolpakov for the assistance. Round 2 ...
Ready... Go!
Nival
Interactive |
Commenting: Larisa
Baklanova (PR Manager) Country of origin: Russia Number of employees:
120+ Year of company's creation: 1996 Working on: Silent Storm:
Sentinels and Blitzkrieg II
Titles
Developed/Published
Blitzkrieg | Silent
Storm | | | Also:
Rage of Mages series, Etherlords I and II, | Evil
Islands, and co-published many more. |
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| | Comment
on the current state of software (gaming) development now and its future there: |
| Russkies are coming!
Russia holds very strong positions in the world game industry now and is steadily
moving towards becoming the world's leader in game development. Russian developers
are coming to the international market, and this "fresh blood" is what
the industry needs now.
Besides, Russia always has had very high level
in hard science, sometimes even setting world standards in it. We here at Nival
have a number of employees who have worked abroad in the computer industry and
returned as they realized that the industry here was quickly maturing to a level
that suited their expertise. Such strong base of professionals allows Russian
developers for new technological solutions. Say, in Silent Storm we introduced
totally destructible environments in which almost all objects interact according
to real physics, and for this Silent Storm was called "a new standard in
TBS". Russian IL-2 Sturmovik was by many named "the best simulator at
this date", S.T.A.L.K.E.R., soon to be issued, is already "a new classic
in the FPS" material, and as more and more projects are coming up from Russian
developers, we can say, that the future of Russian industry is to be inalienable
from the world gaming industry.
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Mistakes made and corrections: |
| In a creative matter
the most often mistakes may come from a wrong choice. So if you want to listen
to a story
Ok, lads, let me tell you a fairy tale then! Once upon a time,
several men and women were sitting around a table and brain-storming the storyline
for Silent Storm. The ideas they had were brilliant, but they couldn't come to
an agreement. Suddenly, one of them said: "Well, why don't we let an impartial
intellect decide?" And so they decided the story clues to be randomly chosen
by the AI. And Silent Storm became even more magically replayable, and this was
good. And all the gamers of Silent Storm lived happily there after.
[
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for companies who have yet to release their first game, or still contemplating
entering the industry: | If
you are still contemplating, it's time to give it a final thought! In the industry
you have to be the same like in any computer game itself - firm, unflinching,
a good strategist and of course, creative, constructive and original. Contemplating
is not in the list
so maybe you'd better to either plunge in or to reject
this idea!
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| | Financial
hurdles of a smaller company - how to: rebound from a poor seller/secure capital
to start up: | | Well,
for a game development studio Nival is rather large company - over 120 employees,
so I don't know if we can comment this issue for small companies. Of course, we
could turn to our previous experience, but it was time ago and things have certainly
changed since then.
[
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with large companies in the realm of advertising and shelf space: | Well,
we do not compete with larger companies, we just make our games as good as we
can. And we do not fight for the shelf space at all. In Russia we have won this
battle already, but actually we didn't really fight, we just made good games.
Gamers always decide for themselves who's the winner. As for the foreign market
we are too far here in Moscow to fight for the shelf space there, so we let our
publishers to handle the issue. Everybody must be doing what he is best in - we
make games, publishers sell games.
As for the niche market - it what the
gaming market is, a row of many niches, one for each genre. Each game of Nival
holds top positions in its niche. And sometimes it even opens its own niche -
like Blitzkrieg which started the tendency of historical WWII games, or Silent
Storm, that has raised TBS genre from the dead.
[
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foreign markets (Asia, North America, etc.): | Since
our first project (original Rage of Mages) Nival was issuing its games to the
foreign market as well. The secret is simple - to crack a foreign market you need
a high-quality product, plus a good publisher. But that's what makes up a good
publisher - they see the difference and are ready to cooperate if the product
is really world-class.
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topic: | I'd
like to point out that all comments are based on the Nival's experience. Certainly,
that some issues are rather different for each country and even for each team.
Other than that I think that this interview is rather detailed and covers the
majority of the issues that might be of interest. Thank you for your interest
and questions.
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