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  • The Bill Roper Interview, Part IV

    N'Gai Croal | Sep 13, 2007 12:23 AM
    Flagship CEO Bill Roper performing with his band Poxy Boggards

    In Part III of our four-part Q&A with Flagship Studios CEO Bill Roper, we talked about whether his company's first game merited the MMO label and the reasoning behind Hellgate: London's hybrid business model. In today's final installment, we discuss the relationship between Flagship, Namco and Electronic Arts; whether Roper is concerned about the amount of risk inherent in Hellgate's numerous innovations; and whether his real-world musical abilities are transferable to Guitar Hero.

    As Flagship was developing the content model and business model for Hellgate: London, what role did EA and EA Partners play? I understand EA Partners is primarily distribution. It's not like you're an owned studio. You have a lot of freedom to determine your future. But what kind of guidance, advice, philosophy sharing--did you guys work together on this stuff at all, or did you just tell them, "Hey guys, here's what we're gonna do"?

    It definitely was driven out of Flagship. Once EAP came on as a publishing partner with Namco, certainly we availed ourselves of all the knowledge that was there: the research they've done; all the things that EA definitely brings to the table. For example, when we were talking about pricing for the continuing content, the number, that $9.99, came out of Flagship; but then we talked with EA about it and said, "OK, here's what we think it should be. What do you guys think? We want your feedback on it." It wasn't like EA said, "OK, great. Now that we're doing the distribution and whole thing, here's the price, here's your model, here's your list of things." That was all driven internally by the team, by the company. But at the same time, we were very pleased to be able to have a wide breath of knowledge, and research, and experience to bounce those ideas off of and get very honest feedback. So there's been some good collaboration there.

    From the previous conversation we had in January and then again now, it's clear that you guys are innovating in like a bunch of different directions. And innovation generally means risk. So, I mean, do you find yourself--other than being sort of up late working on the game--do you find yourself having sleepless nights worrying about the amount of risk that you've taken? Do you feel concerned about that level of innovation and risk-taking and do you ever wonder whether people will get it and get on board for it?

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  • Level Up's Top Five Gaming Tidbits for Sep 13th, 2007

    N'Gai Croal | Sep 13, 2007 12:01 AM
    1. VSM...Halo meh-ers vs. Halo lovers. Round 1--fight!
    2. VSM...Bully vs. Harry Potter. Round 1--fight! 
    3. IEE...E Spectrum gets its own videogame blog
    4. Wii...takes the lead; can Halo 3 reverse the trend
    5. RND...Time to "Leave Britney Alone" alone?
    More
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NWK Caption: At the Excel High School in Oakland, California a group of students, their teacher and members of community groups pose with air pollution monitors in front of a mural at the school.  July 26, 2008.       Left to Right:   Randy Colosky, a member of Global Community Monitor  wearing brown shirt ,Juan Hernandez, student (seated) ,   Ina Bendich, teacher Danyale Willingham,student in blue top).Elizabeth de Rham far right, member of the Rose Foundation.

Young pollution sleuths and community activists fight for healthier air.

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