
Videogame director Cory Barlog
We first met Cory Barlog in 2005, just before the
original God of War was set to arrive in stores back in 2005. Over a
soul food dinner at The Shark Bar in Manhattan, we discussed how his
role as lead animator on the original game had grown to the point where
he'd been tapped to fill David Jaffe's shoes by serving as the director
of the inevitable sequel. It was clear from our conversation that he
was thrilled to have been given the opportunity to work on a truly
great franchise rather than some of the games he'd worked on in the past.
And after he knocked God of War II out of the park, we were eager to
see what he would do with a potential God of War III on the Playstation
3.
So it came as something of a shock last November when we got a
call from a source informing us not only that Barlog would soon
announce his departure from Sony Computer Entertainment, but that he
would be working with veteran film
writer-director-producer George Miller--best known for the "Mad Max" series of movies that starred Mel Gibson--on some videogame projects. We immediately began negotiating with Barlog's
representatives to secure on-the-record interviews with Barlog and Miller about their collaboration. This resulted in three interviews that we'll be publishing all week on Level Up. First is our Q&A with Barlog, in which he remains tight-lipped about precisely what he and his new partner's first game would be, but goes into great detail about why he felt he had to leave Sony Computer Entertainment. Next up is our conversation with Miller, who gave up the goods and explained why he's become fascinated with videogames. And finally, we'll publish our follow-up with Barlog, who, freed of the burden of secrecy, provided some terrific insights into how he plans to approach his first post-Sony project. Strap in, sit tight and enjoy.
So Cory, how did you get approached by George Miller? Give me the back story on how you ended up working with him.
Wow,
it was a while ago that I got connected with CAA, through other people
at [Sony Santa Monica]. I think it was just a random emailing from
people that somehow got me connected with Seamus [Blackley, head of
Creative Artists Agency's videogame division] and Ophir [Lupu, an agent
in the same group]. They just wanted to have a meeting, to talk and
hang out, and from that it was kind of like, "Well all right, it would
be interesting to get you connected with different people." There was
never any specific person that we were talking about connecting with;
it was just like, "Let's try talking to some people."
So I met
with a bunch of different people and one of them was George, when he
was in town. It was funny because when I first met him the first thing
I said was, "You know, you really messed me up as a kid, flying,
because of that 'Twilight Zone' thing that you did." I don't know if
you ever saw that, but the whole thing was very, very, very freaky for
me and from that point on I hated flying,because of the whole Jon
Lithgow, crazy guy, monster on the plane wing.
You mean the "Twilight Zone" movie?
Yeah, yeah, yeah.
Right, the one with Steven Spielberg and all those other directors.
Yeah.
So it was an interesting first meeting. He and I actually had the same
sort of sensibilities as storytellers: the way both of us really want
to take people on a bit of a journey. And from that he was like, "Hey,
I'd really like to meet again and just chat." So I ended up going out
to Sydney and hanging out with him for a couple of days. And it turned
out that we really kind of thought the same way. Even we both came from
two different disciplines, we had the same approach to things, and from
that, we both really wanted to do something together and it just kind
of ended up like that.
Is Miller a gamer?
He has
some knowledge of games. A lot more than some people that I have met in
the movie industry. He also has a son who's a really big gamer and he's
very familiar with games, but probably not to the extent that he goes
home and plays Halo 3 for six hours.
Having worked for a
number of years in the videogame industry, what attracted you to
partnering with someone who has a really strong reputation in movies,
but not in games?
You know, I started out in the film
industry. Granted, it was on the visual effects side. I was really
attracted to the film industry from an early age. Actually, I guess I
really started out in acting--really bad acting mind you, but acting
nonetheless. And so I always loved the film industry.
I'm not
necessarily leaving the game industry, just to be clear on that, but
when I was doing visual effects I kind of came to the realization that
I love movies way too much to stay in visual effects. Because I was
working next to guys that worked on the original "Star Wars" and I
realized how long it was going to take me to ever get anywhere on the
visual effects side. Up until that point I'd been working on Inspector
Gadget, nothing of all that high quality, and I love movies way too
much to continue to slog on the bad movies.
I've always kind of
maintained a connection to all of that, but I do enjoy the fact that
there's a bridge being created between film and games. We've always had
a lot of false starts given the fact that most game and movie
collaborations--whether they be game first and then into a movie or
vice versa--have a tendency to have a shoddy reputation. I definitely
think that we're getting closer to a time when it's a lot more of a
cross-fertilization that is happening, I guess, for lack of a better
term.
You said that CAA introduced you to a bunch of different
people. I'm assuming that some of them were closer in age to you, maybe
even gamers themselves. Yet you ultimately decided to partner up with
Miller. So again, what about your interactions with him in particular
made you say, "Hey this is the guy who's right for me to connect with,"
rather than some guy who does go home and play six hours of Halo 3 or
both God of War and God of War II over a couple of weekends?
Good
point. When I parted away with Sony, my goal was to broaden things. I
wanted to get a better portfolio. To creatively be able to work on
multiple things. Right now it's more of a consulting thing, so George
and I partnering up is one part of a master plan, for lack of a more
creative term.
When I met with him, the interaction was like two
storytellers getting together, in the way that both of us were able to
relate to various subjects. He has a game knowledge. While he may not
be a hardcore gamer, he has a game knowledge, and he comes from an
angle that I'm very passionate about. I don't really want to make
casual games or games with no sort of story backbone or character
backbone. Our conversations, they kind of were all over the map, but
they went to the heart of so many things as opposed to being kind of
like, "Hey, so what do you like?" and "What do you like?" It was
detailed conversations about character interactions and the way that
each of our industries can kind of push things further.
George is
really big on the integration of content in all aspects. I mean, from
his animation studio that he's doing with new media and the film stuff
that he's doing. He's really interested in the game side as well. He
really has an interest on all these fronts and in bringing everything
together. They're big on this concept of workshopping over there and
they really involve everybody. Say you're workshopping a script for an
animated feature; they'll bring in people from the game side, people
from the film side and people from the animation side. If they're going
to be working on a game, they'll bring in people from all different
aspects to come together; bringing in new concepts, new ideas, things
that maybe you hadn't necessarily thought of in your own singular
little gaming world. But having said all that, I still am connected in
the gaming industry and still want to work with people within the
gaming industry.
I guess the idea behind my whole thing really
came from looking at directors in the film industry as they sort of
matured in the mid-60's. The idea that when you were a director, even
in the 50's, you were owned by a studio, say Warner Brothers or
Universal or whomever. They would basically employ a director on salary
and the director would just direct whatever the studio had available to
him. And now it's changed. Directors choose the projects they want to
work on and have a wider variety in their portfolio. That's what I'm
looking for now in the game industry. I'm seeing that it can change. We
are on the beginning steps of a journey of everybody kind of moving
towards this idea that creative can be a bit more valuable within this
industry, and perhaps we can at least learn a few things from the film
model. Maybe we don't take the film model exactly, but I think there's
lots of things we can learn from it.
So was this something you
were already thinking about before you met with CAA? Or did Seamus and
Ophir strap you in a chair, pin your eyes back and force you to watch
lots of violent movies--
While putting eye drops in my eyes?
Exactly.
No,
no, no, this is something I was thinking about for a while. I was
basically working on God of War II and starting to write it before I
finished working on the first one. I had a very, very short break and
then I was immediately onto II. And then when I was finishing up II, I
was supposed to have a longer break, but I ended up having to just go
straight into writing and planning III. So I didn't have much of a
break there. And I started to realize after about four years of just
nonstop--go, go, go, go, go--I was looking down the barrel of another
three-and-a-half years.
It would've been the completion of
obviously something that was very dear to me, but it was still another
God of War, and I was kind of like, "Wow, man--in seven years I haven't
had much of a break." It started eating at me a little bit and made me
realize, "All right, you know what? Let's try and go to the table
here." So Sony and I negotiated for probably eight months. Right after
II finished, I opened discussions up. And I really wanted to find a way
that we could all get on the same page and just find something that was
comparable for both of us, since I had been living sort of under the
comfort of Sony for so long.
That's interesting. Obviously, I
know that the various divisions of Sony Corp are very siloed. But at
the same time, Sony as a whole has a movie studio, an animation studio,
a music division, electronics and all these things. So by the end of
the negotiations, were you sort of surprised that that in the greater
Sony there wasn't a way to come to terms on something that would have
that cross-media fertilization that you were looking for; that you
needed to leave in order to achieve that?
Yeah. I mean, there
was a little bit of that sort of cross-media fertilization that was
taking part in [the negotiations]. But I think most of it really dealt
with--and what I was really surprised about--was just I wanted to
escape the concept of solely being owned by one company. That had me a
tad bit uncomfortable, because of all the things that I wanted to be
able to do. It had me in a situation of, "Oh, I'd really like to change
this. I'd like to figure out a way to not necessarily be in that
situation." But the decision I ended up having to make was absolutely
not a decision I wanted to make. You know, I was not in a
position where I was like, "Yes, I one hundred percent want to get out
of here." I was definitely in a situation where I was prepared
to do it, but I wanted to see God of War III to its completion. Where I
ended up having finished the story and laid out the entire game, I did
at least get to see it finished the way that I wanted: the story, the
trilogy and the concept of where the game is going to go.
But as
far as sort of Sony's multiple silos, the movie "God of War" was picked
up by Universal. It wasn't even picked up by Sony Pictures. God of War
I and II were released by Capcom in Japan and not Sony. So their
separations are pretty strong across all their departments. There isn't
much coming together.
Under the current videogame model, which I
think for a good portion of the industry--I'm not saying this is
something that needs to widely change and be so broad and sweeping that
everybody is affected by it instantly, but for the higher up creatives
I don't think it's a model that fully works. Because anything you do,
anything you think of, it's sort of owned by that parent company that
you're working for. You're locked into this concept that if you go over
and meet somebody who creatively you're like, "Wow, man I'd love to do
something with you; I'd love to consult and just write something for
you," you're kind of stuck. You're not really able to do it because if
it ever crosses over to any sort of game, you are competing with
yourself, because you're owned by that specific parent company.
That was a really long-winded answer, wasn't it?
You know me; I'm long-winded myself.
That's right. [Laughs.] I'm talking to the right man.
Exactly.
Now, I'm sure my readers will be wondering--and I myself too even
though I've heard some things--what are you going to be doing with
George Miller?
Well, right now we don't have anything
specific to announce or talk about, but I'm going to probably be
working with him on various things; whether they're on the film side or
on the videogame side. We're pretty strong on the direction that we
want to go in, but we have lots of other ideas that have been kicked
around. So that's a "stay tuned." I'd love to talk about something
specific, but it's really, really early.
Will you be based in North America, in the U.S., or are you going to be based in--
Oh,
I'm based in North America, yeah. A consultant, I guess is a good term
to use. I have a lot of people that are solely in the game industry
that I've been communicating with and talking to and potentially be
doing things with. Right now, nothing is set in stone, but in an ideal
world for me I'll be working on three or four projects, and maybe after
a year I'll probably get back in the director's chair and do another
game. But I think right now, after finishing those two games, the next
one I do has to be pretty amazing. It has to be something that I'm
really passionate about, that I feel very strongly about.
At
Sony, with God of War I and II, I was all in, one hundred percent.
There was zero hesitation. At the end of II, I started seeing a lot of
the people who I leaned on very heavily--people that I was very, very
reliant upon--starting to depart. I lost Derek Daniels, who is an
amazing combat guy; he went over to Activision. Charlie Wen, the lead
concept artist who was there for God of War I and God of War II, an
amazing, amazing concept guy.
And for me, the last straw was Eric
Williams, who for all intents and purposes for me was always like an AD
[assistant director]; like a second director almost. He's a very
technical combat guy. Me and him basically built Kratos on God of War
I. We established all the bosses; the way that the whole game felt;
what God of War's gameplay from a navigation, combat and platforming
perspective felt like. And having lost him on III, that was a defining
moment for me to go, "All right, this is not what it was before," even
though there's still an incredible team there. Those guys there are
amazing and they know everything they're doing, but I really, really
enjoyed working with Eric. So for me, working on a project without him
was like, "Well, I'm not feeling as strong about it."
Kind of like Steven Spielberg without John Williams?
Exactly.
That's a perfect example. If there was a good sort of director-DP
[director of photography] team up, it would kind of be something like
that. Even though he's not necessarily an aesthetics guy, he is
experienced in so many various fields. Plus I have worked with him for
nine or ten years, so we have that kind of like brotherly relationship
where we can fight and get really angry at each other, but always end
up finding a solution within that fight. That's sort of our process,
which is good.
If you haven't worked with somebody for very long,
it's very hard to get to the meat of something, to have somebody
challenge you. He's worked with me for so long that he's not afraid. So
when something is stupid, he says, "That's dumb," and when I don't like
something of his, it's the same thing. We have a really, really good
relationship. He's kind of doing the same thing as me--he's in the
consulting field as well and working with various companies--and we're
kind of teaming up on a few things so it's good.
And where did Charlie go?
Charlie
ended up working on a movie. The name escapes me right now, but
apparently it was a remake of something that he's been very passionate
about his life. I can't remember the name of the film though, but he is
really, really excited about that. Like I think a lot of artists, after
a certain point your portfolio becomes solely one thing--he'd been
working on God of Warfor probably five and half years and that's pretty
much all he was drawing--so I think he really wanted to broaden his
horizons a bit more and get some more diversity.
Just to make
sure that we're crystal clear on this: you're not an employee or a vice
president or anything like that in Miller's operation down in Sydney.
You're going to consult with him and work with him on various projects,
but you're not an employee, right?
Uh-uh.
Got it.
Not right now, no.
So
in plotting out your move to this next phase of your career, did you
talk to any of the people who do consulting? People like--and his name
escapes me right now--the guy who consults on the Ratchet and the Jak
games--
Mark Cerny?
Yeah.
Mark actually
was in and out of our offices a lot. I talked to him a little bit, but
I made this decision based solely on my negotiations with Sony. It was
a measured decision, a calculated decision. But at the same time, while
we were in negotiation,; I knew I had to have a stopping point. And I
knew from talking to several companies a few months before--the end
point I'll call it--that I didn't see any projects out there that I was
like, "All right, I want to go and work on this single project right
now." There just wasn't anything that was grabbing me. But I realized
that I could just work with these people in a short-term capacity,
offering some of the things that I have.
So I would say that no,
I didn't have too much communication [with other people] about this. In
fact, there aren't that many doing people doing consulting right now.
There's Dan Arey [formerly] from Naughty Dog; Mark Cerny from Cerny
Games; I know Eric is doing it now. And I'm sure there's many other
people that I'm just not aware of that are also doing it.
When
you look back at the negotiations with Sony and you try look at the
things from their perspective, why do you think it couldn't work? The
vision that you described, of being able to say, "Hey, I'm going to do
X, Y and Z on God of War III,"--and let's say for argument's sake if
the God of War series continued you would oversee that, but you would
still be free to work with George Miller on the "Babe" game for Wii, and
something else with an artist that you met in Santa Monica whose stuff
you love--why do you think that couldn't work from Sony's perspective?
Well,
one answer to me was--I don't understand why. That was a difficult
thing for me to come to terms with, which is why the negotiations went
on for so long. I kept trying to find a way. I spent a majority of the
time doing a lot of the legwork to figure something out, figure some
solution out. But I think it really kind of boils down to this: I don't
think they really want to be one of the first or amongst the first
grouping of companies to embrace that concept.
The gaming
industry as a whole is still grasping onto that old model, which is
the, "We get a creative and we own him, so therefore we're going to
throw four projects at him, and he's going to work on all four of
those. And while it may make us as a whole as a company do really well,
that creative is still just an employee." I think that they just
weren't ready to embrace something different. There's a lot of legal
stipulations as well; labor laws that have to be adhered to. So it
always sort of mystified me, but at the same time I guess I can kind of
see their side of it: they just really don't want to move in that
direction yet. They don't want to accept that that's the way that
that's what we're moving towards in the industry.
Take the
concept of unpaid overtime. A lot of companies, prior to EA Spouse,
were sort of denying that that ever existed or pretending that it
wasn't an issue. Then when it became such a very public issue and such
a heavily litigious issue as well, everybody kind of said, "Okay, wait
a minute. This is a real issue; now we have to kind of deal with it."
So I think there probably still are some companies holding into the
concept that there isn't a problem with that unpaid overtime issue, but
it changed.
I personally don't think that [my leaving Sony
Computer Entertainment] is going to be a slap in the face to them or
anything like that. That's not what it's meant to be, but--I don't
think it's going to make them change immediately, but I do hope that
it's best like this; that this is a step in the right direction for
everybody in the industry and that more and more people can see that it
is something that's feasible. That creatives as a whole need to take a
bit more charge of their own careers to ensure that they're getting the
best opportunities. That they are challenged and creatively excited.
That they are constantly being able to say, "You know what? I'd like to
work on this, and I'm going to work on that." I think you're just
happier and you're in the end a hell of a lot more creative and
passionate when you know that you're steering your own ship.
Next: Barlog goes deeper on why directors of God of War end up like the
drummers in Spinal Tap; how the product-focused language of executives
impacts the way the industry deals with its talent; and why it too
eight months to free his mind of the Stockholm Syndrome of Sony
Computer Entertainment's comfortable embrace. Click here to read Part II.