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The edition
of 07/2004 from the German game magazine Gamestar contained a short developer profile of Mike
Hoge. With friendly permission of the Gamestar's editorial staff we are publishing
this profile.
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Person:
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Age: old enough
Nationality: German
Residence: Bochum
Profession: Project Director / Lead Game Designer
Education: none
Motto: Never out of pity and never on principle
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History:
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2001:
Gothic
2002: Gothic 2
2003: Gothic 2 - Night Of The Rave
2005: Gothic 3 (work in progess)
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Milestones
of the Mike Hoge:
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Gothic: The roleplaying game delight with
a gripping story, an authenoc, gorgeous game world and the band In Extremo as
guest stars.
Gothic
2: Once
again, the nameless hero has to fight orc armies, demons and even dragons. Gothic
veterans are pleased with meeting again known characters.
Gothic
2: Die Nacht des Raben: The developers are skillfully integrating the add-on into the main
program. Due to the elevated degree of difficulty, it even challenge pros.
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14
questions about Enterprise and children:
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- Your first PC game? Ultima 6, I had an Amiga
before
- Three games for a lonely
island? None,
I already spending enough time in front of the computer
- Your favorite multiplayer
game? Alien
vs. Predator Coop (only possible with a mod)
- Which game are you waiting
for? None
at the moment, the last game I waited for was Deus Ex 2
- Your favorite band? There is no real (anymore)
- Your favorite meal? Doner kebab from Holzwickede
- Your favorite book? Ismael from Daniel Quinn
- Your favorite website? www.zombo.com
- Your favorite movie? Matrix (and I don't care at
all how bad the two successors are)
- Your favorite TV series? At the moment Enterprise
- Your best decision in life? Get children
- The most beautiful day of
your life? When I become father
- Do you have an non-computer
hobby? Play
games with friends and family
- Your non-computer dreamjob? Toy-designer
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"I
don't know where the trend is going to. I only know where our niche is. "
Mike Hoge about
changes in Gothic 3, target groups and the non-existent German game industry:
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Gamestar:
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How
did you get into the game industry?
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Mike:
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By a kick
in the pants by Michael Rüve (Marketing Director of Piranha Bytes). All I did
by then was watching all episodes of "Star Trek - The Next
Generation" in a row.
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Gamestar:
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Gothic
3 has been officially annoucened. Are you able to disclose a few information
to the numerous fans? What will be the biggest difference to the predecessors?
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Mike:
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A freer
world, more clear goals and altogether more options for the character. Bascially,
many things are staying the same, but we making tried and tested ideas better
and more versatile. Of course, there are already some definite changes but I
will not disclose them not yet.
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Gamestar:
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One
problem of the Gothic series was that the controls take getting used to. Will
Gothic 3 have new controls?
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Mike:
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Indeed,
the controls war not good enough for some people. And the inventory was
simply crap. In Gothic 3 it will be possible to click on items using the
mouse. And if someone wants to, he will even be able to click monster to
death a la Diablo. But who prefer to play with the keyboard will be able to
do that, too. The interface will be extremly configurable.
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Gamestar:
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Will
we meet known character like Diego or Lee in Gothic 3?
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Mike:
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Absolutely!
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Gamestar:
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In
your opinion, what is the target group of your games? Hardcore-roleplayers or
people who only play from time to time?
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Mike:
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Till now
more hardcore but we are not far from the other group - Gothic 3 will
(hopefully) show that. To all hardcore fans who are getting scared now: Everything
will be good!
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Gamestar:
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Would
you like to create a real, fast ego-shoote for a changer?
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Mike:
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If, then
in the Gothic-style: The world is huge – kill who you want to.
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Gamestar:
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What
do you think is the biggest problem of the German game industry?
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Mike:
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If I am
honest now, will everyone hate me? There is no German "game
industry". I mean, there are bascially just branch offices of foreign
publishers and a loose delveloper scene. And something that isn't there
cannot have a problem. In my opinion, this "problem of the game
industry"-thing has gone out of control: Someone said it and everyone
else is parroting it.
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Gamestar:
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Will
the trend to fusion genres (e.g. roleplaying games and strategy in
Spellforce) be able to satisfy the rising demands of the players? Or is that
just the hope to reach a target group that is as broad as possible?
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Mike:
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I think
that hope is coming more from the graphic design and less from the game
design. I don't know where the trend is going to. I only know where our niche
is: The lively world is our most important game element. We will extend that consequently.
This will inevitably lead to a point where action-, strategy-, tactics-, trading-
and other games will become part of Piranha-Bytes-games. An example: If you
want that NPCs are reacting in an authentic way, the player should have the
impression that they are fighting in an coordinated way. This will make the combat
a bigger challenge which of course directly impacts the gameplay. The player
now wants a better party AI or better ways to influence other party members. And
already we are halfway to group fights including tactical elements (for
example like in Freedom Fighters). Attention, this example is just an illustration
and does not reflect in any way the content of Gothic 2. (grins)
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Gamestar:
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What
are your plans for the future of Piranha Bytes?
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Mike:
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Grow
slowly! Continue to improve oneself while staying faithful to oneself (and the
fans)!
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