Angel Munoz, the head honcho over at the Cyberathlete Professional League (CPL), has been interviewed on his old site, The Adrenaline Vault. It's not really hard hitting or anything, since the interviewer personally knows the interviewee. Here's a nice one:
Avoiding an "M" rating with 3D Action (FPS) games is generally considered to be marketing suicide. Given the expense of development, testing, marketing, etc. how does the CPL expect to make their money back on this project if it only appeals to a small segment of the market? Or, will there be a special "tournament" mode which removes the blood/gore for competitions?Whilst Angel certainly makes good points, the CPL going off in a separate direction than the gaming community will not help the league. Basically, Angel confirmed that the CPL is going to make its own game. I guess that means they're saying "good bye" to CS. I'll be saying "good bye" to my interest in the CPL once it uses this game.
Back in 1984, I met David Schwartz, CEO of a company called Compusonics. [...] The technology was based on algorithms that compressed music by clipping the inaudible sounds. In a time when compact discs were just being introduced to the public, this technology was also called "marketing suicide." It took a long time, but today we know this compression technology by the term MPEG 1 Layer 3 or simply MP3. Since then I have never paid attention to marketing experts, as they base most of their forecasts on the trends of the past and not the possibilities of the future.
This brings us to the blood/gore dillema of the gaming industry. Why does the industry continue to flip their finger at the government regulators, by including even more blood and gore on their games? Let's face it, in an effort to squeeze the maximum frame rate possible out of their computers and video cards, multiplayer gamers turn off those non essential effects anyway, so for a multiplayer competitive game this is quite unnecessary. Let me offer an example of a current game that avoids the blood/gore visuals and may become a financial success: Jedi Knight II.
We want to develop a competitive game, not a broad game for the masses. The game must be spectator friendly, gamers must find it enjoyable to play and practice, but it must also reward skill, strategy and precision, not luck. If it ends up only appealing to the tens of thousands that follow the CPL worldwide, that is perfectly fine with me.
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