Boston Indie Game Spotlight – The Molasses Flood Interview

<p>In a rare moment between blizzards this month&comma; I braved the mountainous snowy sidewalks of Cambridge to grab lunch with <a href&equals;"http&colon;&sol;&sol;www&period;themolassesflood&period;com&sol;">The Molasses Flood<&sol;a>&period; Named after the historical <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Boston&lowbar;Molasses&lowbar;Disaster">Boston disaster<&sol;a> for which it shares the first page of a Google search&comma; the newly-formed&comma; independent studio houses a collective 76 years of game developing experience between it’s six members&period; Comprised of industry veterans and former Irrational Games&comma; Harmonix&comma; and Bungie staffers&comma; the crew prides itself as a group of &OpenCurlyDoubleQuote;AAA refugees&comma;&&num;8221&semi; working together to make something awesome&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;02&sol;05030635&sol;Scout&lowbar;Camp&lowbar;low&period;png"><img class&equals;"aligncenter size-full wp-image-77834" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;02&sol;05030635&sol;Scout&lowbar;Camp&lowbar;low&period;png" alt&equals;"The Flame in the Flood 01 - Bagogames" width&equals;"1000" height&equals;"563" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>Corey Atwood &&num;8211&semi;<&sol;strong> <em>So&comma; why make games for a living&quest;<&sol;em><&sol;p>&NewLine;<p><strong>Bryn Bennett &&num;8211&semi;<&sol;strong> When I grew up&comma; I obviously loved video games and there was like this &OpenCurlyDoubleQuote;legend of the video game creators&period;” They were all MIT and Harvard guys&period; I thought &OpenCurlyDoubleQuote;If I could pull that off&comma; if I could be a video game developer&comma; I’ve really achieved something&period;&&num;8221&semi; It’s a goal I always shot for&period; It was something I always thought very highly of&period; And I watched <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Tron">Tron<&sol;a> when I was 8&comma; so that was pretty big&excl;<&sol;p>&NewLine;<p><strong>Chad LaClair &&num;8211&semi;<&sol;strong> I have no other skills <em>&lpar;laughs&rpar;<&sol;em>&period; I started making games early&period; There was this Maxis&comma; &OpenCurlyDoubleQuote;click-n-play” program that allowed you to make sprites and little 2D games&comma; and I loved that as a kid&period; When <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Doom&lowbar;&percnt;28series&percnt;29"><em>Doom<&sol;em><&sol;a> came out&comma; I started making my own levels and that was what cemented it&period; I read up on the guys at Id and their little group&comma; making what they made&comma; that was such an awesome idea to me&period;<&sol;p>&NewLine;<p><strong>Damian Isla &&num;8211&semi;<&sol;strong> I’m someone who’s always been interested in not just the technical side&comma; but the art side&comma; and the narrative&period; If you’re interested in technology meeting narrative or technology meeting art&comma; there’s really not that many industries for you to go into&period; I was into movies&comma; too&comma; and most of my childhood I thought I was going to end up at ILM or Pixar&comma; but my education took a little zig and a zag and I ended up doing games&comma; which&comma; in most ways&comma; is even better&period; Gaming is such a new medium&period; It&&num;8217&semi;s still trying to figure itself out&comma; and it’s cool to be on the forefront&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-117311" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;02&sol;22125834&sol;the-flame-in-the-flood-interview2&period;png" alt&equals;"the-flame-in-the-flood-interview2" width&equals;"1000" height&equals;"563" &sol;><&sol;p>&NewLine;<p><strong>CA &&num;8211&semi;<&sol;strong> <em>What made you want to leave AAA game development for the indie life&quest;<&sol;em><&sol;p>&NewLine;<p><strong>Forrest Dowling<&sol;strong> &&num;8211&semi; When they <a href&equals;"http&colon;&sol;&sol;irrationalgames&period;com&sol;new-featured&sol;a-message-from-ken-levine-2&sol;">closed the studio where we worked<&sol;a>&comma; it kind of kicked us all in the butt&comma; collectively&period;<&sol;p>&NewLine;<p><strong>Scott Sinclair &&num;8211&semi;<&sol;strong> The timing was perfect&comma; and the climate had changed with crowd-funding and <a href&equals;"https&colon;&sol;&sol;www&period;kickstarter&period;com&sol;projects&sol;molassesflood&sol;the-flame-in-the-flood">Kickstarter<&sol;a> and such&period; The groups that were forming ahead of us and doing this on their own without a 200 person studio&comma; hierarchy&comma; and publishers made it more accessible for us to even humor the idea&period;<&sol;p>&NewLine;<p><strong>Gwen Frey &&num;8211&semi;<&sol;strong> To me&comma; this was always the goal&comma; it was always the dream&period; Since I graduated college&comma; I wanted to form a small studio&period; It’s just way more fun&period; When you’re at a large studio&comma; your role tends to become very specialized&period; You tend to really focus on one specific thing and you stop seeing the game as a whole sometimes&period; When you work at a studio with 200 people&comma; all 200 people can’t have creative input&period; In fact&comma; everybody’s input is kind of diminished to some degree&period; It’s way more fun to be on a team of six&comma; and to know that you own one sixth of this game&period; It matters so much more because you have so much more invested&period; It’s fun and exciting&comma; and when you have this opportunity where you have this group of people and you all happened to all be in the same place at the same time&comma; it’s incredible&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;02&sol;05030559&sol;3ed2a31162989eb83d21ac1de71b6b75&period;png"><img class&equals;"aligncenter size-full wp-image-77838" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;02&sol;05030559&sol;3ed2a31162989eb83d21ac1de71b6b75&period;png" alt&equals;"The flame in the flood 03 - bagogames" width&equals;"980" height&equals;"490" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>CA &&num;8211&semi;<&sol;strong> <em>What’s the biggest hurdle to developing a game as an independent studio&quest;<&sol;em><&sol;p>&NewLine;<p><strong>Scott &&num;8211&semi;<&sol;strong> The arena of marketing&comma; publishing&comma; funding and Kickstarter are all things that emerge and demand your time&comma; like answering emails and stuff as apposed to designing the game&period; You get introduced to all these new things that you think you’re prepared for&comma; but you’re not&period; There are all these things that are difficult and new that you have to do&comma; instead of being able to just sit down and make an asset for the game&period;<&sol;p>&NewLine;<p><strong>Gwen &&num;8211&semi;<&sol;strong> You have to manage wearing a lot of different hats&comma; and you have to be able to completely shift gears&period; Sometimes&comma; over the course of a day&comma; you’ll spend two hours being a producer and then two hours doing actual work on the game&comma; and then two hours painting a banner&period;<&sol;p>&NewLine;<p><strong>Damian &&num;8211&semi;<&sol;strong> I feel like for indies&comma; one of the hardest things is assembling the team&period; This is something that blessedly&comma; came together for us&comma; but it did take some legwork&period; That’s a part of the puzzle that we’re not even thinking about anymore&comma; now that the team is together&period; But&comma; one of the hardest things about being indie is convincing talented people to throw their hat in and take the risk with you&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;02&sol;05030615&sol;8811e90e38fac294e10bec4c74279e0f&lowbar;large&period;png"><img class&equals;"aligncenter size-full wp-image-77835" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;02&sol;05030615&sol;8811e90e38fac294e10bec4c74279e0f&lowbar;large&period;png" alt&equals;"the flame in the flood 02 - bagogames" width&equals;"700" height&equals;"394" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>CA &&num;8211&semi;<&sol;strong> <em>What&&num;8217&semi;s the worst thing about making games for a living&quest;<&sol;em><&sol;p>&NewLine;<p><strong>Forrest &&num;8211&semi;<&sol;strong> Compared to a lot of other creative endeavors&comma; the amount of time and the overhead it takes to get from an idea to something that’s awesome&comma; is immense&period; It’s like a year of hard work before you can get something to come to fruition&period; Whereas in other pursuits&comma; you get results almost immediately&period; The amount of time you spend&comma; going on faith alone that what you’re making is going to be great in the end&comma; is huge&period;<&sol;p>&NewLine;<p><strong>Damian &&num;8211&semi;<&sol;strong> The market is such a crazy place that’s constantly changing&period; We know we can make something great&comma; but that doesn’t mean it’s going to sell&period; It doesn’t mean we’ll be able to do it again&comma; which is kind of the goal&period; The goal of doing this for a living isn’t to get rich&comma; it’s to be able to do it again&period; There’s real uncertainty&period; What if we want to release a game on Steam and&comma; in a year&comma; it’s not a viable platform anymore&quest; Things have changed that radically before&period; There’s faith that we can make it great&comma; but there’s a fair amount of hope that the market will be receptive to it and that everything will work out&period;<&sol;p>&NewLine;<p><iframe src&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;embed&sol;kNm0u&lowbar;XxHJ4" width&equals;"560" height&equals;"315" frameborder&equals;"0" allowfullscreen&equals;"allowfullscreen"><&sol;iframe><&sol;p>&NewLine;<p>Lucky attendees of next month’s <a href&equals;"http&colon;&sol;&sol;sxsw&period;com&sol;">SXSW<&sol;a> in Austin&comma; Texas will be the first to get their hands on a playable demo of the studio’s first title&comma; <em>The Flame in the Flood<&sol;em>&period; A wonderful amalgamation of <a href&equals;"http&colon;&sol;&sol;www&period;kleientertainment&period;com&sol;games&sol;dont-starve&sol;"><em>Don’t Starve<&sol;em><&sol;a> and <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Toobin&percnt;27"><em>Toobin<&sol;em><&sol;a>’&comma; the gorgeously stylized&comma; post-apocalyptic survival sim will be available on PC&comma; Mac&comma; and &lpar;maybe&rpar; Linux&period; <em>The Flame in the Flood<&sol;em> is on track to be available this summer on <a href&equals;"http&colon;&sol;&sol;store&period;steampowered&period;com&sol;">Steam<&sol;a>&comma; <a href&equals;"https&colon;&sol;&sol;www&period;humblebundle&period;com&sol;">Humble<&sol;a>&comma; and possibly <a href&equals;"http&colon;&sol;&sol;www&period;gog&period;com&sol;">GOG<&sol;a>&period; The game’s entire interface is being designed with controller support in mind&comma; so while there are currently no plans to port it to consoles&comma; though the possibility is not completely out of the question&period;<&sol;p>&NewLine;<p>We’ll be keeping an eye on the game&comma; especially when it nears it’s approximated release date&period; But&comma; if you&&num;8217&semi;d like to know more about <em>The Flame in the Flood<&sol;em> right now&comma; check out <a href&equals;"http&colon;&sol;&sol;blog&period;themolassesflood&period;com&sol;">The Molasses Flood blog<&sol;a>&period;<&sol;p>&NewLine;

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