#1 Peter Molyneux Interview
Posted: Wed Feb 18, 2015 12:24 am
rockpapershotgun
TBAWhen Peter Molyneux agreed to speak to me, I knew the interview was going to be tense. I knew that an article we’d posted on Monday, asking what was going on with the development of Godus, had kicked up an enormous storm for 22cans and its boss, with the rest of the gaming press picking up and running with it. So I assumed, when he agreed to chat, he knew that it wasn’t going to be a smooth ride. I wanted to get to the root of so much that now seems to form the reputation of the developer, the outlandish promises that so often aren’t kept, the ridiculous time-frames claimed, and the often disappointing or lacklustre results. I especially wanted to do this now that the people funding such things aren’t deep-pocketed publishers, but the players themselves. I wasn’t expecting it to take us in the direction of Molyneux’s declaring that I was “driving him out of the games industry”.
We spoke on the phone on Wednesday evening, Molyneux speaking from the Guildford offices of his studio, 22cans. Sounding stressed, but composed, Molyneux asked how I’d like to begin, whether I had questions, or should I just let him talk. I told him I had questions, many questions, and so we began.
RPS: Do you think that you’re a pathological liar?
Peter Molyneux: That’s a very…
RPS: I know it’s a harsh question, but it seems an important question to ask because there do seem to be lots and lots of lies piling up.
Peter Molyneux: I’m not aware of a single lie, actually. I’m aware of me saying things and because of circumstances often outside of our control those things don’t come to pass, but I don’t think that’s called lying, is it? I don’t think I’ve ever knowingly lied, at all. And if you want to call me on one I’ll talk about it for sure.
RPS: During the Kickstarter for Godus you stated, regarding that you don’t want to use a publisher stating, “It’ll just be you and our unbridled dedication (no publishers).” And five months later you signed with a publisher.
Peter Molyneux: Absolutely. And at that time I wish we had raised enough money to not need a publisher.
RPS: But you got more than you asked–
Peter Molyneux: We could have gone and we were asked to by publishers to publish the Steam version, but we turned that down. The economics of doing Godus, unfortunately Kickstarter didn’t raise enough money. Now the trouble is with Kickstarter, you don’t really fully know how much money you need and I think most people who do Kickstarter would agree with me here. You have an idea, you think you need this much, but as most people will say with Kickstarter, if you ask for too much money up front because of the rules of Kickstarter, it’s very, very hard to ask for the complete development budget. I think Double Fine have gone back and asked for more money because development is a very, very, it’s a very confusing and bewildering time, and it’s very hard to predict what will happen.
RPS: Yes, but you know that. You’ve been working in the industry for over thirty years, you know how much money it costs to make a game and you put a specific amount–
Peter Molyneux: No, I don’t, I disagree John. I have no idea how much money it costs to make a game and anyone that tells you how much it’s going to cost to make a game which is completely a new experience is a fool or a genius.
RPS: But you have to have enough experience to know the basics of budgeting a videogame, you’ve been doing it for thirty years!
Peter Molyneux: No, I disagree. See this is where you’re wrong. I think even Hollywood struggles. Lots of films go over budget. I’ll give you an example, I had some repair works done to my house, they went over budget by 50%. I said exactly the same thing. Anything that involves creativity, you may think it should be a defined process, but it’s not. And the reason that it’s not a defined process is that the people who work on it aren’t robots, and you can’t predict whether someone is going to be brilliant and you give them a piece of code to do and they do it in a day, or whether they’re going to take a month to do it, and that’s the problem with creativity. Being creative is a very, very unpredictable force, and you try your best. You try your best to predict these things but very often you can be wrong. And I have been wrong. Every single project I have ever done, and people know this, every single project I have done, I have been wrong about the times. And I’ve been very honest about that. And the only time I have absolutely stuck to my dates was on Fable 3 and I shouldn’t have done that. I should have gone back and asked for more time.
RPS: I understand budgets can go–
RPS: I understand budgets can go–
Peter Molyneux: I’m running a business and god I wish to god that I could predict the time and I can assure you every single person has worked their ass off to try to make this game as quickly and effectively as they possibly can and everybody here is incredibly dedicated and still is. I mean, the Godus team were here at half past eight last night. We try as hard as we can to get things right the first time, to get a feature right the first time, we try to implement things that are going to be effective, but when you’re creating something new it’s almost impossible, John. Here’s the thing: this is what I truly believe. Making a computer game that’s entertaining and that’s incredible and that’s amazing is almost impossible, it’s almost impossible to do.
RPS: I recognise that things go over budget, obviously they do. What you said at the start was that you didn’t make enough money from the Kickstarter. You set an amount you want to make, you made about £100k more than that, you took over a half a million pounds of people’s money, knowing it wasn’t going to be enough to make the game.
Peter Molyneux: Well, I think if you talk to anyone, and this is the advice I have given to people about Kickstarter, is to not ask for too much. You cannot unfortunately ask for the actual amount you need. Because you don’t really know. This is how I based my assumption of what money we needed. We had started implementing Godus, we were working on a prototype that was really going well. I thought, ‘Oh, this looks pretty good.’ I asked everybody here, how long do you think we’ll need to develop the game in full. We all agreed that nine months was about the right amount of time to complete the game. We did the due diligence on it. We asked ourselves if there were any technical questions and it all seemed to make sense. This wasn’t me just plucking a date out of the air.
The reality came along when we chose our middleware, we had problems with the middleware. When we started implementing some of the features that were on paper, they just didn’t work. Now I wish that every single idea you ever had when you’re developing a game works first time, but they don’t. When we first released Godus in May, to some of the pledgers, we had taken an approach to this thing called the timeline and it just didn’t work. People were just not motivated by it. We went back to the drawing board on that. What I’m trying to say without going through every sort of, every bad story about development, when you’re creating something new, it’s like walking through a foggy forest. You’re never sure if you’re taking the wrong route or the right route.
I know you can call on me, John, ‘Oh you’ve got thirty years, surely you know what to do,’ but I would say that anybody who is creating something new and original and different, which Godus is, it’s almost impossible to ask for the right time, and in the end the amount of money that we have spent on making Godus is far, far exceeded what we got on Kickstarter. Far, far exceeded. Because you got to remember on Kickstarter, although we got £100k more than what we asked for, after Kickstarter take their cut, after paying VAT, you have to pay off after completing all the pledges, it’s far less than that. You do the maths, it’s that simple – you can do this math, we had 22 people here. If you take the average salary for someone in the industry, which must be about £30k, that’s 22 people, multiplied by £30k, divided by 12. You work out how many months Kickstarter money gives us.
We saw this coming, in around about March, end of March time. I knew by that time that the game was not going as it should have gone. I could have gone back to my pledges and asked for more money, but instead I went to a publisher and just signed up the mobile rights. Not the Steam rights, even though that would have made our life a lot easier to sign the Steam rights and we did have companies after us for the PC and the console rights. We ringfenced that and just did the mobile version and there were other reasons, but the money they gave us upfront far exceeded the money that we got off Kickstarter. And that was the business decision that you have to take, because you have to make these sacrifices both personally and professionally in the sake of making a great game.
RPS: You asked for less money on Kickstarter than you knew you were going to need because you didn’t want to ask for too much money.
Peter Molyneux: No, I didn’t say that. I asked for a sensible amount. If I was a sensible business man, then you would probably have a 100% contingency. That is the way that you run a business, is you would have contingency, and I would have to say in the Kickstarter campaign, we need one and a half million, because we want a 100% contingency in case something goes wrong. Now that is problematic if you’re a backer and anyway, if you go back to the Kickstarter time, people were already very… They’d been quite fractious that I was going on Kickstarter anyway. There was a lot of negative press about, you know ‘Why does Peter Molyneux need to go on Kickstarter?’, ‘Why is he doing it, Kickstarter isn’t for people like him.’ I think most people if you speak to about Kickstarter will say, don’t set your price too high, and make sure that every penny you ask for is justified. And asking for an additional five hundred thousand for a 100% contingency is something that’s hard to justify, especially in those times.
The problem with Kickstarter is that if you get to day thirty and you don’t make your pledged amount, which we got to like three days before our cut off, before we hit our pledged amount, then you don’t get anything. Then all that work and all that effort and all that exposure and all the hangovers that Kickstarter have, the biggest one is that takes the fire out of any excitement you can generate in the press, has been used up and you haven’t got any money. I’m not saying that in a perfect ideal world, everybody would go on Kickstarter and probably say the same as I did, as I do now. You go on and and you say, “We think it’s going to cost us nine months to develop, here’s the costs, it’s 22 people multiplied by the salary, that’s how much we need to get, but we’re going to ask for double that because we want 100% contingency.’ I think that’s the way it should be done but I don’t know anyone who does that.
RPS: OK, in 2012 Nathan asked for us, what happens if it doesn’t get funded? And you said, that you were not doing it for the money, you were doing it to get people’s feedback, it was feedback you were really after.
Peter Molyneux: That was one of the main reasons, yeah. I could have gone to January, December/January, I could have used my money I guess, I wouldn’t have had enough money, I’ve already used my money to found the company, and Kickstarter was there and it was an attractive thing to go into, not only to get you funding but it also gave you access to people who were passionate about the game and to help the game. And it was very much a thing of the moment. You only have to do the economics again John to realise that if 22cans doesn’t have a publisher, and it doesn’t have a VC, and it doesn’t share ownership by anybody else, then where’s the money going to come from? And it’s true, I didn’t need the money, because if the Kickstarter didn’t work I could have gone to a publisher. I said that in my Kickstarter campaign, and I didn’t, we didn’t until we actually needed that money, and some people would say, ‘You shouldn’t leave it so late.’ But we know that we did leave it to, not the last moment, but we left it as long as possible. When you see the writing on the wall, you see the writing on the wall.
RPS: The implication is that the PC didn’t go to a publisher and all that, but the reality is that you stopped developing the PC version and left it as broken as it is today.
Peter Molyneux: No, we have always said, right from the very start, if you go back through all the videos that Jack and I did, we said exactly this. This was our strategy. Firstly we would release a build, a very, very early build, after just six months, well five months of development, we would release an early build to the backers in May. We did that.
Secondly, we would release a build in Steam Early Access and it would be very very broken. I think we started, I can’t remember the start percentage but it was way before 50%. We absolutely did that and then we said very clearly, in every one of our videos, we’re going to spend up to Christmas iterating through that and then we’re going to go on to the mobile version and then we’re going to finish the mobile version and come back to the PC and refine it and polish it and make it the game it should be and that’s exactly what we’re doing. We’re doing precisely that.
And if you look at our front page on Steam, that’s what it said. It says 53%, it doesn’t say 98%, and the reason it’s 53% because we have to, absolutely have to put a story in the game, and that story comes out on Friday to the opt-in branch on Steam.
Then we have to put absolutely amazing, incredible combat, and this is totally unique combat, and the reason this is totally unique combat is that we have to solve one fundamental problem and that is how do you mix an RTS game with a god game. Because the problem is with combat in Godus, is that you’ve got this world that you can absolutely shape, and you can use all your god powers – we’re putting god powers in – you can use all your god powers that are cataclysmic but the wars, the fighting and the battles, have to take place between these little people and that is a real design challenge.
But we are absolutely focusing, the gameplay team – the original gameplay team that was on Godus right from the start – right on Godus now, we’re focusing that gameplay team on that feature and we’ve recruited someone who’s got some really amazing ideas on how to do things like ranking, grouping, and group behaviour because that’s the trick of the problem here – how are you going to group your troops together? – and we’re going to solve that. And we think – and again, I don’t know John, and you might think, ‘for fucks sake, why don’t you know, because you’ve been in the industry for thirty years,’ but I think we’ll be done by Easter. And then we can start moving that percentage up.
But we’re still not finished because we had multiplayer in the game October of 2013. We took it so far multiplayer, but then we realised that to maintain multiplayer in the game would really slow down development simply because of the way it works, it’s all got to be in sync and all that stuff. So after we’ve done the story, after we’ve done combat, we’ll then go back to multiplayer. And then the percentage will start moving up.
RPS: But do you hear how crazy these times sound? You’re talking about things you said you would do in 2013 as if that was just the other day.
Peter Molyneux: But John, every game I’ve ever worked on has been made–
RPS: So why say it’s going to take you seven months to make it when you know it’s not?
Peter Molyneux: One thing, Godus will be one of the fastest games I’ve ever done. If you go back and look at every single game I’ve ever worked on, ever, other than Fable 3, they’ve all taken longer than with the exception perhaps of the original Populous. They’ve all taken longer.
RPS: So why go to people who trust you and trust your reputation and ask them for half a million pounds and say you’re going to finish the game in seven months, when you know you’re not going to?
Peter Molyneux: Because I absolutely believe that and my team believe that. That’s what the creative process is.
Peter Molyneux: No, I didn’t say absolutely we’d be there, I said we’d try to finish it on this time. And why are you beating me up on these dates things? You sound like a publisher.
RPS: It’s three years later! People gave you half a million pounds and you’ve taken their money–
Peter Molyneux: One is, John, you’re becoming very emotional, I think firstly you need to take a breath, because if I had walked away from Godus I’d agree with your points, but I haven’t walked away from Godus. We are committed to Godus, we are recruiting people to go on to Godus, I have never moved that percentage beyond 52% where it is now.
RPS: How long should backers wait for you to deliver the game they paid for three years ago?
Peter Molyneux: I don’t know. All I know is that there are people here that have been working on Godus, that we have worked on Godus for one hundred and twenty thousand man-hours. We have got three terabytes of documentary feature. We’ve replied to 31,000 posts and tickets. We’ve done 57 community videos. Do you know how many updates we’ve done on Steam?
RPS: I don’t think anyone who paid for the game cares.
Peter Molyneux: How many updates have we done on Steam?
RPS: I don’t think anyone who paid for the game cares. I think they want the game they paid for three years ago or their money back.
Peter Molyneux: We’re trying as hard as we possibly can.
RPS: I don’t think you are. You’ve said yourself–
Peter Molyneux: John, John, John–
RPS: You said yourself, that you should not have gone and focused on the mobile version until the PC version was finished. This is all very disingenuous in light of you saying that.
Peter Molyneux: No, I actually said, “I wish I hadn’t focused on,” I didn’t say I shouldn’t have done.
RPS: [Laughs]
Peter Molyneux: This is the plan that we laid out John. Go back and look at the videos. Go back and look at what we said to the community. Go and talk to the, I’ve done twelve design Skype talks, we’ve had the bigger backers, we’ve taken them over to E3, go talk to those people. Talk to people in the studio, this studio has worked incredibly hard on making something that is totally unique. That’s what we’re trying to do. And making something totally unique takes time. How long did it take for Minecraft to be final?
RPS: He didn’t take anyone’s money before making it with promises he didn’t keep.
Peter Molyneux: I’m afraid you’ll have to check your facts there–
RPS: He sold an alpha, he didn’t make any promises.
Peter Molyneux: Yeah, and we have absolutely, categorically stayed in Early Access for that exact reason and we have been honest about the percentage that we think the game is finished.