Paul Neurath: Looking Glass Interview 10/10

Paul Neurath: Looking Glass Interview 10/10

Introduction to Paul Neurath

Background and Early Career

  • Paul Roth introduces Paul Neurath, founder of a game development company.
  • Neurath shares his entry into the gaming industry in the mid-80s after purchasing an Apple II computer.
  • He reflects on the era when personal computers were rare, emphasizing the excitement of owning one.

First Experiences with Gaming

  • Neurath recalls buying early games like Ultima and Wizardry, which inspired him to create his own game.
  • After working full-time, he began developing games part-time, eventually publishing his first game through Sir-Tech.

Collaboration with Origin Systems

Joining Origin Systems

  • Neurath describes how he started working closely with Origin Systems, a key player in early gaming.
  • He recounts meeting Richard Garriott and other team members at Origin during its formative years.

Contributions to Game Development

  • As an independent author, he contributed to titles like Ultima 3 and worked on various projects including Space Rogue.
  • Space Rogue was notable for blending early 3D graphics with role-playing elements; it was a significant learning experience for him.

The Evolution of Game Development

Transitioning from Origin

  • Neurath discusses the decision by Origin's founders to move operations to Texas and how this affected their New Hampshire team.

Starting Blue Sky Productions

Formation and Initial Projects

  • The speaker discusses the inception of Blue Sky Productions, aiming to create an independent studio with a dedicated team to work on various projects.
  • A mutual connection introduces Doug Church, a junior at MIT passionate about gaming, who joins the team despite not having graduated yet.
  • The initial team consists of five members, including former employees from Origin Systems, working on two distinct projects: Ultima Underworld (a PC RPG) and an early Madden NFL game for Sega Genesis.

Collaboration with EA

  • The speaker reflects on their previous experience with EA through Chuck Yeager's Flight Trainer, which established connections that led to collaboration on Madden NFL.
  • This collaboration occurred before EA acquired Origin Systems; thus, Blue Sky was independently developing Ultima Underworld while negotiating with EA for Madden.

Development Challenges

  • EA needed a new development team for Madden due to issues with the original group. They provided source code from the previous version and set a tight deadline of five months for completion.
  • The project required significant effort and included hiring contract developers to meet the deadline.

Successes and Challenges in Game Development

Impact of Madden NFL

  • Madden NFL became one of the most successful games developed by Blue Sky Productions, breaking sales records as the first title in EA's history to sell over a million units.
  • The game's success contributed significantly to EA's IPO process, highlighting its importance within the company’s portfolio.

Differentiation Between Projects

  • The speaker contrasts their ownership of Ultima Underworld (an original concept) with their work-for-hire status on Madden NFL. This distinction influenced how they approached each project.

Transitioning Control

  • Due to Madden's financial success, EA decided to bring development in-house rather than continue paying royalties. This decision closed opportunities for Blue Sky regarding future iterations of the franchise.

Innovations in Game Design

Pioneering Technology

  • Ultima Underworld was groundbreaking in its use of texture mapping and 3D environments during its demo presentation in spring 1990.
  • At this time, publishers were skeptical about its potential success since it diverged significantly from existing game formats.

Industry Context

The Evolution of 3D Graphics in Gaming

Early Experiences with 3D Graphics

  • The speaker reflects on their initial attempts at 3D graphics, noting a lack of technical skills for advanced texture mapping, resulting in solid fills rather than true textures.
  • Mentions key contributors like Doug James and Chris Green, who developed the original texture mapping algorithm used in early demos for "Underworld."

Industry Reception and Challenges

  • When presented to industry developers, the new approach garnered interest but faced skepticism due to its divergence from existing successful models.
  • Finding a publisher was challenging; despite some interest from Origin, they viewed it as an experimental project rather than a guaranteed success.

Collaboration with Richard Garriott

  • Richard Garriott recognized the potential of merging this new technology with the Ultima brand, suggesting a first-person 3D version of Ultima as an experiment.
  • The collaboration aimed to explore whether this innovative direction would resonate with players.

Project Development Timeline

  • The development process took approximately 15 months; initially treated as a side project by Origin until gaining traction under new producer Warren Spector.
  • Spector's involvement helped elevate the project's status within Origin, leading to better production support and marketing efforts.

Market Perception and Comparisons

  • Despite excitement about technological advancements, there were doubts regarding commercial viability compared to other successful titles like Wing Commander.

Hybrid Gameplay: A New Frontier?

The Concept of Hybrid Gameplay

  • Discussion revolves around the innovative blend of real-time immersive simulation and traditional role-playing elements, questioning if this hybrid gameplay would be successful.
  • Reference to previous industry attempts at innovation, such as LucasArts' procedural fractal-generated game that ultimately flopped, raising doubts about the viability of new concepts.

Initial Reception and Word-of-Mouth Success

  • The game had a soft launch with modest initial sales due to bugs and limited marketing; however, it gained traction through word-of-mouth, eventually selling over half a million units.
  • Comparison made to other long-term sellers like Age of Empires, highlighting how some games can achieve sustained success over time despite slow starts.

Technological Foundations and Challenges

Early Innovations in Graphics

  • The team was ahead of its time in terms of technology application; they utilized existing algorithms from earlier research on texture mapping without significant modifications.
  • Mention of visiting MIT library for foundational knowledge on graphics algorithms developed in the late 70s and early 80s.

Hardware Limitations

  • Despite advancements in understanding graphics rendering, the technology had not been applied effectively to personal computers at that time.
  • Challenges faced included reliance on software rendering due to lack of hardware support; performance issues resulted in low frame rates and limited screen display capabilities.

Pushing Boundaries: Visual Impact vs. Performance

Compromises Made for Immersion

  • The game's design aimed for an immersive experience but was hindered by technical limitations leading to compromises in visual impact compared to contemporary full-screen shooters.
  • Ultima Underworld's graphical window size was small (150x100 pixels), which affected player immersion despite efforts to create a believable environment.

Learning from Experience

  • The development team pushed technological boundaries despite challenges; while uncertain if it was the best business decision, they gained valuable insights that positioned them ahead in the industry.

Sequel Development Amid Uncertainty

Business Decisions Post-Success

The Challenges of Rapid Game Development

Reflections on Ultima Underworld's Development

  • The development team felt pressured to quickly release Ultima Underworld 2, which led to a rushed production process.
  • Despite some innovative storytelling and dungeon design, the hurried timeline hindered their ability to fully leverage lessons learned from the first game.
  • In hindsight, the team wished they had taken more time—ideally a year and a half—to develop the sequel properly.

Financial Pressures and Team Growth

  • As a small developer, they were financially strained after funding most of Ultima Underworld themselves; only 10% was funded by Origin.
  • With a growing team of about twelve people, there was urgency to secure new projects for financial stability as royalties from previous games took months to materialize.

Market Dynamics and Franchise Potential

  • After Ultima Underworld 2, no further titles in the franchise were released, leading to speculation that it might have been viewed as a passing trend.
  • The success of first-person shooters like Doom and Quake shifted industry focus away from role-playing games (RPGs), impacting perceptions of RPG viability in the market.

Genre Perceptions and Marketing Challenges

  • The gaming industry began associating first-person perspectives primarily with shooters, making it difficult for RPGs to gain traction.
  • Publishers found it easier to market successful shooter titles due to established sales patterns compared to hybrid RPG-shooter games.

Design Aesthetics: Simulation vs. Role-playing

  • There is an ongoing discussion about simulation as a design aesthetic within role-playing games, highlighting its importance in creating immersive worlds.
  • The influence between companies like Origin and Looking Glass emphasized world-building in game design, with both aiming for rich virtual environments.

Hybrid Game Development and Influences

Origins of Hybrid Elements in Gaming

  • The speaker discusses their early involvement in hybrid game development, particularly with "Space Rugged" and flight simulations, highlighting a strong 3D simulation background from the gaming industry.
  • They mention collaborating with Lerner, who had experience with Chuck Yeager's flight simulator, emphasizing the importance of shared interests among team members in shaping innovative projects.

Evolution of Blue Sky Productions

  • The transition from Blue Sky Productions to Looking Glass is noted, explaining the name change due to an existing company with a similar name. This reflects the studio's commitment to innovation despite external challenges.
  • The speaker emphasizes their willingness to take risks and experiment rather than follow trends set by other developers focused on incremental improvements.

Innovative Projects and Challenges

  • Acknowledging that while commercial success was important, they prioritized innovation over replicating successful formulas seen in previous games.
  • They reflect on "Terranova," a project that combined first-person gameplay with RTS elements but ultimately struggled commercially despite its innovative approach.

Flight Unlimited: A Successful Return to Roots

  • The discussion shifts back to flight simulations with "Flight Unlimited," which became a hit for Looking Glass. It marked a return to their roots in simulation games.
  • The self-publishing strategy for "Flight Unlimited" is highlighted as a significant business gamble that paid off well, showcasing their marketing efforts alongside Virgin Interactive’s distribution.

Innovations in Flight Simulation Technology

  • Key innovations included advanced texture mapping using satellite imagery for photorealistic terrain and sophisticated flight dynamics modeled by Seamus Blackley.

Hiring Decisions and Innovation in Gaming

The Hiring Controversy

  • A well-known particle physicist at Fermilab opposed hiring a candidate, emphasizing the need for his skills in physics.
  • The candidate expressed a desire to move away from traditional physics and into game development.

Success of Innovative Projects

  • The project on the island was commercially successful, drawing parallels to "Ultima Underworld" due to its innovative approach.
  • By this time, the company had grown significantly, employing around 60-70 people and establishing a publishing group.

Challenges of Transitioning to Publishing

  • Tensions arose between development teams and new marketing/sales divisions as the company shifted towards becoming a publishing organization.
  • Despite initial success with self-publishing, challenges emerged with hybrid projects like "Ultima Underworld."

Setbacks with Game Releases

  • The release of "Terra Nova" was a significant failure, erasing profits from previous successes due to high investment costs.
  • A strategic deal with Virgin Interactive turned out to be unproductive as they exited the gaming business shortly after investing.

Financial Pressures and Acquisition

  • Venture capitalists pressured the company for rapid growth; however, it became clear that they were not meeting expectations for explosive growth.
  • Ultimately, the company faced struggles in finding buyers leading to an acquisition by Intermetrics, which aimed to diversify into gaming.

Transitioning into New Markets

Integration with Intermetrics

  • Intermetrics acquired the gaming company despite being primarily focused on mission-critical software for clients like General Motors and NASA.

Development Challenges in Nintendo Games

What Led to the Downfall of Looking Glass Studios?

The Acquisition and Its Consequences

  • Looking Glass Studios faced challenges after being acquired by Titan Technology, a billion-dollar defense contractor, which showed no interest in maintaining a game company.
  • By 1999, after ten years, Looking Glass was forced into an asset sale due to impatience from its owners who wanted to divest rather than support the studio's growth.
  • The venture capital raised in the early '90s led to a loss of control over the company's direction, ultimately contributing to its downfall when expectations were not met.

Fan Reactions and Company Performance

  • Fans primarily remembered titles like Thief 1 and Thief 2; their confusion grew when they suddenly learned that the company had closed down.
  • Despite generating $8-$9 million in revenue during its final year and breaking even financially, new ownership from Titan saw little value in continuing operations related to gaming.

Intellectual Property Challenges

  • After selling off assets, some IP like Ultima Underworld remained with personal ownership but required EA's approval for any future development.
  • Legal complexities arose around trademark issues concerning potential new games based on existing franchises, complicating efforts for revival.

Market Perception and Legacy

  • The Ultima franchise is viewed as outdated by current market standards; younger audiences may not recognize it or see it as relevant today.
  • Ownership decisions shifted entirely to Titan’s board post-acquisition, leading to strategic choices that did not align with gaming interests.

Financial Management Insights

Insights on Game Development Challenges and Innovations

The Struggles of a Growing Studio

  • The studio faced significant financial strain due to high operational costs while managing multiple projects across different platforms, including Nintendo 64 and PC.
  • Reflecting on past decisions, the speaker suggests that focusing on fewer genres could have led to greater success, citing examples like Valve and Blizzard for their concentrated efforts.
  • Despite achieving hits in game development, many successes were tied to contracts with other publishers, limiting the studio's ability to capitalize on profits from self-published titles.

Balancing Innovation with Business Viability

  • The studio's notable successes included "Thief" and its sequel; however, the economic benefits were not fully realized by them due to development deals with external partners.
  • Emphasizing innovation over profit, the studio aimed to create unique gaming experiences rather than simply rehashing existing ideas. This approach was seen as essential for long-term industry growth.

Culture of Creativity and Risk-Taking

  • A strong culture of innovation was fostered within the studio, encouraging team members to take risks and explore untested concepts in game design.
  • The speaker believes that the gaming industry needs more out-of-the-box thinking rather than repetitive sequels or slight refinements of previous hits.

Unique Team Dynamics

  • The collaborative environment at the studio allowed diverse talents from various backgrounds to come together creatively without strict limitations imposed by management.
  • Many former employees described their experience at the studio as unique and electrifying, highlighting a sense of community and shared purpose in innovating games.

Learning from Experience

  • Conversations with industry peers revealed a common appreciation for working alongside intelligent individuals who encouraged experimentation without fear of failure.
  • While some experiments did not succeed, they provided valuable learning opportunities that contributed positively to future projects.

Game Development Insights and Cultural Impact

The Importance of Team Composition in Game Development

  • The speaker emphasizes the joy of brainstorming and creating a company focused on finding smart, motivated, and passionate individuals. This approach is crucial for fostering creativity in game development.
  • There is a distinction made between games developed by computer scientists versus those influenced by diverse cultural backgrounds, suggesting that cultural sensibilities significantly impact the gaming experience.

Challenges of Diverse Game Genres

  • The speaker reflects on past challenges within their company due to working on too many different genres simultaneously, leading to tensions among teams focused on vastly different types of games (e.g., golf vs. stealth).
  • Golf games were perceived as less exciting compared to more innovative projects like "Thief," highlighting how genre focus can affect team morale and project prioritization.

Innovation Through Small Teams

  • The discussion shifts to the development of "System Shock" as an experimental title that pushed boundaries. It was noted that smaller teams tend to be more productive and innovative than larger ones.
  • A tight-knit crew worked effectively during the development cycle of "System Shock," which allowed for rapid innovation despite its steep learning curve for players.

Commercial Success vs. Innovation

  • While "System Shock" was not commercially successful (selling around 120,000 copies), it is highlighted as one of the most innovative projects undertaken by the team, showcasing a disparity between critical acclaim and financial success.
  • The transition from "Ultima Underworld" to "System Shock 2" marked a desire for innovation after several years in development; this led to new gameplay dynamics that encouraged player creativity.

Immersive Storytelling Techniques

  • "System Shock" introduced immersive environments where players could solve problems creatively, foreshadowing elements later refined in titles like "Deus Ex."

Game Development Insights: From System Shock to Thief

The Evolution of Game Design

  • The narrative structure in games like System Shock involved piecing together backstory snippets, which contributed to its immersive experience despite being a hardcore game that limited its commercial success.
  • Thief emerged as a response to the challenges faced by System Shock, aiming for broader commercial appeal while maintaining innovative gameplay mechanics within an immersive environment.
  • While System Shock was critically acclaimed and influential, it did not achieve significant sales, highlighting the importance of balancing innovation with accessibility in game design.
  • The development team gained credibility from creating something original with System Shock, distinguishing themselves from established franchises like Ultima, but faced financial losses due to its lack of commercial success.
  • With lessons learned from previous projects, the team aimed for greater commercial viability with Thief, introducing stealth mechanics that were innovative at the time and appealing to a wider audience.

Market Dynamics and Genre Challenges

  • During development, there was skepticism about first-person perspectives compared to popular third-person console games; however, the team believed in their unique approach despite market pressures.
  • Publishers often viewed new titles through the lens of existing blockbusters, which created challenges for marketing innovative first-person games like Thief amidst a landscape dominated by third-person successes on consoles.
  • Although there was excitement around marketing Thief, it did not receive the same level of attention as more commercially successful third-person titles during its release period.

Legacy and Immersion in Game Design

  • The combination of diverse backgrounds among developers led to creative risks that resulted in unique gaming experiences; this collaborative spirit was crucial for innovation within the industry.
  • A "design trilogy" is suggested—comprising Underworld, System Shock, and Thief—to illustrate how these titles collectively advanced ideas about immersive gameplay beyond traditional shooting mechanics.
  • The focus on emotional engagement and strategic depth set these games apart from others; they aimed for player immersion akin to that experienced in compelling films or role-playing campaigns rather than mere entertainment through action alone.
  • There is a concern about pigeonholing immersive first-person experiences into shooter genres; Looking Glass Studios' work exemplifies how such games can transcend typical categorizations by offering rich narratives and emergent gameplay opportunities.
  • Developers resisted strict genre classifications imposed by publishers because they prioritized innovating player experiences over conforming to marketable categories.

Immersive Experience Goals

  • Drawing parallels between pen-and-paper role-playing games and video game design emphasizes creating environments where players fully immerse themselves in character roles without being distracted by game mechanics.

Exploring Immersion in Game Design

The Concept of Immersion

  • The speaker discusses the importance of understanding player concerns and experiences to create an immersive game environment, emphasizing that immersion transcends genre.
  • First-person perspectives are highlighted as tools for delivering direct experiences, suggesting that different formats (like text adventures) may not achieve the same level of engagement.

Role-Playing Dynamics

  • The definition of role-playing is explored, noting that many associate it with statistics, while the speaker argues for a broader interpretation focused on experiential mechanics.
  • Engaging moments in role-playing games often occur when players feel like their characters, leading them to forget about stats and focus on narrative experience.

Balancing Stats and Experience

  • In creating modern games, elements from traditional RPGs were incorporated but were not the main focus; instead, the emphasis was placed on player experience and skill development.
  • Combat mechanics were designed to prioritize the player's experience over displaying statistical information, aiming for a more immersive interaction during gameplay.

Character Development in Games

  • Narrative arcs play a crucial role in character progression; players develop their characters through quests that provide context and meaning to their actions.
  • Traditional RPG elements like spell casting were integrated into gameplay to enhance tangibility rather than relying solely on abstract systems.

Evolution of Game Mechanics

  • As game design evolved from titles like Ultima to System Shock, there was a shift towards deeper character customization and flexibility within fictional contexts.
  • By focusing on narrative-driven character development rather than purely mechanical growth, players engage more deeply with their roles.

Simplifying Gameplay for Accessibility

  • With later games like Thief, there was an intentional simplification of tools available to players while still allowing for creative use within limited options.

How Design Philosophies Influence Game Development

Reflections on Looking Glass and Its Impact

  • The speaker reflects on the influence of Looking Glass Studios, questioning how its design philosophies have shaped their current work.
  • Emphasizes the importance of the culture and environment built at Looking Glass, highlighting the talent nurtured within that space.
  • Notes that the relationships and learning experiences from that period are more valuable than the games produced, indicating a focus on community over product.

Transition to New Ventures

  • After Looking Glass's closure, the speaker took a brief hiatus before founding Floodgate in 2000, seeking a change after years in high-end PC gaming.
  • Floodgate aimed to explore mobile gaming as an emerging field, marking a significant shift in focus for the speaker.

Early Mobile Gaming Challenges

  • Discusses early mobile game development challenges during a tumultuous time post-9/11, including difficulties in securing funding.
  • Highlights successful projects like "Neverwinter Nights: Shadows of Undrentide," which exceeded sales expectations significantly.

Collaborations with Other Developers

  • Mentions collaboration with Bioware on "Neverwinter Nights," noting shared passion and innovation in role-playing game design.
  • Talks about working with Arkane Studios on "Arx Fatalis" due to mutual admiration for each other's work.

Evolution of Game Concepts

  • Describes how discussions led to involvement in "Might and Magic: Dark Messiah," stemming from earlier concepts developed during "Arx Fatalis."
  • Explains how publishers were initially skeptical about new styles of gameplay but eventually supported innovative projects under established brands like Might and Magic.

Legacy and Future Directions

  • Reflecting on how past titles influenced future designs, particularly regarding gameplay mechanics reminiscent of Ultima Underworld.

Game Development Insights

Early Challenges in Mobile Game Development

  • The speaker reflects on their experience from 2003 to 2006, highlighting a specific phone where the memory could not support the screen dimensions, presenting a unique design challenge.
  • They enjoyed creating gameplay with primitive tools and achieved commercial success with several titles selling millions of units, learning about immersive platforms.

Transitioning to Mobile Platforms

  • The speaker mentions working on an Ultima Underworld port for Pocket PC, indicating it was primarily a straightforward port due to publisher constraints.
  • As mobile platforms evolved, they began developing higher-end games towards the iPhone era but mostly engaged in contract work.

Innovative Multiplayer Experiences

  • They developed "Pirates of the Caribbean" as a massively multiplayer game for cellphones, which was innovative at the time and attracted tens of thousands of players across different devices.
  • Despite this innovation, there was little fanfare or recognition for developers in this space; games were often seen as distractions rather than engaging experiences.

Struggles with Original IP Creation

  • The speaker notes that while they had success in mobile gaming, creating original intellectual property (IP) was challenging due to market conditions and publisher preferences.
  • They recount working on branded titles like Madden football but found it less satisfying compared to original projects.

Shift Towards Social Gaming

  • The discussion shifts towards the difficulty of innovating within licensed IP constraints and how social gaming required more resources than their small studio could provide.
  • In March of that year, they transitioned to Zynga without an outright acquisition but moved over as part of a team effort.

New Opportunities at Zynga

Game Industry Innovation: A Critical Analysis

Current State of Game Innovation

  • The speaker expresses a desire for faster progress and more meaningful innovation in gameplay, noting that current advancements are primarily in visual refinement rather than groundbreaking changes.
  • There is a perception that innovation has become incremental, with fewer fundamental advancements compared to past milestones set by studios like Valve with the original Half-Life.
  • The high stakes associated with modern game budgets (ranging from $10 million to $50 million) make it difficult for developers to take risks on innovative projects.

Challenges in Game Development

  • The speaker reflects on how financial pressures have changed since earlier days when lower budgets allowed for more experimental titles without significant risk.
  • It is noted that securing support from publishers for innovative games has become increasingly rare, citing Bioshock as an example of a title that faced numerous challenges before achieving success.
  • Marketing plays a crucial role in the success of new games; pre-sales and buzz generated prior to release are essential for commercial viability.

Business Model Implications

  • The current business model emphasizes immediate sales performance, making it harder for unique or unconventional games to gain traction without substantial pre-release hype.
  • Publishers focus heavily on generating excitement at key trade shows and through media coverage, which can overshadow truly innovative ideas if they lack initial consumer interest.

Exploring New Frontiers

  • The discussion shifts towards emerging markets such as social gaming and mobile platforms, seen as potential frontiers for innovation due to their relatively nascent state.
  • Social gaming is identified as an exciting area ripe for experimentation, where developers can explore new concepts beyond established successful models like Farmville.

Audience-Centric Development

  • Understanding player preferences is critical; however, developers must anticipate trends rather than directly asking consumers what they want due to unpredictable responses.
  • Developers need to connect with audiences meaningfully by innovating in ways that resonate with players' desires while also considering market dynamics and future trends.

The Evolution of Social Gaming

Opportunities in Social Gaming

  • The speaker discusses the broad definition of social gaming, emphasizing that it encompasses more than just platforms like Facebook and includes various gameplay genres.
  • The growth rate of social gaming is noted to be significantly faster than that of the early PC or console industries, reaching a wider audience.
  • The intent behind their studio's creations was never to remain niche; they aimed for innovation and widespread impact on players.

Casual vs. Hardcore Gaming Dynamics

  • There is anxiety within the traditional gaming industry regarding casual games potentially undermining game design quality.
  • Research indicates that casual gamers do not necessarily seek shallow experiences; many engage deeply with games despite their casual label.

Engagement Patterns Among Gamers

  • Some players exhibit hardcore behaviors while playing casual games, such as dedicating significant time to titles like Bejeweled, showcasing a blend of play styles.
  • Casual gamers often play in short bursts throughout the day rather than long sessions, indicating a different but equally engaged relationship with gaming.

Evolving Gamer Literacy and Expectations

  • As the gaming industry matures, newer gamers are becoming more experienced and demanding more complex gameplay from developers.
  • The speaker believes that expanding access to games can lead to greater interest in diverse experiences among players.

Future Perspectives on Game Design

Games and Social Interaction

The Evolution of Gaming

  • The speaker discusses the early roots of gaming, emphasizing its social nature, where games like chess and board games were played among friends and family.
  • There is a contrast drawn between historical gaming practices and the modern trend of solitary gaming on personal computers, which has become prevalent since the 1980s.
  • The potential for social games to enhance understanding of why people engage with games is highlighted, suggesting that these experiences are fundamental to the gaming experience.

Cross-Pollination in Game Design

  • The speaker suggests that lessons learned from social games can be beneficial across various platforms, including traditional console games like those on PlayStation.
Video description

Matthew Weise @sajon77 writes: The 10th and final part of the interview series with members of Looking Glass Studios (1990-2000), the company that wrote the book on 3D first-person narrative game design throughout the 90s, in such games as Ultima Underworld, System Shock, and Thief. The guest of our final installment is Paul Neurath, co-founder and creative director of Looking Glass from the day it opened to the day it closed a decade later. In this nearly two hour interview I speak with Paul about the breadth of the company's history, including how it came into existence, what made it focus on innovation the way it did, and why they eventually (and suddenly) closed. Like and subscribe for more awesome game effects https://www.youtube.com/channel/UCvoXBXsDalJ9cy_OkqUZGzw?sub_confirmation=1 The Looking Glass Studios Podcast is a special audio series which features discussions with makers of some of the most influential video games of the last 20 years. http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/