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Interview: Jordan Weisman
Serial entrepreneur and veteran game
designer Jordan Weisman has started a new company - Smith & Tinker - and he's not ready to tell
us what it makes. But from his legendary resume, you can make some deductions.
Weisman - one of is
the most influential creators on the bleeding edge of the game biz - originally founded pen and paper game designer FASA in 1980, going on to create legendary franchises such as BattleTech and Shadowrun.
In 1995, he founded FASA Interactive to enter the gaming space - it took over the hit Mechwarrior series and was bought by Microsoft in 1999 - Weisman went on to be creative director for Microsoft's entertainment division, helping oversee titles like Halo and Crimson Skies for Xbox. He also co-founded tabletop gaming company and HeroClix creators WizKids in 2000.
He's also spent years at ground zero of
alternate reality gaming, as one of the co-creators of seminal AI movie-promoting ARG The Beast while at Microsoft, and subsequently founder at 42 Entertainment, which has made many of the most seminal ARG experiences to date - from I Love Bees (promoting Halo 2) through Nine Inch Nails' Year Zero ARG promotion. And to
teenage audiences, Weisman is maybe better known as the co-author of the bestselling
transmedia young adult novel Cathy's Book.
Smith & Tinker is a new venture, and
none of their game ideas is public. But he tells us a few things in this recent
interview: Smith & Tinker is not targeting the 18-35 male hardcore gamers --
though they have bought the electronic entertainment rights to FASA-birthed franchises like Shadowrun and Crimson Skies back from Microsoft.
He's working on multiplayer experiences, possibly
including ARGs. He likes toys and tactile experiences. And no matter how many
companies he's launched, he's glad to admit that at the end of the day, he's "just
a twelve-year-old in a much bigger body."
Why the name Smith & Tinker?
I like obscure names, and Smith &
Tinker is a reference to Wizard of Oz, which we thought was appropriate since
we're based here in the Emerald City [Seattle]. And a lot of the products that we are conceiving of and working
with are highly intelligent toys.
One of the first kind of highly intelligent
toy or sentient robot to appear in Western literature was Tik-Tok, in the Wizard
of Oz series. And the people who made Tik-Tok were Smith & Tinker. Smith
was the artist, and Tinker was the inventor, and the two of them had a firm
that invented marvelous things.
Your public website is still pretty small, but the first thing on your
site is the statement, "There is nothing on the planet more entertaining
than other people." For how long
have you been thinking that way?
I don't know if I clearly communicated it
or put it together in such a pithy phrase, but pretty much my whole career has
been based on that premise.
I've always believed that games are ultimately
purely about socialization. They provide a mechanism for creating an organized
socialization, and a commonality of experience.
But ultimately they're cold, heartless
things, when not populated by other people. So from the very beginning,
role-playing games -- which was kind of how I started my career -- are entirely
about socialization. It's a collaborative storytelling activity, and so are
ARGs.
Are you focused on finding ways to bring people together online and
electronically, or in person?
Both. I think that's one of the key
things for us here at Smith & Tinker is to recognize that online
socialization, as cool and fun as it is, only uses a small number of the senses
we've developed over the years.
We're animals that are designed to be in person
with each other. So I think it's important to have your activity support both
online and offline play.
Are you interested in targeting more casual players, or the more
absorbed, non-stop players?
JW: Hmm. [I guess] we'll have different
audiences for different products. The majority of our product is not devoted to
the 18-35 hardcore male audience. But we will cover a full spectrum.
Because
obviously we control the rights to MechWarrior
and Shadowrun, and those are
traditional video game kinds of audiences. And we have great, great plans for
those products. But a lot of the new stuff we're doing is in a different market
segment.
A younger one, or an older one?
I don't really want to go further with
that until later in the year.
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