<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>MPire Mall &#187; MDickie</title>
	<atom:link href="http://www.mpiremall.net/tag/mdickie/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mpiremall.net</link>
	<description>Modding / EFed Social Community</description>
	<lastBuildDate>Fri, 18 Jun 2010 22:42:47 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>TWC4 &#8211; The Trailer</title>
		<link>http://www.mpiremall.net/twc4-the-trailer/</link>
		<comments>http://www.mpiremall.net/twc4-the-trailer/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 11:43:31 +0000</pubDate>
		<dc:creator>Turtleneck</dc:creator>
				<category><![CDATA[MMTV]]></category>
		<category><![CDATA[MpireMall]]></category>
		<category><![CDATA[TWC4]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[MDickie]]></category>
		<category><![CDATA[Mod]]></category>

		<guid isPermaLink="false">http://www.mpiremall.net/?p=317</guid>
		<description><![CDATA[The fourth installment of the MPire Mall's real world mod series is coming February 15th, 2010!]]></description>
			<content:encoded><![CDATA[<p><object id="VideoPlayback" style="width: 285px; height: 235px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100" height="100" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="file=http://stashbox.org/777000/TWC4Trailer.flv&amp;logo=http://www.mpiremall.net/flash/MpireMall.png&amp;image=http://image.mpiremall.net/images/zvi3rsdj22st601chsbv.png&amp;allowfullscreen=true&amp;bufferlength=6" /><param name="src" value="http://www.mpiremall.net/flash/flvplayer.swf" /><embed id="VideoPlayback" style="width: 285px; height: 235px;" type="application/x-shockwave-flash" width="100" height="100" src="http://www.mpiremall.net/flash/flvplayer.swf" flashvars="file=http://stashbox.org/777000/TWC4Trailer.flv&amp;logo=http://www.mpiremall.net/flash/MpireMall.png&amp;image=http://image.mpiremall.net/images/zvi3rsdj22st601chsbv.png&amp;allowfullscreen=true&amp;bufferlength=6"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>http://www.mpiremall.net/twc4-the-trailer/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>New MDickie Interview&#8230;</title>
		<link>http://www.mpiremall.net/new-mdickie-interview/</link>
		<comments>http://www.mpiremall.net/new-mdickie-interview/#comments</comments>
		<pubDate>Tue, 14 Apr 2009 04:47:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[MpireMall]]></category>
		<category><![CDATA[Dave Wishnowski]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[MDickie]]></category>
		<category><![CDATA[PWX]]></category>

		<guid isPermaLink="false">http://www.mpiremall.net/?p=153</guid>
		<description><![CDATA[PWX's creator Dave Wishnowski interviews Mat Dickie...]]></description>
			<content:encoded><![CDATA[<p align="left"><span style="font-family: Arial; font-size: x-small;"><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/box_rise&amp;fall.JPG" border="0" alt="" width="144" height="144" align="left" />I    don&#8217;t think anyone can question the role that game development played in    shaping your life for the last few years<span lang="en-gb">,</span> and    obviously you didn&#8217;t take the decision to retire lightly. What are you feeling    now that your decision is final? Relief? Pride? Resentment<span lang="en-gb">,</span> or possibly bitterness?</strong></span><br />
Yes, making games in the way I did was more than a job to me &#8211; it was a way of    life. I spent every waking hour thinking about my career and making it unfold    as planned. The half-hearted approach wouldn&#8217;t have worked. I set myself the    task of taking on the entire games industry single-handedly and had to commit    myself to the cause. That was both the reason my time was so exciting AND the    reason it had to come to an end. You simply can&#8217;t sustain that level of    intensity when it&#8217;s not paying off. Towards the end, how hard I worked was    vastly out of synch with what I got out of it &#8211; both financially and    spiritually &#8211; so I had no qualms about wrapping things up. There&#8217;s a definite    sense of relief. Looking back, I can&#8217;t believe I did it all those years<span lang="en-gb">!    B</span>ut I&#8217;m proud that I did. The other day, I was looking over the    hundreds of thousands of lines of code that went into <em>Wrestling MPire 2008</em><span lang="en-gb">,</span> and all the visual media<span lang="en-gb">,</span> and I couldn&#8217;t believe    that I was responsible for it. It was like looking at someone else&#8217;s work! I    can&#8217;t imagine embarking on a project like that now. The way I see it, an    interesting chapter in my life has drawn to a natural close. People can    dismiss me as a &#8220;failure&#8221; all they want. The fact is that I spent 10 years    doing something that most people couldn&#8217;t do for 10 minutes. And I retired by    choice, having spent 18 months ending things the way I wanted to end them. How    many people can say that? If I was still making games for a living, I&#8217;d be    just another victim of the worl<span lang="en-gb">d</span>wide recession. I    figure I cashed in my chips at the best possible time&#8230;</span></p>
<p><span style="color: #ff9933;"><strong>You say it was your intention to &#8220;take on the entire    game<span lang="en-gb"> </span>industry.&#8221; You&#8217;ve certainly made some fans, but    how do you think your<span lang="en-gb"> </span>efforts have impacted the game    industry itself? How would the industry<span lang="en-gb"> </span>be different    today if you hadn&#8217;t made your games?</strong></span><br />
What I meant by that was that I took on the task of single-handedly doing what    an entire company does. I got my arms around it and turned a team game into a    solo pursuit. I believe I achieved that with games like <em>Wrestling MPire    2008</em>, which were as big and sophisticated as anything you<br />
would have found on a mainstream console a few years previously. It wasn&#8217;t my    intention to &#8220;eradicate&#8221; game development as we know it. That was neither    possible nor necessary. I was simply a thorn in the side of a giant, forcing    it to react in some way. Even the most passionate gamer has to admit that    there&#8217;s something not quite right about the mainstream. The games are made   <span lang="en-gb">b</span>y faceless corporations, they&#8217;re a long time    coming, and they cost a fortune once they&#8217;re finished. I wanted to usher in a    more vibrant process which was fun to watch unfold and cheap to buy into. Most    game designers want to follow in the footsteps of filmmakers, but music was my    role model. That steady flow of personal content that means something to    people. As it turned out, people couldn&#8217;t look past the lapses in quality and    never embraced my work in large numbers. I still believe it&#8217;s possible on some    level though. If you look at <em>Family Guy</em> and <em>The Simpsons</em>,    they&#8217;re not works of art &#8211; they just captured the public&#8217;s imagination with    the right idea. I predict that an independent game designer will have that    impact one day. If I inspire them to make a start then that&#8217;s good enough for    me&#8230;</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/back/back_newmodel06.JPG" border="0" alt="" width="192" height="160" align="left" />Solo    game developers can take different routes to success. What<span lang="en-gb"> </span>would you say you have in common with guys like Jeff Minter and Adam<span lang="en-gb"> </span>Ryland? Where do you differ? And how are the games themselves<span lang="en-gb"> </span>affected positively or negatively by the choices a solo game developer<span lang="en-gb"> </span>makes?</strong></span><br />
I&#8217;m always accused of being &#8220;arrogant&#8221; when I make this point, but I honestly    don&#8217;t feel anybody does what I do. There&#8217;s always something missing. They    either don&#8217;t make games of the same sophistication or they don&#8217;t churn them    out consistently like a real studio. As for why that&#8217;s the case, that&#8217;s    another matter. Maybe they don&#8217;t want to. There are certainly downsides to    doing what I did. There are limitations on what&#8217;s possible and how much is    possible. But the real big bonus was how quick it was. People imagine it being    harder to make a game on your own, but nothing compares to being able to bring    something to life instantly &#8211; whether it&#8217;s visual, aural, or technical. Some    things I did in a matter of seconds would literally take days to come to    fruition in an office! It would be a 5-way conversation that never ends. That    goes for creativity too. 90% of the ideas I made a success of would have been    shot down in a team environment (or by an unadventurous publisher). The price    is right too because there&#8217;s only one person to pay and you can pass that    saving on to the customer. Some people just can&#8217;t forgive the inevitable flaws    though, so it&#8217;s not a recipe for critical success&#8230;</p>
<p><span style="color: #ff9933;"><strong>You raise an interesting point that seems to clarify    your<span lang="en-gb"> </span>priorities and goals. Your detractors have    pointed out there are many<span lang="en-gb"> </span>other solo developers    producing games of varying quality. But you<span lang="en-gb"> </span>point    out the speed and quantity of your production a major source of<span lang="en-gb"> </span>pride, perhaps more so than the final product itself. Would you say<span lang="en-gb"> </span>that&#8217;s a fair assessment?</strong></span><br />
No, I&#8217;m laying claim to both quantity AND quality. My games might lack this or    that compared to a mainstream release, but I don&#8217;t concede quality to many    other independent outfits &#8211; certainly not a solo one. I don&#8217;t believe anybody    is capable of making bigger or better games in the same<br />
circumstances. Myself included! Each project was as good as I could possibly    muster at the time. There&#8217;s no scenario in which spending more time on them    would have made them better. In each case I achieved what I wanted to and the    speed was a side effect. Just because a game doesn&#8217;t &#8220;look&#8221; perfect<span lang="en-gb">,</span> it doesn&#8217;t mean it hasn&#8217;t been perfectly executed. If <em>Wrestling MPire 2008</em> looked any better, or had any more content, then the game engine might have    fallen apart. It&#8217;s all a balancing act where you do the best you can with the    clay you have. That&#8217;s where the developer often parts ways with his audience.    The fans have an imaginary wish-list a mile long. The developer has to worry    about what WORKS&#8230;</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/wm2008me/shot_management25.JPG" border="0" alt="" width="193" height="127" align="left" />In    your opinion then, what tops your list as the most innovative feature of any    of your wrestling games?</strong></span><br />
My big thing was &#8220;freedom&#8221; &#8211; both in the ring and behind the scenes. A lot of    people complain about gameplay elements that are missing, but the fact is that    the level of interaction is incredibly high in my games. I gave the wrestling    genre its first interactive entrances, customizable match rules with dozens of    participants, moves that could change halfway through, and an unprecedented    level of interaction with items &#8211; whether you&#8217;re holding them or smashing    through them. My matches had that anarchic feel where anything could happen.    Players often tell me about pulling off spots that I had never even thought    of! That&#8217;s what I wanted &#8211; a playground where wrestling fans could write their    own stories. And that extends backstage <span lang="en-gb">w</span>here you    respond to hundreds of different situations and negotiate your own contracts.    All massively revolutionary stuff that turned wrestling into more of an RPG    than a mindless beat &#8216;em-up&#8230;</p>
<p><span style="color: #ff9933;"><strong>Freedom is also reflected in the healthy mod    communities that your<span lang="en-gb"> </span>games have spawned. What&#8217;s    your relationship like with such<span lang="en-gb"> </span>communities? Do you    think they contribute to your past success or<span lang="en-gb"> </span>hinder    it in any way?</strong></span><br />
Yeah, that freedom extended to having access to every single piece of media in    the games! That&#8217;s the way I always wanted it to be. When I was coming up, I    was thrilled when I realized a game&#8217;s graphics or sounds were right there to    be changed. You feel like you&#8217;re making your own game.<br />
Unfortunately, that&#8217;s what tended to happen with my fan communities. They set    themselves up against me as though they were my &#8220;competitors&#8221;. They hardly    ever got in touch with me about what they were doing, and I never had time to    dig things up myself because I was focused on my own projects. So the answer    to your question is that I never had a relationship with the mod<br />
community. I would credit them with contributing to the game&#8217;s success though.    They obviously enjoyed the wrestling series more than anybody else, and the    fun they were having <span lang="en-gb">must</span> have been contagious. My    only problem was that the websites always ended up being &#8220;forums&#8221; for some    reason, which opened the floodgates to a lot of negativity. It&#8217;s no secret    that I&#8217;m not impressed with the way people conduct themselves on the Internet,    and I needed to distance myself from that. I always wanted to support their    creations, but couldn&#8217;t do it without compromising my life&#8217;s work. I suppose    it would OK to link to a few things now that the nature of my career has    changed&#8230;</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/wm2008me/shot_management15.JPG" border="0" alt="" width="191" height="111" align="left" />That    raises another interesting point. Negativity is easy to spot on the internet    and posts saying &#8220;Mat&#8217;s games suck&#8221; are easy to find. But tell us then who    your fans are? What kind of gamers are enjoying your games for what they are?    What kinds of positive feedback are you getting and are you going to miss    that?</strong></span><br />
Yes, my amateurish work has always been easy to criticize. And yet the irony    is that I flew closer to the mainstream than any other independent, so I was    almost too popular for my own good at one point! I attracted the attention of    thousands of casual fans that didn&#8217;t particularly care how a game was made.    That was fatal for me because the backbone of my work was how miraculous it    was. If you don&#8217;t appreciate that then you&#8217;re left making unfair comparisons    to the latest <em>THQ</em> release. But it works both ways. As I say towards the    end of my book, the few fans that do &#8220;get it&#8221; are one in a million. If you see    the good in my work<span lang="en-gb"> then</span> it says as much about you    as it does about me. It takes a lot of integrity to look past the flaws and to    appreciate how hard somebody worked. Anybody can roll their eyes and criticize    you. It requires nothing&#8230;</p>
<p><span style="color: #ff9933;"><strong>Do you believe then that a game should always be    judged in the context of its development circumstances? Is it always unfair to    judge a game strictly on its own merits?</strong></span><br />
No, I appreciate that the player is entitled to feel however they want about a    product they&#8217;re paying money for. It&#8217;s just a shame is all. The ideal is to    nail both &#8211; have a good game which was made in remarkable circumstances. I    honestly feel I achieved that. I don&#8217;t see many 3D wrestling games that are    bigger and more engrossing than mine were &#8211; especially not on the PC. So it    comes back to the realization that the best isn&#8217;t good enough, and that&#8217;s a    depressing place to be. It&#8217;s not just me though. One of the biggest factors in    my retirement has nothing to do with my games &#8211; it was <em>Street Fighter IV</em>.    I was blown away by a trailer on <em>YouTube</em> and scrolled down expecting to    see some excitable comments &#8211; but 90% of them were negative! If a game that    looks like that isn&#8217;t worth getting excited about, I honestly don&#8217;t know what    is. It was a stunning achievement. I&#8217;m not saying <em>YouTube</em> is the be all    and end all of entertainment (<em>Street Fighter IV</em> is obviously going to    succeed regardless). It&#8217;s just symptomatic of the fact that there&#8217;s no    goodwill anymore. At the risk of sounding <span lang="en-gb">v</span>ulgar,    it&#8217;s like being a prostitute of sorts. People are attracted to you, they throw    money at you, and they enjoy their time with you &#8211; but at no point do they    &#8220;respect&#8221; you&#8230;</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/popscene2/shot_popscene30.JPG" border="0" alt="" width="193" height="128" align="left" />So    testing your own personal limits was more important to you than satisfying    certain gamers&#8217; demands or expectations, true? Is that why you never felt the    need to hire people to work under you and take your games beyond those limits?</strong></span><br />
No, it&#8217;s a myth that I pursued my solo career to the detriment of my work.    There&#8217;s no scenario in which working with others would have yielded better    results. As I keep pointing out, where are these imaginary works of art that    were made by teams? They either don&#8217;t make it past the finish line or they    don&#8217;t work once they do. And where are these people economically? They&#8217;re    clocking up debts &#8211; not profits. People can look down on me all they want, but    I&#8217;m the one that dragged 20 published products over the finish line and never    lost a penny on a single one. It&#8217;s easy to criticize the guy that&#8217;s getting    things done because his work is there to see. Everybody else is living in a    land of make-believe. At the end of the day, the whole point of my work was    that I was different. Me working in a team would be like Michael Jackson    becoming a backing singer. It&#8217;s not on the agenda&#8230;</p>
<p><span style="color: #ff9933;"><strong>Was the lack of respect surprising to you? The    internet is full of<span lang="en-gb"> </span>people who make it a priority to    crap all over other people&#8217;s efforts<span lang="en-gb"> </span>for whatever    reason, justified or not. Why let those kind of people<span lang="en-gb"> </span>get to you at all if you truly love what you do? I&#8217;ll admit, I thought<span lang="en-gb"> </span>you were nuts for putting out your Michael Jackson game but at the<span lang="en-gb"> </span>same time I really admired your willingness to openly stand by your<span lang="en-gb"> </span>decision and say, &#8220;Yeah I made <span lang="en-gb">the</span> game.    Don&#8217;t like it?<span lang="en-gb"> </span>Bite me<span lang="en-gb">!</span>&#8221;    To me, that&#8217;s the definition of being independent. No one<span lang="en-gb"> </span>will ever accuse you of being a gutless people<span lang="en-gb">-</span>pleaser.    I think I<span lang="en-gb"> </span>already know the answer to this question,    but any regrets about any of<span lang="en-gb"> </span>your game design    decisions?</strong></span><br />
Yeah, the irony is that I wasn&#8217;t one for caring what people think! I wouldn&#8217;t    have lasted 8 years if I was that sensitive. The problem for me is that I&#8217;ve    definitely seen it get worse over that time. The negative people went from    being a minority to being the majority. The bottom line is that it simply    stopped being fun for me<span lang="en-gb">,</span> and that&#8217;s the only reason    you would work as hard as I did. I&#8217;m not bitter about it though, because    everything worked out as it should. It was just a natural process of giving    all you have to give and then moving on. The ill will just convinced me that    the time had come. I don&#8217;t have too many regrets because I did the best I    could on every single project, and they were all stepping stones to the same    destination. People might bristle at the odd experimental project, but they    were all part of the puzzle and we wouldn&#8217;t have had<em> Wrestling MPire 2008</em> without them. As<br />
I say in my book, for me it was always about the bigger picture &#8211; even if I    was the only one that could see it!</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/popscene2/shot_popscene12.JPG" border="0" alt="" width="189" height="127" align="left" />So    what&#8217;s next for you? Can you exist out of the spotlight or do<span lang="en-gb"> </span>you still need to doing something in the public eye?</strong></span><br />
It makes me laugh when people think my life has fallen apart without games!    The whole point <span lang="en-gb">wa</span>s that I was a jack of all trades    and had a lot of strings to my bow. That&#8217;s why it was always so tempting to do    something else. Believe it or not, the &#8220;spotlight&#8221; is one of the things I    wanted to put behind me. Answering to thousands of people isn&#8217;t all it&#8217;s    cracked up to be. It can be a lot of pressure and it can bring out the worst    in you. Part <span lang="en-gb">o</span>f me is looking forward to living a    more humble life. That said, I&#8217;m a public speaker of sorts &#8211; teaching    philosophy and ethics &#8211; so the desire to entertain and inspire people is still    there. That was always my ambition with the games. I wanted to become a public    figure that could drag independent game development out of the dungeon and put    it firmly on that map. It never really panned out that way though because I    was snubbed by the<br />
industry itself. The public were the only ones that liked what I was doing&#8230;</p>
<p><span style="color: #ff9933;"><strong>I think people will be surprised to hear Mat Dickie    use the word<span lang="en-gb"> </span>&#8216;humble&#8217;! Seriously though, the    industry reception is another topic<span lang="en-gb"> </span>I&#8217;d like to    touch on. I understand that a &#8220;Best <em>Blitz3D</em> games&#8221; list<span lang="en-gb"> </span>was published and none of your games even made the list<span lang="en-gb">?</span> Even the most<span lang="en-gb"> </span>committed <em>MDickie</em> hater might    find that hard to believe. And then I<span lang="en-gb"> </span>believe there    was a snub against you made by a certain game developers<span lang="en-gb"> </span>association. Would you care to talk about those things and how peer<span lang="en-gb"> </span>feedback can affect your morale in a different way than fan feedback?</strong></span><br />
It&#8217;s right there on their home page. <em>BlitzBasic.com</em> has a list of    &#8220;great games&#8221; made in <em>Blitz</em> and you&#8217;ll never see mine listed among    them. It&#8217;s a shame because I was actually a good ambassador for the product.    Literally thousands of people were exposed to it because of me, and I&#8217;m always    happy to endorse it because it gave me a career. Its developers just aren&#8217;t on    the same wavelength as me though. I don&#8217;t think there&#8217;s much malice involved.    They just haven&#8217;t got a clue why somebody would get excited about a wrestling    game. I got that vibe from the magazines,<span lang="en-gb"> </span> conventions, and award ceremonies too. Even at the height of its popularity,    there was a prejudice against wrestling content. Even <em>THQ</em> got bad press    at shows. I remember reading an article where a journalist was wondering why    thousands of people were queuing up to play &#8220;some wrestling game or other&#8221; at   <em>E3</em>. Sometimes you can be too popular for your own good and people score    points by pretending you don&#8217;t exist!<span lang="en-gb"> Like when Mickey    Rourke deserved the Oscar and never got it</span>. You just roll your eyes and    leave them to it. The truth speaks for itself&#8230;</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/jesus/shot_jesus17.JPG" border="0" alt="" width="238" height="144" align="left" />Do    you believe that explains the general negativity towards you and<span lang="en-gb"> </span>your work? That people ignore you or lash out due to jealousy and<span lang="en-gb"> </span>insecurity? If so, how do you determine what is personally motivated<span lang="en-gb"> </span>criticism versus genuine and honest feedback?</strong></span><br />
It&#8217;s very simple &#8211; sincere comments are sent to me directly! When people take    things public, you know they&#8217;re more interested in causing trouble than    getting answers. That used to happen on the <em>Blitz</em> forums all the time.    A public thread would raise questions about me and my work, and then the floor    would be open to rabid speculation. Never once did they direct their questions    to me personally. They barely even visited the site for information. They were    like trashy journalists that would rather make up a sordid fabrication than    seek the truth. <em>The You Testament</em> was a good example. Within 24 hours    of its release, they denounced me as a Bible-bashing &#8220;preacher&#8221;. You only had    to read the game&#8217;s blurb to realize that was the exact opposite of what I was    trying to achieve! At the end of the day, such ignorant opinions never held    any weight for me. We&#8217;re talking about a minority here after all. I wasn&#8217;t    interested in gaining the approval of a few hundred programmers; I was    interested in reaching a few hundred THOUSAND members of the public&#8230;</p>
<p><span style="color: #ff9933;"><strong>The public has certainly had a fair amount of things    to say about<span lang="en-gb"> </span>you. I&#8217;d like to share with you a few    things I&#8217;ve seen people write<span lang="en-gb"> </span>about you and get your    response:</strong></span></p>
<p><span style="color: #ff9933;">&#8220;Mat Dickie is quitting game development to become a    spiritual leader&#8221;</span><br />
That&#8217;s a bit misleading. I TEACH about philosophy in a scholarly manner,    calling upon a sound understanding of all cultures and subscribing to no one    in particular. Assuming I want to be a &#8220;spiritual leader&#8221; would be like    assuming a history teacher wants to be Hitler&#8230;</p>
<p><span style="color: #ff9933;">&#8220;Mat could never work with anyone else because he&#8217;s too    much of a<span lang="en-gb"> </span>maverick to be controlled.&#8221;</span><br />
It&#8217;s true that I wouldn&#8217;t &#8220;enjoy&#8221; it and therefore wouldn&#8217;t choose to do it.    But as we discussed earlier, it&#8217;s a myth that me working in a team would be    some sort of Holy Grail of progress<span lang="en-gb"> anyway</span>&#8230;</p>
<p><span style="color: #ff9933;">&#8220;I don&#8217;t consider it an<span lang="en-gb"> </span> achievement just because he made them. I can make a pizza and if it<span lang="en-gb"> </span>tastes like crap, nobody&#8217;s going to pat me on the back just because I<span lang="en-gb"> </span>made it myself. Especially if I tell people that I&#8217;m the best pizza<span lang="en-gb"> </span>maker in the world.&#8221;</span><br />
I can understand where he&#8217;s coming from. People are entitled to not care about    my methods if they don&#8217;t like the results. My argument is that I wasn&#8217;t    churning out &#8220;crap&#8221; towards the end. I was responsible for some of the biggest    and most enjoyable games on the independent scene. <span lang="en-gb">To use    his analogy, h</span>e&#8217;s comparing my frozen pizza to one that he ate at an    Italian restaurant&#8230;</p>
<p><span style="color: #ff9933;">&#8220;If Mat upgraded to a better game engine his games would    be way better.&#8221;</span><br />
I don&#8217;t apologize for the quality of my games. Anybody can &#8220;imagine&#8221; the    perfect game. My job was to steer a dream into the rocky world of reality. I    believe I did the best job I could possibly do within the constraints of the    average PC. Better graphics and more content would have produced a beautiful    game that nobody could play. To be honest, I was pushing my luck with the game    that I put out&#8230;</p>
<p><span style="color: #ff9933;">&#8220;The <em>Wrestling M<span lang="en-gb">P</span>ire</em> games will always be remembered for one thing<span lang="en-gb"> </span>and    one thing only: severed limbs.&#8221;</span><br />
I&#8217;m not sure if that&#8217;s a compliment or a criticism?! If they&#8217;re suggesting    that&#8217;s the only feature that&#8217;s remotely innovative or entertaining, then they    may like to look out for the hundred or so other<br />
innovations that you can&#8217;t find in any other wrestling game. Gotta catch &#8216;em    all!</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/links/link_xna.JPG" border="0" alt="" width="150" height="74" align="left" />Let&#8217;s change    gears a bit. Which question do you wish someone had asked you in an interview    but never did?</strong></span><br />
People never seemed comfortable about portraying me as a person &#8211; with a life    that preceded the games and how those experiences shaped my work, etc. That&#8217;s    why it was so much fun to write the book. There&#8217;s a lot of key information in    there that would never come to light any other way. Stuff that makes sense of    my independent attitude. Now that I&#8217;m retired, I suppose the most interesting    question is what would I be doing now if I was still making games? How would   <em>MDickie</em> reinvent himself for 2009 and beyond? That&#8217;s an interesting    question to ponder because I would definitely be switching things up after    using the same old programming language since 2002!</p>
<p><span style="color: #ff9933;"><strong>Care to hazard an answer to those questions?</strong></span><br />
The irony is that things wouldn&#8217;t be so different if I was still making games.    I&#8217;d be done with <em>Blitz</em> after taking it to the limit with <em>The You    Testament</em>, and there&#8217;d be a little down-time while I got to grips with a    new language or new technology. I&#8217;d probably be spreading myself thin by    exploring all avenues. I was tired of my games being too demanding to work on    all computers, so I would probably go back to basics with things like Flash    and create content that works for any web user. In an ideal world, I&#8217;d create    content for these new mobile phones and really set that alight. Create some    innovative concepts that millions of people have access to in   <span lang="en-gb">t</span>heir pocket. Back on the sophisticated side of    things, I would be doing whatever it took to make <em>X-Box</em> game    development a reality with <em>XNA</em>. Then success would be assured on    outlets like <em>X-Box Live</em>. You see, the biggest<br />
problem for me was that independent game development had no outlet on the PC.    There was no one place where you could release a game and get the attention    you deserved &#8211; like musicians breaking on the radio. If that ever changes then    I&#8217;d be tempted back onto the scene. My days of committing my life to it are    over, but there&#8217;s no reason why I can&#8217;t dabble in it as a hobby. The only    thing that stops me doing that is that I feel I&#8217;d be wasting my time. The    atmosphere isn&#8217;t right&#8230;</p>
<p><span style="color: #ff9933;"><strong> <img src="http://mdickie.com/images/jesus/shot_jesus22.JPG" border="0" alt="" width="242" height="159" align="left" />So    what is next for you then? What has your time and attention these days?</strong></span><br />
As I said earlier, I work in a more scholarly field now &#8211; sharpening up my    knowledge of philosophy and ethics with a view to teaching the subject. It was    starting to bleed into the writing on my website anyway (much to the chagrin    of people that just wanted to play the games!), so I thought I might as well    put my money where my mouth is and get it out of my system. I may<br />
not commit my life to it. I just want to add that string to my bow so that    I&#8217;ve got a bit more to offer life. I&#8217;d be having panic attacks if I was still    self-employed now! Making games was fun, but it wasn&#8217;t a stable way to make a    living&#8230;</p>
<p align="left"><span style="font-family: Arial; font-size: x-small;"><span style="color: #ff9933;"><strong>Wherever the future takes    you, Mat, I personally wish you nothing but the best. You&#8217;ve certainly    entertained people with the games you&#8217;ve made and the things you&#8217;ve said.    Whether you&#8217;re viewed as a brilliant pioneer or bat-shit insane<span lang="en-gb">,</span> at least you can never be accused of being boring. For our final question, is    there anything you&#8217;d like to say to our readers before we say goodbye?</strong></span><br />
Thank you, and good luck with you&#8217;re own projects (you&#8217;re gonna need it!).    Yes, as I admitted in my book, all I ever wanted to do was make the games    industry a more interesting place. As a wrestling fan and a music fan, I saw    those industries flourish as their stars became more and more outspoken. I    just wanted to bring the same splash of colour to game development, and    perhaps wake a few kids up to the fact that it&#8217;s something THEY can do &#8211; not    something that robots produce in a laboratory. Some people got it, some people    didn&#8217;t. To those that did, thank you for your insight and support. To those    that didn&#8217;t, look a little harder the next time someone tries to achieve    something. But don&#8217;t take any of it too seriously. It&#8217;s all just a game&#8230; </span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.mpiremall.net/new-mdickie-interview/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
	</channel>
</rss>
