Interview by PCZone
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INTERVIEW: COLLYER BROTHERS TALK FOOTBALL MANAGER
The legendary co-founders of Sports Interactive and fathers of the massive Championship Manager series speak exclusively on the new name for the beautiful game
19:31 Finally revealed last week, it was with little surprise that we learned erstwhile developer of Championship Manager, Sports Interactive, has partnered with Sega to publish its new football franchise, alongside Eastside Hockey Manager and other titles, for the next five years.
Following the split from former publisher Eidos, SI Games has acquired the classic 'Football Manager' brand, which looks set to be the same series that millions of football fanatics know as the greatest of its kind, in all but name.
But with Eidos retaining the 'Championship Manager' trademark, planning to publish its own management sim under the title, SI and Sega have a mountain to climb to convince the public at large who the true champion is.
Following last week's conference we were fortunate enough to sit down with Sports Interactive co-founders Oliver and Paul Collyer (despite one leading publication this week suggesting Oliver had quit in 2002...), to find out why fans should rest assured their treasured series will still be top of the league come Football Manager 2005.
What are your roles on the game?
Paul: I'm still involved with programming, a hundred percent programming pretty much.
Oliver: And I'm basically consulting, I'm not hands on at all, I'm helping with the user interface stuff.
So how did you guys get involved with Sega?
Paul: It was something we discussed, and we were both equally excited about it. What clinched it was that Sega shared the same vision of what we wanted to do.
It was only fairly recently that Sega stopped doing the hardware, and even more recently that it began acquiring third-party product - why do you believe they have the skill-set to manage a series of the magnitude of Football Manager?
Oliver: I think they're hungry, that's the impression we get anyway. They're looking to make a real effort, they're hungry for success; it's like if you've got an up and coming footballer, he might not have won all the medals but he's looking to do so and he's got the talent to do so. They want success and we want to be part of that.
Paul: They're enthusiastic, like we are. People like Matt Woodley being there makes me feel very happy as well because we've had a relationship with those guys in the past. We want to work with people who we like, people who we think we'll benefit from working with.
Is there not a problem that people will buy the next Champ Man game, without realising that you guys are working on a separate title now?
Oliver: It's not like we're suddenly expecting nobody to buy a previous game and everybody to buy this one; it's something that's going to take time - we appreciate there's a lot of work involved. But I think if you make the best game, the rest takes care of itself.
What do you think of Eidos's plan to keep the franchise going with a new team? Are you going to beat them to release?
Oliver: We're not going to get involved in any kind of competition as to who releases first. I'm sure they want to stay focused on their own thing, and we want to do the same. We had a brilliant time with Eidos for a long time - it was a long relationship between a publisher and a developer, and we both did very well out of it; it was a very successful relationship. We don't hold them any grudges, good luck to them. But we're now doing our own thing, and that's important to us.
What's your take on why you parted company with Eidos in the first place?
Paul: It's just a different vision; we've got different strategies and we want to do things differently. We've got a certain vision and they've got a different vision - we can't go into too many details, but I think it was just something that was going to happen sooner or later.
Oliver: I suppose we're talking corporate direction rather than game direction - we always had control over what was in the game anyway, when we were with Eidos, so that was never a problem - Eidos was very good in that respect, it let us get on with it. So it was a corporate decision.
So in the new game, what should the fans be looking forward to most?
Oliver: What I like is the split screen: that's a small feature but I like that. I think there are certain tweakings to the user interface that are going to make for a better experience. There's lots of tuning and updates, there's mindgames - everyone loves the Arsene Wenger/Alex Ferguson-style happenings that go on, and they're obviously a part of football. If you're making a football management game then you want that sort of thing in the game, so I think that will be brilliant.
Paul: From my point of view, I just wanted it to be even more realistic. I want your decisions to have a more obvious effect, for the stuff that happens in the game to be more and more believable.
Oliver: We don't want to get obsessed with that kind of mindset where you're thinking "what can we list on the back of the box as new features in this edition?". That's the sort of marketing speak we really want to avoid - since we've started this we've just been making the best game we can, just adding features when we think they'll improve the game, making it more realistic, fine tuning it.
Paul: With CM4, we tried to do the whole thing from scratch - two and a half years it took us. We'll never do that again.
There was quite a backlash from fans, wasn't there?
Paul: With the benefit of hindsight, we can see there was a bit of a backlash against 4, and rightly so; we bit off more than we could chew, and in fairness it was all put right in CM 03/04. That was the first game that we've done that I've played and played and played and played; I guess once we got through the development of CM4 and the game came out, it wasn't quite what we wanted it to be.
Paul: With CM4 we were sat staring at the screen for days on end, we were well past the deadline for when the game was supposed to be finished, and I think we couldn't necessarily see everything from the right perspective anymore. You know, sometimes you want to believe in something.
Oliver: But the engine's kind of worked out, we're not just going back to text, although the text option will always be there. We're not saying where we're going in the future, but right now the current system fits, it's right for us. It gives the right level of belief.
Paul: It still leaves enough to the imagination, but gives you more idea of what's happening in the game.
Where do you see the game in, say, five years time; what sort of things are we going to be seeing from Sports Interactive?
Paul: We just want it to be a fantastic, great game that everyone waits excitedly for.
Can we expect any more major leaps in the genre?
Paul: There's only so many features you can add, but the better computers are, the more intricacies you can add to the game in terms of interactions between players and managers.
But that also makes more demands on the developing time because there's more to test, more to program There are obviously changes to come, maybe we'll make it a 3D game at some point.
Oliver: You mention online - an online game at some point would be a logical progression.
Paul: Without a doubt, we want to go beyond the clan-based game.
Is Sega expecting a game a year from you?
Paul: We expect to get a football game a year from us; we're not going to put ourselves in a position where we can't do something in a year. Football management games as they are aren't really suited to the online experience; maybe we can make something simpler, I don't know - if you have any ideas, you're welcome to send them in! [laughs]
You've already branched out with Eastside Hockey Manager and you're looking at other sports as well; how advanced are those negotiations and what will the next sport be?
Paul: We can't say what the next sport will be, but we can say that we are talking to people all the time. We're further down the road with some games than with others, but we're not rushing it.
Oliver: The last thing we want to do is fall into the trap of thinking we've got a great football management game, so why don't we make a great such and such game, find the first people we can and just churn something out.
Oliver: Maybe there are exceptions - I suppose you probably can get a team together and make a hit, but if you look for the hobbyists, people like Paul and I were several years ago, who've got a shareware game out there and a community and we'll say: maybe you should come and work with us.
Paul: We're looking for people who've proved they can do it themselves - we're not going to write the game for them.
One of the most exciting elements of the Sega deal is that you'll be bringing the game to new territories for the first time - where do you see as the key areas where the game will explode?
Oliver: I think North America, South America - it's exciting to have a game out in Brazil or somewhere - there's so many countries that are football crazy. We want to put our game in places like that. We don't want to feel that we're just a UK company - we're fans of world sport, we want to be represented on a world level.
Paul: As you expand into more territories you want to make the gameplay reflect not just the English game; it's something that is quite difficult, but with the help of the researchers, hopefully we can make it more authentic to the country that you're playing in, so that if you're in the Italian league you've got media news items that are applicable to Italy, for instance.
That's a long-term thing, but that stuff's important, that's an area of the match engine that I'll be working on. We're never happy with what we do, but you know, Thierry Henry was interviewed the other night and he's never happy with what he does either! [looks bemused]
What other games do you play? Do you like Pro Evolution Soccer, for example?
Paul: Yeah. If you want to know why CM4 was late, blame it on PES! But I'm not a big games player to be honest; I'm looking forward to the next edition of Doom, however.
You still seem amazingly passionate about what you do, as if this is the first one you've worked on...
Paul: Well it feels like the first game in a way. It's exciting, it's an excuse to have football constantly the whole time, your partner can't complain, it's tremendous!
We also don't feel we've had to sacrifice a good name for our game for an average one - we think we got the one that's the most apt and is the original name.
Is it the name you always wanted? Was it hard to get hold of?
Oliver: It was something we hadn't really considered, but the opportunity came up. It was Miles [Jacobson, SI Games MD] mostly.
The name 'Football Manager' is actually thanks to Miles, then?
Paul: Yes, Miles has to take the credit for that. He has his uses... [laughs]
How much did you pay Prism Leisure for the name?
Paul: We can't comment on that.
Do you both spend much time in the office now?
Paul: I get infinitely more done when I'm out of the office.
Because you're not playing Pro Evo?
Paul: Yes; you can't play Pro Evo with a cat! [laughs]
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TROD.