
Developer Pop Quiz is a weekly interview series in which we ask developers from around the industry the same 10 questions and post their responses.
Just because you don't play "Bejeweled" doesn't mean that there aren't millions of people out there that do. Discounting "casual" games as shovelware is a thing of the past, and for years now PopCap Games have been leading the charge making some of the most simple and addictive games to be released each year. This week's Developer Pop Quiz shines the lights on one of men behind PopCap's latest release, "Bejeweled 3." Michael Guillory, the game's Associate Producer, grew up with Gary Gygax as his hero, and worked for one of the most respected companies in the industry, Sierra, until it closed its' doors.
Name: Michael Guillory
Title: Associate Producer
Company: PopCap Games
Job Description: I adore game design and mechanics so I tend to dig down really deep into those areas, but I also do a lot of game balance, work closely with the artists, review the game’s audio elements (music and sound fx) to ensure they’re vivid and at good levels.
First title worked on: "Tribes 2"
Most recent title worked on: "Bejeweled 3"
What game has most influenced you, and why?
Growing up, it was first edition D&D. Gary Gygax was my hero, and I played so much that I became acutely aware of the strengths and flaws of the systems involved--and what was and wasn't fun. By junior high school I had created my own version. It started me down the road to game design.
Within the past decade, it was probably "Everquest." I started playing in July 1999 and watched the game evolve on a daily basis until I retired from it in 2004. The growing process was rarely pretty or fluid but it was fascinating to watch, and I learned a ton. Every so often something will remind me of Qeynos or Lower Guk and I'll chuckle.
What are you playing right now?
"Final Fantasy XIV." MMORPG launches tend to be a little rough and so far this has been no exception, but it's ridiculously beautiful and unlike anything I’ve seen to this point. I find watching butterflies flit about in the late afternoon sun while I'm harvesting lavender and raising my botany skill to be highly satisfying and entertaining. Also: moogles.
What was your first break in the games industry?
During my misadventures in "Everquest" I became friends with Gary Stevens, who was QA Director at Sierra in Seattle. He was impressed with how well I played my class (a shout out to shadow knights everywhere) and my knowledge of the game--to the extent that, when a position opened up in QA, he asked if I was interested. I was, moved to Seattle in 2001, and have been in the game industry ever since.
What's the best advice you've ever gotten?
Life is what you make of it, so find what you enjoy doing, and do it.
Where do you look for inspiration?
I value creativity and intelligence tremendously and am inspired whenever I find evidence of them, be it in music (like Sigur Ros or Bloc Party), games (like "Katamari Damacy"), or astronomy.
What's the biggest lesson you've learned about game development?
Early on, try to figure out the heart of the game--what really makes it fun. Once you hone in on that, spend the rest of the dev cycle highlighting that and eliminating barriers to enjoying it.
Who do you think will come out on top this console generation?
When Sierra closed its Seattle studio in 2004 I was disappointed, as I was working with some truly talented and wonderful people. They sort of scattered to the winds but I’ve had the fortune to work with many of them again at PopCap and elsewhere.
What do you think is the biggest problem current games suffer from?
I think people sometimes lose sight of what makes a game compelling in the race to have better graphics, more expansive multiplayer systems, or higher monetization rates. The game needs to be fun or people won’t play it, making everything else irrelevant.
What is the most important thing that has happened to gaming in the last 10 years?
The rise of social games and mobile platforms is changing how many people game on myriad fronts - and equally importantly, attracting millions more people to 'gaming' in one form or another.
Where do you see gaming in 5 years?
I'm looking forward to seeing where the future takes us--what the next leap forward in technology is--and ultimately to finding ways of making games that are fun and entertaining when it arrives.