Yesterday we spoke to Dan about his his first console system and his arcade roots, in the second part of the interview, we will cover Dan’s background in the gaming industry and how he started producing game titles with his friend Gary, another co-founder of the Midwest Gaming Classic.
Mike Mertes:
"Were you involved with the video game industry previously or is your
dedication to the event simply for the love of the game?"
Dan Loosen:
"I would say that I was loosely involved. Gary and I have been friends
ever since we started staying after school in 5th grade to program BASIC
on Apple computers, and we had always been interested in making games or
doing something in the industry in the future. We were both collecting
for the Atari Jaguar at the time, and someone who had stated that he was
going to be producing games for the Lynx and the Jaguar and I got into a
bit of an argument, and he said that if I thought that I was so good, I
should send a sample of our work. So I did… a program Gary and I
wrote in 7th grade that was a Space Invaders clone, and this guy was so
interested that he offered to buy us a development kit if we would sell
the game through him."
"We agreed, and in 1999 we traveled to an event called Jagfest in
Minnesota which celebrated the Atari Jaguar and Lynx to tell people what
we were hoping to do, and to show people the Atari Lynx dev kit so they
would know we were serious. It was a great time."
"Unfortunately, after that event, the developer got a lot of seed money
in the dot-com bubble, and because we didn’t want to redesign our web
site every two months, we got more or less fired. Long story short,
because we had some things we wanted to do, we established the GOAT
Store as a hobby, and then offered to host our first event in 2001,
which was the fifth annual Jagfest event. So, while we never really
were fully involved with the industry, we had plans to be involved. We
did actually achieve our dream of producing (although not creating)
games on the Dreamcast in future years directly as a result of the show,
however."
Mike Mertes:
Having worked on a few Dreamcast Projects, what do you think about the
opportunity that Microsoft gives people to develop games on the PC and
Xbox 360 with XNA? Would you and Gary ever take a shot at producing
something on XNA?
Dan Loosen:
"The Dreamcast releases that we did were fascinating because they
happened in almost a perfect scenario where there were people who wanted
to develop new games for consoles, but did not have the ability to do so
because the cost for entry was so high. The Dreamcast was legally
reverse engineered during its life span, which made it a magnet for
people to try to figure out tricks for programming neat stuff, and the
console saw a lot of really cool stuff because of this. Programmers who
were first entering the job market and wanted to show their skills could
use the Dreamcast as a platform to experiment with, and then show
developers what they could do. What we did was especially unique,
because we were releasing fully realized and complete games for a
console that prove that the developers understood how to truly complete
a game and work the bugs out of it. A lot of our developers were
offered to develop other titles or were hired into the gaming industry
because of what they did on the Dreamcast."
"The XNA removes the barriers that basically everyone used to have —
simply put, that development kits cost far too much for anyone not a
huge company to get, and that small experimental games were something
developers could once again do because the cost for entry again is much
lower. I think that the XNA and what Microsoft particularly has done is
nothing short of genius for keeping new talent coming in, and perhaps
for developing new games and game play elements that people might have
otherwise never took a chance on. In fact, a number of games that were
in development for us to publish got moved into XNA projects because of
the easy entry that the system allowed, and I think that’s great."
"Creative games need to find an outlet in the marketplace, no matter how
they get there. We were honored to have four very creative games so far
that we were able to produce. That may be all that we do, although
there are a few more that may still occur in the future. But
regardless, as long as there is a creative output, I’m happy no matter
where it comes from."
"As for us moving into helping do production work for the XNA, we’re
really happy with the work we did with the Dreamcast and what the GOAT
Store focuses on now, which is the collector who wants the physical
copies of games from the past. If an opportunity fell into our laps, we
would definitely explore it further, but I think the likelyhood of us
moving any of our resources onto that platform would be slim to none."
In part three of our interview, I will cover Dan’s thoughts on emulation and if it takes away from the original feel of the games. During the subject Dan will also reveal to us his thoughts on if retro re-releases are a good thing for the video game business.