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Interviews
HOWARD HOROWITZ
CEO GOT GAME ENTERTAINMENT
Interview
conducted by Randy Sluganski
Founded by Howard Horowitz in 2002, Got Game Entertainment, LLC has successfully
demonstrated its commitment to bringing to market quality games not only
for the hardcore gamer, but also for the mass-market audience. The company,
which publishes games for PC and Mac, has rapidly made a name for itself
by listening and responding to the wants and needs of the real consumers.
By expanding its focus, Got Game Entertainment has effectively generated
a loyal following of fans of both genders and all ages. The company plans
a number of new adventure game releases in 2005, but for now they are making
headlines with their decision to update and re-release the eight-year-old
cult classic Bad Mojo.
Just Adventure - What originally influenced your decision to republish
a game like Bad Mojo that was originally released in 1996?
Got Game Entertainment - The cult classic nature that originally
made Bad Mojo a hit. The game has a unique appeal that you can not
find in adventure games now being developed. This game is a must-have
for most adventure players, and it has a quirky appeal that transcends
the genre to other gamers.
JA - What have
you done to make Bad Mojo playable on today’s new high-speed
computers?
GGE - The game has been
updated to run on today’s computer
specs and PC operating systems, with a native Mac user interface.
The few FMV sequences that were not polished in the original have
all been cleaned up, allowing the game player a crisper visual experience.
JA - What is your target audience for Bad
Mojo?
GGE - The target is the core adventure gamer, spilling over to mainstream
game players who enjoy a quirky sense of humor and adventure.

JA - How do
you market an eight-year-old game? Do you market it as a new
product - which it is to tens of thousands of gamers - or as
a re-release of a classic
adventure – which may alienate a portion of those gamers who insist
on constant innovation?
GGE - That’s a great question. Got Game Entertainment keeps
true to the quality of Bad Mojo’s original story line and music
score that makes this is cult classic collector-type game. The gaming
experience is so engrossing and compelling, and now that it plays
in XP at a 20% larger screen size than the original, look out! As
I mentioned earlier, we have also upgraded the FMV sequences which
are a terrific improvement to the game. The Got Game Entertainment
edition of Bad Mojo also includes, for the first time, a bonus DVD,
which an all new "making of" documentary with interviews
and never before seen, behind the scenes footage, along with an exclusive "hints" section
for each level, special movie commentary, and more. At the end of
the day, we are staying true to the original content and game play
the developers had in mind, while offering a cult favorite to new
game players, as well as nostalgic gamers who want to enjoy a classic.
Our marketing efforts for the game have also extended outside the
gaming community to capture those who might, for example, enjoy independent
films and unique media releases.
JA - If sales for Bad
Mojo are good, would that encourage you to
seek out other classic adventure games for distribution?
GGE - The advantage and
reason I feel Bad Mojo is unique, is the game’s story line
and nature of the game. This game is a particularly special one
and I would be remiss to endorse a blanket policy of
re-releasing classic games.

JA - Why has GotGame Entertainment decided to focus almost exclusively on the
adventure genre, especially when it is in many quarters considered a niche
genre?
GGE - The adventure category is a market that has a loyal following
of game players seeking a great story first, supported by new technology.
I enjoy a good story, and would like to continue to offer the adventure
community new games to enjoy. As well, my background in the adventure
genre goes back to my association with Sierra On line.
JA - One of
your very early games – Tony Tough and the Night of
the Roasted Moths – despite positive reviews from mainstream and hardcore alike,
did not sale as expected. What are your thoughts on this?
GGE - This was a disappointment.
The story line was filled with humor, quality and an endearing
adventure. The difficulty and challenge
was positioning Tony as an adult character with occasionally adult
themes. Ultimately, the cartoon style combined with somewhat adult
humor was either too adult for some, or not adult enough for others
who might have hoped for much more “South Park”-type
humor.

JA - Do you have a specific preference between European and North American
developers? And if so, what are some of the differences between the two?
GGE: None, outside of the localization issues.
JA - What is
Got Game Entertainment doing to combat piracy in the industry
and has piracy been a problem for your company?
GGE: The situation is
that the piracy issue is real, but for Got Game Entertainment it’s
hard to measure.
JA - Thus far, Got Game Entertainment has focused on purchasing already developed
games for distribution, is Got Game Entertainment looking to go to that next
step and fund development costs?
GGE: We are in discussions
with a number of developers now, evaluating the right project
to green light and fund for 2005/2006 release.

JA - What can we expect from GotGame Entertainment next year?
GGE - Got Game Entertainment will continue to support the adventure
community, by working with developers to publish their games so that
adventure game players can continue to enjoy new gaming experiences
as well as Cult classics like Bad Mojo Redux.
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