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Interviews
JA
Speaks with Her Interactive CEO
Megan Gaiser & Executive Producer
Robert Riedl
Interview conducted by Randy Sluganski
What better time to speak
with Her Interactive President & CEO Megan Gaiser and Executive
Producer Robert Riedl than Nancy Drew week!
As sales of Nancy Drew
games continue to increase and Her Interactive rides high on the
new wave of ‘woman in gaming’ we thought we would focus
on the continued success of the timeless teenager – and no,
we’re not talking about Dick Clark!
1. What, in your
opinion, are the biggest changes between the first Nancy Drew
game – Secrets
Can Kill - and the newest release Curse of
Blackmoor Manor?
Robert: There have been
quite a number, but the ones that come most to mind are: 3D characters,
larger playing screen, CD quality sound, much improved story and
puzzle design, better navigation artwork and cursors.
2. Have you seen a shift
in the purchasing demographics as the series becomes more mainstream?
Megan: Over the
past few years, people have realized that these are great adventure
games, not just children’s games. Although Her Interactive
set out to target girls 10-15, and that is indeed our core
audience, we have seen our demographic expand to include players
10-80 years
old. As the age range has expanded, so has the number of males
playing the games. Ten percent of our primary players are male,
and 17 percent of secondary players are male (usually fathers
or brothers of primary players). When we add the Hardy Boys
into the
games next year, we expect that number to grow even more!
3. What has Her
Interactive done – that other adventure game publishers have not done – to
make the Nancy Drew series so successful?
Robert: I cannot
speak for other publishers, but some elements that we feel
are a core
competency to our products is our dedication to our market,
our organic puzzles and our decision to remain with pre-rendered
artwork.
From the very start of the series, we listened to our audience
and continue to incorporate their feedback throughout the product
development cycle. We spend a lot of time trying to make sure
that the puzzles are well integrated into the storyline, not
just dropped
in because we need to create an obstacle. Lastly, some adventure
games have gone ‘3D’. While I think it’s great
to try new things, it’s important that such decisions
enhance the adventure genre and not detract from it. For our
user base,
beautiful and complex environments are much more important
than the ability to run through them seamlessly.
Megan: Although
we set out to target girls, against all odds, we always set
out to create
great games, not ‘girlie’ games. We paid attention
to their preferences, which actually helped us to improve on
existing gameplay rather than perpetuate gender stereotypes.
I think one
of the most important decisions we made was to insist on great
games that comprise of strong storytelling and compelling character
development. In terms of marketing the games, we have always
relied on consumer PR to get the word out to the masses.
4. What are the current
combined sales figures for all of the Nancy Drew games to date
and which game has been most successful sales wise?
Megan: Approximately
two million units. So far, Message in a Haunted Mansion continues
to be our all time best seller. We think it has to do with the
fact that it was our first game released in retail. Our latest
titles, Secret of Shadow Ranch and Curse of Blackmoor Manor, are
off to a great start this year (Shadow Ranch was the #1 Adventure
Game for August, according to NPD), so this could change quickly.
5. What were
Her Interactive’s
goals when the first Nancy game was released and how have the long-term
goals changed – if indeed they have – now that you
have eleven games in the stores?
Megan: We set out to
create a successful series of Nancy Drew games. In the process,
we have won 10 consecutive Parent's Choice Awards and have earned
a reputation for creating high quality games. We also made the
transformation from developer to publisher in 2002. Looking forward,
we plan to build on the success of the Nancy Drew series and are
seeking to expand our distribution channels and platforms and diversify
our portfolio with a second series of games.
6. Do you think there
is ever a danger of market saturation? Would there be a point where
Her might consider putting the Nancy games on hiatus for a few
years?
Megan: Not anytime
soon. Our fans are begging for more than two games per year.
Many major
retailers carry five or six Nancy Drew games on the shelves,
and do well with all of them. All eleven games are still in
NPD’s
Top 50 Adventure games. Polls show that 65 percent of our customer
base has played all the Nancy Drew games, and it doesn't matter
in which order. Once they play one, they are hooked!
7. Considering
Nancy’s
strong teenage fanbase, it is unreasonable to expect that as these
fans grow older they will want more adventure games or do you think
we’ll lose another generation of gamers to fist person shooters
and action games?
Robert: We’ve actually
been quite surprised to find that most of our teen players do not
play any other adventure games except for the Nancy Drew series.
They don’t play action or FPS games either but prefer
more simulation games such as The Sims or Roller Coaster Tycoon.
8. Can you tell
us a little about this new daughter/mother playing games together
phenomena
that we’ve been hearing so much about?
Megan: We have received
many emails and phone calls from moms over the years. They tell
us that they were inspired by Nancy Drew as kids and so they bought
the game for their daughters. The moms however, also got hooked
on the games and in turn, they tell their moms and friends about
the games. There was also a story about a grandmother playing Nancy
Drew with her granddaughter in another state via email and phone
calls. The mom called us to let us know that her daughter was bonding
with the grandmother through the Nancy Drew games. We've even heard
of sleuth slumber parties where moms invite their friends and the
daughters invite their friends. They turn off the lights, and play
Nancy Drew games all night long!
9. As you follow industry
trends, is there a specific age timeline during which gamers are
more interested in cerebral games and then branch out to other
genres?
Robert: To date,
I haven’t
read any studies or reviewed data looking at this issue.
10. When adapting
a Nancy game from the original source material – which can sometimes
be a 70-year-old book! – how do you decide what aspects need
to be updated for modern sensibilities?
Robert: Actually,
the older book titles have already been rewritten to dispense
with
out-of-date elements. However, since the next title is going
to be set in the 1930’s, we had to do a lot of research to figure
out what kind of period slang, dress, architecture, ‘amenities’ and
other references we should put ‘back’ into the
title.
11. Has Her Interactive
considered developing other games besides the Nancy Drew series?
Megan: Yes, we are always
evaluating opportunities but we have no announcements at this time.
12. Why haven’t
we seen Nancy Drew on any of the consoles, such as PS2 or Xbox?
Megan: To date,
our demographic hasn’t embraced consoles, and it seems that the feeling is
mutual. In a recent survey we did (EPoll) of women and girls who
play interactive games, PCs were the clear platform leader. Nearly
80 percent of girls and 70 percent of women play games on the PC,
compared to the next highest-ranking platform PS2, with 49 percent
of girls and 38 percent of women. To date, console makers have
not been very supportive of the female demographic; there are few,
if any, titles targeting girls and women on any of the major platforms.
It’s a two way street. To be successful in the console world,
it takes both a great title and the marketing support of the console
makers. Although the console makers say that they are targeting
girls and women, we see little evidence of this. Marketing support
is a necessary first step for console makers before many developers
targeting females will make a commitment to the platform. The extremely
high cost of development, coupled with the reality of only a small
percentage of female-oriented console games making money, it’s
critical that console makers assist developers to mitigate the
already high risk. When the market is there, we'll be there. We
continue to evaluate this opportunity and are currently in preliminary
discussions with one of the major console makers so we’ll
keep you posted.
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