Following on from my recent first look at StoryBricks, I also got the chance to put some questions directly to Phil Carlisle, Namaste’s AI CTO. Phil’s probably best known for his work on the classic Worms series.
Read on to find out more about what kind of game the team are looking to create with the technology, and be sure to check out my first look at StoryBricks for more background info!
MO: What was the spark that ignited the idea? When did StoryBricks start – was it playing a game and thinking “Hang on a minute, this could be so much better”, or was it based on feedback you were hearing from other players?
Phil: It really came from Rodolfo Rosini the CEO, getting tired of the same old gameplay in World of Warcraft. He felt like there was something missing. He felt like what was missing was probably something to do with the characters in the game and how you interacted with them. He went out and found a team that felt the same way and here we all are today.
MO: What is it you’re trying to build with StoryBricks? Is it a game – an end of itself, or is it likely to become a toolset that you embed in other games or offer to other developers? What would you like to see it become?
Phil: StoryBricks is really a toolset to let us all explore the potential for characters and stories in games. If you make a game, it might be a hit or a miss. If you make a toolset, then it isn’t just one person’s view of what might be possible. But in order to prove that the toolset is at least capable of making something worthwhile, we have to make something worthwhile with the tools. So in essence it is a bit of both. Fundamentally though, we want everyone to come with us on a journey as we all figure out what it means to have these living story worlds that we can create and play together.