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BusinessDevelopmentExclusive InterviewsOnline

Big Fish’s Sean Clark on Point-and-Click Adventure Games’ Rebirth and Showing Passion for Your Work

May 9, 2013 — by Catherine Quinton

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Sean Clark has worn many hats during his time in the games industry. From designer to studio director and everything in between, Sean’s passion never seems to run out. He worked at Playdom, Electronic Arts, and LucasArts before settling as Director of Content Production at Big Fish Games. He enjoys everything he does in games, but what is most important to him is the fun of building entertainment experiences. “I get a rush from being a part of something coming together through a creative and collaborative effort, and I still get that rush working on great games at Big Fish,” he says. We were able to catch up with him to discuss his view on creating and producing games.

For the Love of Games

Growing up playing Pong and Atari games on the old family TV, Sean learned to love games early in life. When Atari released a Basic Programming cartridge, he immediately began learning the language and realized that programming consisted of a series of logical instructions. He discovered that building games could be an actual job.

Still, he did not plan for a career in the games industry. He graduated from Sonoma State University with a degree in Computer Science knowing he liked building things in software, especially games. LucasFilm Games (later LucasArts) happened to be hiring junior level programmers at that time. Up to this point, Sean had only created games as a hobby, but this sounded like the perfect opportunity for him. He was right: it turned out to be a great time to join the company.

Sean Clark at LucasArts
Sean Clark at LucasArts

All of a sudden, he was working with a group of people just as passionate about games as he was; real artists, musicians, programmers- talented professionals who could bring unique creative elements to the product. “It was a blast!” Sean says. “It was also an experience that has helped me through my whole career, right up to today as 3rd-party Director at Big Fish, working to bring fun game content to the company.” In all the roles he’s done, he’s always shown his love of games. He looks for the same passion and excitement for a game from developers, both internally and externally.

Point and Click Adventure Games Anyone?

Having been involved in multiple projects in a variety of roles, Sean has a soft spot for point-and-click adventure games. While at LucasArts, Sean helped develop The Secret of Monkey Island in 1990, a popular point-and-click adventure. It was a great experience, but problems always arise, and the solutions were often unique. Sean learned a lot about problem solving and creatively mitigating issues during this project.

“I blame it on 3D. At the time, real-time 3D was such an amazing new capability that the faster computers and video cards enabled, it became the sexy new thing.”

However, point-and click adventure games started to slip into the background. In an interview with adventuregamers.com, Sean stated that the popularity of point-and-click adventure games would return. When we asked why he thought they had fallen to the background in the first place, his answer was emphatic. “I blame it on 3D. At the time, real-time 3D was such an amazing new capability that the faster computers and video cards enabled, it became the sexy new thing.” While 3D opened new areas of design, it also started a graphics arms race. Everyone focused on 3D graphics, with a game like The Dig being compared to Dark Force or TIE Fighter. But eventually, people realized that adventure games were a different genre to other games, like first person shooters.

He points out that in 2002, Big Fish took advantage of the 3D distraction and built a successful business recognizing and catering to the adventure gamer audience. Even Escape from Monkey Island still managed to do well in the “Adventure Games are Dead” era. Although there are not many classic 3rd person point-and-click adventure games coming to market, there is the very successful line of Hidden Puzzle Adventure Games that Big Fish is so well known for. These, Sean asserts, are a modern version of adventure game storytelling, similar to those he started his career with.

Another reason adventure games seemed to go dormant was the fact that retail space is both limited and competitive. Because attention was so focused on 3D games, it was challenging to interest retail chain buyers in adventure games. The big factor in changing the situation was the internet. Brick and mortar stores were no longer the only way to purchase games. Sean attributes Big Fish’s success largely to its creation of an online place to find and purchase great casual content, including adventure games.

Adventure Game Evolution

This new cycle of adventure games has evolved, bringing lower-priced games, which are also shorter in length, and tend to tell stories in chapters or episodes. According to Sean, these new games are still high-quality, well-polished games with great artwork, and compelling stories, although the format is different.

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Big Fish created a new format for adventure games, brought them to new audiences, and gave consumers a way to try the game before committing to a purchase.

Sean believes Big Fish has been instrumental in bringing more attention to adventure games in a number of ways. They created a new format for adventure games, brought them to new audiences, and gave consumers a way to try the game before committing to a purchase. They figured out how to make adventure games easier to find and consume, at a time when retailers had all but abandoned support for the genre.

Sean is just as excited about the future as he is about the present. “We expect 2013 to be a year of innovation in game, content, and delivery, with games on almost every device and in nearly all casual genres,” Sean says. “In March alone, Big Fish launched 2 highly acclaimed mobile games: Fetch for the iPad, an adventure about a boy on the search for his dog; and Match Up! By Big Fish, the first iOS game to have real-time, 16-bracketed tournament play. Add to that the world’s largest interactive streaming casual game service and continuing franchises like Mystery Case Files, which has been downloaded more than 100 million times, and you can see how there is something to excite all types of gamers.”

Sean reminds us that Big Fish is an incredibly talented and creative company, with exclusive partnerships with more than 140 developers all over the world. He expects Big Fish to continue bringing fun and innovation to the games industry.

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Jessica Sachs of Big Fish: 1.4 billion PC users worldwide makes viable market | Casual Connect Video

February 26, 2013 — by Catherine Quinton

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Jessica Sachs, Director of Developer Relations at Big Fish Games, joined the company almost by accident, or perhaps it was fate. Her ambition was to become an archaeologist, and she was looking for a way to finance attending the University of Edinburgh Master’s program in Medieval Archaeology. She was overjoyed to get a job at Big Fish as Manager, Developer Relations, where she could not only earn the money she needed, but also do it by playing games and traveling the world. “I had no idea at the time that the job would turn out to be one of the most exciting and important experiences of my life,” she says, “Obviously Big Fish changed my mind about becoming an archaeologist.”

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Big Fish changed my mind about becoming an archaeologist

Since 2006, when Sachs joined Big Fish, she has seen the industry drawn to an exciting new opportunity on almost an annual basis. Unfortunately, not all these new opportunities have proven to be positive. “The last year has seen revenue hardships, but Big Fish, and developers working with Big Fish, have continued to make money,” Jessica states, “We believe strongly in the viability of the PC market, with 1.4 billion PC users worldwide, and are also optimistic about the mobile market, particularly Android and iOS.” Sachs believes the best opportunity will lie in maintaining revenue on PC and mobile while expanding into new business models and forms of content delivery.

“Succeeding with casual games requires developing great content that resonates with the end users,” says Sachs, “Big Fish has a large base of customers who are very forthcoming about what they want in games and what features, or lack of features, deter them from purchasing a game.” During her session, Sachs took the audience through features customers love and features customers hate, using examples from some of the top studios partnered with Big Fish of both successes and failures, showing how they learned to make great games.

Public speaking comes as a pleasant surprise
“I was pretty surprised,” Sachs remembers, “When the Big Fish executive team asked me to represent the company on a talk show.” The first talk show segment she did was for a show called The Balancing Act on the Lifetime Network, which aired November 24, 2011. “It meant a lot that Paul [Paul Thelen, Big Fish founder and CEO] trusted me to represent the company on national television.” Since that time, she has represented Big Fish on eight talk show segments as well as speaking at several industry events.

Loyal Customers, innovation in delivery
“Big Fish holds an important place in the games industry ecosystem as the world’s largest casual games marketplace,” Sachs explains, “They have a large and loyal customer base who love the content they provide to all the platforms they support, including PC/Mac, Mobile, Retail and Smart TVs through Big Fish Unlimited, their cloud gaming program.” According to Sachs, Big Fish also supports many platforms and offers business models that include transactions, subscriptions, virtual goods and advertising, making it an excellent option for game developers.

“Big Fish is moving into the future of content delivery with Big Fish Unlimited, its cloud gaming service. Big Fish Unlimited will be able to take premium casual games to new devices, such as Smart TVs, and to markets where previously piracy had been a significant problem, for example, China and Korea,” Sachs states, “Services like Big Fish Unlimited will carry the industry into the future and lead to the next opportunity.”

Video Coverage

Big Fish’s Chris Williams on the Value of Casual Mobile and Free-to-Play Games | Casual Connect Video

February 12, 2013 — by Catherine Quinton

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Chris Williams, Vice President and General Manager of Free-to-Play at Big Fish, tells us, amazingly enough, that he didn’t originally intend to make his career in the games industry; instead, he looked at it as a stepping stone to VFX work in film.  But once he had a taste of it, he discovered far more creative control as well as technology advancing much more quickly than in film.  He decided to stick around and has found his influence has spread, not only in gaming, but in sometimes surprising directions. For example, while at LucasArts he designed characters and spaceships so entrancing that both Hasbro and LEGO made toys of them.  As he puts it, “Pretty good for points on my geek card.”

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Keeping Up with the Fun of Game Development

Williams has not always found a career in the industry to be the fun and exciting work he anticipated.  Five years ago he realized the creativity, rapid iteration and discovery in game development was being crushed by the massive budgets and teams necessary to develop games for the current generation of consoles.   So he switched his focus to casual mobile games just as the iPhone was launching. At that time, the field was wide open; there were less than 1,000 games and $9.99 was a good deal for a paid game. And Williams felt the excitement of creation again; “the small teams, quick development, rapid distribution, and instant customer feedback made game development fun again.”

Five years later, the scene has changed enormously.  Williams is now with Big Fish, the world’s largest producer and publisher of casual games. These days they launch a new game every day on PC and Mac and have over 3000 games made by more than 550 development partners.  Over 250 of their games are on mobile, including the world’s number one mobile social casino game.

Great Games: The Real Opportunity

It might sound as if the market is rapidly becoming saturated.  On the contrary, Williams points out, “Smart phones are rapidly spreading around the world, with games continuing to be the primary activity on these devices. The result is a massive audience.” He claims, “The biggest opportunity in games for at least the next five years is to keep accelerating our growth and become an even more engaging form of entertainment.” Making great games will keep people playing as much, or even more, than they do today.

At Casual Connect Europe, Williams emphasized the opportunity now happening in the Free-To-Play arena.  Although Big Fish is best known for its Premium Casual Games, in 2012, they saw massive growth with a small number of Free-to-Play games.  As they move forward, they will be continuing to expand their portfolio of Free-to-Play, and they have the expertise to benefit developers on both Mobile and PC.

 

Video Coverage

Publishers Speak: G5’s Vlad Suglobov, Alawar’s Alexander Lyskovsky and Big Fish’s Paul Thelen

November 12, 2012 — by Clelia Rivera

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The 2012 Casual Connect Kyiv conference was filled with energy as over 800 publishers, developers, and others involved in the casual games industry gathered at the RUS Hotel to network and learn. For seven years, Casual Connect has brought together talented professionals to enrich the industry with new knowledge and ideas. This year was no exception with over 50 sessions dedicated to cutting edge industry topics.

The Future of Casual Games is on Smartphones and Tablets

Vlad Suglobov, CEO of G5 Entertainment, narrowed the view to the future of smartphones and tablets during his session. Using current statistics, Vlad showed the prediction of growth for smartphones and tablets. He also provided advice for developers to succeed in the current industry. Using real-life examples, the success of F2P games were explored in this stimulating session.

Three Elements of the Game Universe: Platforms, Brand and Community

Alawar’s CEO Alexander Lyskovsky looked to the future during his session. While game factors are important to a future game’s success, he also touched on non-gaming factors that lead to success, such as, the community. Having an active role in creating a community of game industry professionals in Eastern Europe, Alexander knew how important community can be to a long-term brand. This inspiring session emphasized the importance of foresight.

Making Money With Games - What’s Real Today

Paul Thelen, Founder and CEO of Big Fish, started off the conference by highlighting new “real” opportunities as well as the current thriving business models that Big Fish have seen. The session was filled with sound advice based off real examples and data from Big Fish. Paul combatted the growing fear of the industry’s slow death by pointing out that it is just a matter of changing from past success to current success. Successful content and platforms were also addressed in this thought-provoking session.

These are just a few of the many motivating sessions from Casual Connect Kyiv 2012. To hear from more speakers, visit the Casual Connect webpage or the Casual Connect YouTube channel.

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