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Dontnod: Now is the time for new IP

By Rachel Weber

Dontnod: Now is the time for new IP

Fri 05 Oct 2012 8:06am GMT / 4:06am EDT / 1:06am PDT

Creative director responds to EA's Frank Gibeau

DONTNOD Entertainment

DONTNOD Entertainment is a game development studio founded by experienced and talented game professionals.


Dontnod creative director Jean-Maxime Moris has argued that now is the perfect time to launch new IP on console, despite what other industry figureheads might think.

Moris was responding to a statement made by president of EA Labels Frank Gibeau in an interview with GamesIndustry International, where he explained "by having your game, your new IP launch at the beginning of that new cycle, it's going to be easier to integrate into that cycle."

"That's true," Moris told VG247, "but the install base of the PS3 and the Xbox 360 has never been so big, and if you have something that's new enough, that's fresh enough, and interesting enough, you've never been able to sell it to as many people as now."

Dontnod is currently working on Remember Me, a cyberpunk title due for release next spring.

Moris also had words of encouragement for new and aspiring developers.

"While it's cheesy, nothing is stopping you from accomplishing your dreams. How many billionaires in the U.S. went there with just one dollar in their pocket, or how many developers today started as just five guys in their garage?"

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Patrick Frost QA Project Monitor

432 281 0.7
I think he was being bitter about dead space and mirrors edge really as I still don't think EA are fully aware as to why these didn't do well.

Dead Space was a great game by all account but simply was different enough to grab anyones attention and now they seem to b moving away from what made it good.

Mirrors Edge was extremely half baked. Visual design was really great but the story was far from compelling and the gameplay promised a lot more than it delivered.

Also these were single player games that got traded as soon as they were finished. And for mirrors edge, most people finished that in 3 sittings and said thank you very much and went down to the shops.

Posted:4 years ago


Hugo Dubs Interactive Designer

163 24 0.1
Is there a specific time for new IP? As a player, I look for new things everyday.
If I like an existing IP, I'll sure look for its next opus, but at the same time, if this next opus is on the market a year after, Im scared it would not bring anything new to experience (AC2 vs AC Brotherhood and Revelations are good examples. The games are good, but playing one or another is the same).

So I would better like to see new IPs, and new opus from a good franchise every 2 or 3 years.
Sadly, in a business perspective, when you have a good licence, you need to make it become a cashcow, and this can't wait 2 or 3 years :)

Posted:4 years ago


Mats Holm Technical Writer, Electronic Arts

67 56 0.8
I think we need start to change up how we use these words. IP means intellectual property, something that you want to make loads of sequels, something you want to exist in multiple spaces and to grow the branding with each release. The reason you want to load them on a new console is because you can stay in the same engine, use the same controls, same everything, and refine that to perfection in the 5-8 year cycle of that system. Launching an IP on at the end of a console cycle is not smart, as you will, in most cases, need to make a new engine for the sequel and have to start over again on the second game.

A fresh game can come at any time during the console cycle. I you have one game that you want to put out and have no plans of turning it into a brand, or having a direct sequel, then nothing should prevent you from publishing at the end of the cycle.

As a sidenote: I like to play new games, I don't much care for IP, that lies in the same area as wondering what SKU I am going to get.

Posted:4 years ago

I see little evidence gamers care who is in which cycle of whatever generation. If you make great games they'll buy them, and if you don't, well, you can always revert to techno jargon like 'hardware cycles' to beat off criticism from the press and your investors.

Posted:4 years ago


Robert Swan Designer/Artist/Producer, Double Ace Game Studios

4 1 0.3
Couldn't agree more, Barry - if it's a fun, entertaining and engrossing game, and is marketed right, people'll buy it, the reviewers will praise it (well, mostly) and all will be well.

Problem with the big guns is, they're too beholden to risk-averse shareholders to see the wood for the timber-processing factory.

Posted:4 years ago


Andrew Goodchild Studying development, Train2Game

1,292 456 0.4
Some new IPs get lost, but look at the attention Watch Dogs, Dishonoured and Last of Us are getting. Sleeping Dogs seemed to do well too. It may be harder to get attention to new IP, and that may be lessened on a system that has a few dozen retail titles out, but clearly a lot of people are hungry for new AAA things if you can get the message across.

Posted:4 years ago


Felix Leyendecker Senior 3D Artist, Crytek

185 209 1.1
Agree with mats. If you look at the commercial and critical hits this gen, they are from devs that basically made the same game for 7-10 years in a row. One dev cycle is too short to come up with something both groundbreaking and refined. And building a new framework just to throw it away when the next generation comes around is not sensible.

Posted:4 years ago


Al Nelson Producer, Tripwire Interactive

50 78 1.6
Great work overcomes conventional wisdom.

EA has a lot of experience surfing cycles and managing franchises, so props for that. However, they have less experience at producing new ideas than their size might lead you to believe.

Posted:4 years ago


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