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Mark Cerny

The respected games designer discusses spiralling budgets, the evolution of handheld and iteration of social games

GamesIndustry.biz Do you think the console space is still an aspirational place for budding game designers? Those that have grown up with digital services and formats and aren't as enamoured with physical media as the older designer is?
Mark Cerny

You're not going to get a 50GB download, and that's what these games are. A dual-layer Blu-ray disc - you're not getting that through a thin internet connection. Physical media exists for a reason.

As far as the new creators go, there's a lot of pride there and it's justified too. It's a completely different paradigm. These guys are not trying to make, bad, cheap console games, they are trying to make a very different kind of product. It's going to be interesting. Luckily I don't have to worry about too much of any of this, so long as I have enough gigs to fill 2000 hours a year, that's good.

GamesIndustry.biz You briefly mentioned the pressure to monetise social games and compared it to an arcade machine, where the unit sits in the corner and makes its money back in 25 cent increments.
Mark Cerny

Emotionally I've been to the ninth circle of monetisation hell. I've had such a great time in consumer games because the products stay sold. We didn't have marketing back then. Now once the game is sold my responsibility is done. The economic picture might change enough that I can't quite live in this happy world 100 per cent of the time anymore. I'm a little bit afraid for David Cage and Quantic Dream. If in-game currency becomes a must - I don't think it will - I just don't see how it works with a neo-noir immersive world. I think physical media is a must. I'm suspicious of episodic content. Somehow it's difficult to get people into that mode.

What I see with the socialisation and Facebook games is the pace of evolution is so rapid in those games I would hesitate to draw any conclusions about what they are. You can see the transitions from FarmVille to CityVille to FrontierVille in no time at all. You extrapolate that out to three years from now, what's it going to be? Probably a darn site more interesting than our world was. There's another component to it as well - currently the technology that's driving these games is quite primitive. On the one side you have consoles which are engineered for smooth interactivity, high refresh rates, with dedicated optimised hardware. And then the Facebook games are of course running in an environment that was originally designed to send photos and messages. I have to believe that evolution of theses games at some point brings in significant action components as the technology improves. That is when it starts to get really interesting because that's when the two sides can come together.

GamesIndustry.biz I wonder if by going technology heavy or too console-y you put off the original social consumer...
Mark Cerny

Well, let's talk about videogames. Videogames didn't start out as very complex devices. The Atari 2600 had a joystick and one button. Year-on-year that's increased for a pretty-much unbroken 35 years now, and currently, if you look at consoles these big games are 16 button games and certainly that creates a barrier to entry for a broader consumer. I believe people love action. The difficulty comes when you aren't a core gamer and you pick up a controller with 16 buttons and have to do actions with it.

Mark Cerny is CEO of Cerny Games. Interview by Matt Martin.

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Matt Martin avatar
Matt Martin: Matt Martin joined GamesIndustry in 2006 and was made editor of the site in 2008. With over ten years experience in journalism, he has written for multiple trade, consumer, contract and business-to-business publications in the games, retail and technology sectors.
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