As a 10-year veteran of the Madden NFL series, Ian Cummings has plenty of experience building video games with bears in them.
Itâs the raccoons and beavers that are a bit of a departure this time.
âItâs awesome to work on a sports game, and it was great to work on Madden, and to meet athletes and celebrities, â says Cummings (pictured above, right), whom hardcore sports gamers recognize as that seriesâ former creative director, leaving that job in April. âBut at some point, you realize that youâre still working on the same game every year.â
Cummings, now the creative director for the Orlando-based games startup Row Sham Bow, certainly isnât doing that this year. At this time in 2010, he was consumed with football telemetry, and engaged in long-running Twitter debates over things like surprise onsides kicks. Today he is overseeing a struggle among cartoon wildlife in Woodland Heroes, a donât-call-it-a-Facebook-game Facebook game that just went into its open beta period.
Cummings isnât the only EA Sports veteran to make the trade. Row Sham Bow was co-founded by Philip Holt (pictured above, left), the former general manager of EA Tiburon, better known as Maddenâs studio. Located about 30 minutes away from the old joint, Row Sham Bow is stacked with EA Sports veterans; including co-founder and chief technology officer Nick Gonzalez, the software architect behind Tiburonâs major online offerings, including its Madden and PGA branded games
Holt, the companyâs president and CEO, pointedly mentions that he didnât recruit anyone when he left earlier this year. And while all the departures were all said to be on pleasant terms, they did come after an across-the-board reorganization that ousted Holt, by all rights a well-liked boss. EA Sports upended its traditional heirarchy at the end of 2010, following the collapse of NBA Elite 11, though the label said the reorganization was conceived independent of that. The boss of the Canada studio responsible for Elite lost her job. Holt was invited to stay and did, briefly, but ultimately figured this was the time to try something heâd itched to do for a long time: Start his own studio.
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Holtâs first hire was the office manager. His next was Cummings. (Further signifying a culture shift, the executive producers for Madden 11 and 12 both left, for Zynga.) Today, Row Sham Bow has a full-time staff of 17; 12 came from Tiburon.
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Woodland Heroes is not like anything ever built out of EA Tiburon. Thatâs apparent as soon as you drag out the âMuck Wheelâ and blast mud all over the Bear Kingâs entrenchments, in a game that blends turn-based combat strategy with resource management and even elements of Battleship here and there.
Itâs not based on licensed symbols or sports personalities and it has no legacy of success to justify its emergence in a crowded scene. Thatâs what made building the game as liberating as it was frightening.
âWhen youâre in an environment thatâs got a legacy product, or revenue demands, and all of these requirements to hit it, it can be difficult to push new ideas,â Holt said. âOur business is not dependent on Woodland Heroes being a smash hit. When you ahve the ability to make mistakes, itâs freeing.â
âItâs not like we came into this with a design document,â Cummings said, of the piece of paper that ruled his life for solid decade. âWe just tried a bunch of random ideas, and this is the one that came out sounding like it would be the most fun.â
Woodland Heroes, actually, began as a text-heavy prototype set in space, Cummings said. The creative team realized it could still accomplish the same design goal if it gave the settings and characters a stronger visual appeal. Instead of aliens and humans, now itâs a conflict between raccoons and bears.
Holtâs biggest hire with no EA Sports experience is Row Sham Bowâs art director, Jeremy VanHoozer, who came aboard from Cartoon Network. Indeed, Woodland Heroes is dressed in a design that evokes old animated Disney features, if not the Don Bluth (Dragonâs Lair) style, which makes the fact itâs all being built by Madden veterans all the more intriguing.
Madden may be a game they want to play. Woodland Heroes, is one they want to make.
âWhen we started building the game, we didnât talk about the demographic or the target audience; over the course of the design, we talked about what we wanted to play,â Cummings said. âWe didnât say, âHey, this has got to be great for soccer moms, or emo tennage boys.â It was âHow do we make a game thatâs really fun?'â
âAt some point, you realize that youâre still working on the same game every year.â
Itâs not to say that their work Madden was not fun, or the game they made was no fun. But it brings a set of expectations that, after a while, can drive a developer away from actually building a game and into a mode of putting out fires and answering community complaints. They were in a long-term process of refinement, and everyone with a commenting handle or access to a developerâs Twitter was shoving in their input. That often means things are brainstormed, or left out of brainstorming because someone can already hear the bitching if they do or donât.
It also cramps your enjoyment of the sport itself. âItâs great to take a deep breath and not have to worry about it,â Holt said. âThe first week of the NFL season, itâs just such a great feeling to watch it and not worry about it. I can sit on my couch and not worry, âHave we captured that celebration?â or âWhy donât we have that play?â Weâre driving our own passion and identity instead of chasing real life.â
If anyone needed to be liberated from this, it was Cummings, a very public face of the Madden development team in his time. Iâve known Ian for a couple of years and I know, professionally, that he keeps a thick skin while privately, yes, some things burn him up. Theyâd burn me up. When you close a 10-year career at sports video gamingâs glamour franchise, in a departure notable enough to rate a news item, and the first comment is a snide âI didnât know that game had a creative director,â itâs hard not to want to punch someoneâs lights out.
âSports video games have a huge amount of challenge and reward to designing them, but there will still be people on your site, or on any site, who have zero respect for the game, and will call it a roster update,â Cummings said. âGetting something out there, doing it without respect, is tough to do.â
Thatâs in the past. âIâm still excited for Madden 12; Iâm still pumped about the things theyâre doing, and the stuff that I know they are doing for Madden 13. This is just such a brand new, different environment,â Cummings said. âI said âThereâs no way Iâll forgive myselfâ if this turned into a cool gig, if they put out a game that was a giant hit, and I said no to it. But the community there (at Madden), I felt had drained me. This opportunity is so much cooler.â
STICK JOCKEY
Stick Jockey is Kotakuâs column on sports video games. It appears Saturdays.