Monday, August 4, 2014

You should know about: Louis Castle (A model gamer, person and CEO)

The other day an article popped up on my radar and I was impressed with an article and video on Louis Castle Louis Castle and his participation at Casual Connect USA 2014. 

I Love the quote at the top of the article,


“It is in the gambling industry’s best business interests to regulate social gaming,”

I've noticed Castle's activity for the last 25 years or so but lately he is on fire! Since November 2013, he has created two startup companies, is consulting for a several important money gaming company and an entertainment games company. Themes seem to be, teamwork, generosity, adaptability, inspired thought, and attention to change in the world.  He pays attention!  Personally I love his integrity in how he approaches making games from films.

My wife is always telling me I always seem to know what our kids are going to do, and the reason I do is because I delight in their world. I love the way they see things, I find it very entertaining. I would love to make a game that could take that wonderful, charming aspect of children's lives, and draw it out in an interactive entertainment experience, where you got to be a kid again. I think that would be fabulous.



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Q: If you weren't in game development, what would you be doing today?
A: Architecture.

Q: What's your favorite part of game development?
A: The early prototyping. I love the immediacy of the early prototyping phase. It reminds me of my roots in gaming when we could build entire games in just a few months. In a healthy prototyping phase you can try new ideas and discard them, which allows for quality to be found through editing. I think it is virtually impossible to lock a feature list let alone know what will make a game great until you can play it.
Q: How do you measure success?
A: By how happy you are every day you go to work.

Q: What's the one problem of game development you wish you could instantly solve?
A: Trust in proven development teams. I strongly feel that all organizations try too hard to define the indefinable and too closely monitor and direct the creative process. As an industry, we pay proven talent a ton of money yet we don't trust that they will deliver.

Q: Are games important?
A: Yes, as part of the fabric of entertainment arts.

Q: What's the biggest challenge you see facing the industry?
A: Finding a way to create value for first time purchasers and ways to inspire them to keep their games. Specifically so that people feel their $50 purchase is worth the value and that simultaneously they would not dream of selling it back to the store a few weeks later any more than they would sell DVDs of their favorite movies.

Q: Finally, when you look at the future is there one great big trend that affects everyone?
A: Used games sales and rentals. The cultural impact it makes as well as the financial impact. If our consumers feel our entertainment is disposable and transitory then used sales and rentals will flourish and less resources will be available to dedicate to bringing a high quality experience to the consumer. It is a bad spiral for everyone. I don't blame consumers, it is our industry that needs to create and deliver the value.

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Part of the way we’ve built that library of games and patents is we’ve acquired a lot of smaller companies that had just gotten something rolling, and were looking at 10 or 15 years before they could get worldwide distribution. So we were able to acquire them, give them a lot more financial benefit, and they get to spend the next 15 years lying on a beach in Tahiti, hopefully.
The consumer won’t really see our brands. They won’t see Ongame, they won’t see Shuffle Master. They’ll see the brand of the casino. That’s always our goal.

Interview with Shuffle Master's Louis Castle
By GGB Staff Wed, Jun 27, 2012


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Castle: I always loved the Blade Runner film and I wanted to do a product that had a chance of recreating the same emotions I felt when I viewed the film. Twelve years of making games with my partner, Brett and the recent experiences with Monopoly and the Lion King really made me anxious to approach a complex and powerful film.

Having a great base of demanding fans made it easier to get excited about the product, but also made it very obvious that we could not make mistakes about interpreting the film. The fierce following is what helped to mold the game. It was clear that Blade Runner fans would not be satisfied with a running gun game in LA 2019.

We needed to retain the mood and atmosphere of the film or all would have been lost. We had to "lose" the actual film "story" since we did not want the player to be able to change the film. Instead, we allow the player to interact with the back story of the film and change many things that happened "off camera".

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I don't take adaptation of films lightly so I don't think I could answer it with any degree of accuracy. I'm sure if I sat down and thought about it, I would come up with another film that was even better. But there are a couple that come to mind, that spring to mind, so I suppose they are probably exciting ones.
I've always believed that the movie Aliens deserved to be made into a game. There have been a couple products made, but I think that they kind of missed the boat of what Cameron was trying to do.Aliens as a film was not a properly designed story. It brought you up to an emotional level, and it never let you back down again. Which is actually poor film design, because you walk out exhausted. But that was the goal.

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I never really know what will inspire me or what will be the source for my next adventure.
For some games, that might mean being able to play the core product virtually anywhere at any time, and for other games, it may be a companion experience that allows interaction in some portion of the experience while riding on a train and waiting in a queue.
LOUIS CASTLE – 
AN OPEN SOURCE FOR INSPIRATION |
 CASUAL CONNECT VIDEO

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