Who are you and how are you involved with Globulos.com?
Alexandre: I am Alexandre Houdent, general manager of GlobZ. We are a small team and everybody is deeply involved in Globulos.com. I am a producer, game tester, I answer emails, I throw some new game ideas etc...
What sparked your game development flame?
Alexandre: I think entertainment is a very important thing in life. Most people are concerned mostly by very serious matters. Making games, especially on the web, is a way of offering some fun to everyone. The only problem when it becomes a job is that for us it is a very serious thing now to entertain people ;-)
Olivier Besson adds: at GlobZ we don't have uniform experiences and feelings about videogames. But it's the arrival of Fabien Riffaud and Laurent Fernandez, in 2001, which contributed the most to focusing on games, probably because they were already great game makers.
What set you on the indie path?
Alexandre: The taste of freedom. I have worked 3 months for a big company ten years ago. That's all. I started [GlobZ] with Olivier Besson, and it was the same for him. Since then, "indie" has been more a matter of remaining small, which is surprisingly one of our corporate goals!
In this day and age, how would you define an independent game developer?
Alexandre: I would say any team from 1 to 10 people working on any kind of game. Being small means short budgets but lots of freedom.
Every year the difficulty bar lowers on making small games. How do you view the landscape of game development when everyone can make a game?
Alexandre: Competition is always good, even for us. The only issue might be the "quality standard" and game sessions that are evolving. Games are shorter, simpler, which is also a good thing.
Olivier Besson adds: with the arrival of Flash, we ourselves benefited from this bar lowering, therefore it would be strange to be negative about this ;-)
Alexandre: But more seriously, as the Flash scene shows (and perhaps like other tool-oriented communities like GameMaker), the more the game designer base grows, the more fresh original ideas can emerge. The more crap too, but that's logical and not specific to videogames.
For the designers, it's fun because they can experiment [with] their own ideas and - hopefully - create something innovative. In the 80's many games were one-man projects. For the players it's beneficial because they can play new good games (astutely selected by portals and reviewers).
What’s one thing you value most about this industry as opposed to other forms of entertainment?
Alexandre: The word "industry" always sounds strange to me. Cars are designed and built in an industrial way. Our games are more like craftsmanship and we publish on the internet, so there are no boxes etc.
We have a direct relationship with the players, which is very valuable. Most of the time it is difficult because for 1 person saying "this is great" you have 99 that say "it could be better" ;-) But still it is very exciting to have that direct relationship with the players.
What made you decide to enter Globulos.com into the IGF?
Alexandre: Since we are working on a new major release of Globulos.com I was hoping the IGF dates would speed us up but in fact we got to be finalists with the current version of Globulos.com, which is a great accomplishment for us.
Where and when did the concept for Globulos.com originate?
Alexandre: The first prototype was made by Olivier Besson. He had marbles in the sand in mind mixed with some biological cells. The first game was supposed to be a racing game. The racing was not [much] fun so the prototype was left as is. Then Fabien Riffaud added the "Arena" game, which was great. Then Olivier said "let's do a soccer game" and Fabien did a great soccer game with the funny rules. Then I said "let's do a croquet game". Fabien turned that idea in another great game. Then Laurent Fernandez added the graphics and animations and Globulos was born.
Over the course of development, what was Globulos.com’s most serious issue and how was it resolved?
Alexandre: The most serious issue was the fact that the simulations are made on each computer (only the "orders" are exchanged). Between a PC and a Mac we had some differences due to some floating point calculations differences! The trickiest part was to find out the reason [why] we had some differences! And such a small difference could mess all the game. Like the "chaos theory"!!
What’s one thing you did wrong that you feel could have been avoided?
Alexandre: Forgetting the audio. That's always our big problem. As we do everything in house and as we don't have a full time musician our games are really weak on the audio side. Jeremy Damon has joined the team after the launch of the first Globulos version. He is a graphic designer/animator/game designer and does some great music too.
What’s something you do as a team that helps you to remain focused and productive?
Alexandre: Mmmm... nothing in particular... sometimes we spend the whole day just speaking about the game, going to the restaurant etc... ;-)
How long was Globulos.com in development? How much development time remains?
Alexandre: It is almost impossible to answer this question ;-) The very first version appeared on the internet in 2003. The next (huge) release is coming very soon in beta! To have a sneak peek:
What was used to make the game and what tools aided in development?
Alexandre: Everything is made with Flash. The graphics are made using FreeHand and then imported in Flash. For the server side we use the Flash Media Server. For the database we use php/MySql.
Is there anything about Globulos.com that you would like to reveal to other developers?
Alexandre: Never start working on a multiplayer game! It is a nightmare ;-)
What’s the main thing that you think makes your game fun?
Alexandre: The fact that there is consistency and variety at the same time. All the games share the same core gameplay mechanic, which is great for the user. Once you have played one game, you know how to play all the games. However, the games sessions and strategies are really different between the games.
What’s next for you?
Alexandre: The next version of Globulos.com is going to enter beta soon. We are also working on a Nintendo DS version of the game, as you can see in this video. Frédéric Nouel (Lead) and Cédric Bourse are working on the DS game development.