Tarver Games’ Chris Cross Talks Going from Consoles to iPhone, Ghosts Attack, Little Helmet Heads, and More!

Chris CrossChris Cross achieved a great deal of notoriety in the gaming business from his work on the Medal of Honor series. You’d expect a game designer that had success on big-budget console-games would continue to work on big-budget console-games, but Cross has gone in a different direction — iPhone gaming. He recently started up a new development house — Tarver Games — and has a few iPhone/iPod Touch products in the works. Tarver’s first game, Ghosts Attack, has been submitted to Apple for approval and should be out shortly. I recently interviewed Cross to learn more about Tarver Games, get the skinny on Ghosts Attack, ask him why he went from consoles to iPhone, and to ask him some of your questions.

Cross is an excellent and entertaining person. Check out everything he has to say and be sure to hit the break for an exclusive Ghosts Attack video.

Raymond Padilla: Chris, you’ve had tremendous success on home consoles. Why head to the iPhone? Is it the excitement of undiscovered territory? A new challenge?

Chris Cross: Thanks Ray — Yes, I have had success on home consoles and who is to say I won’t again? But for the moment, we (Tarver) have decided to bring our first IP — Ghosts Attack — to the iPhone. Just take a look at what’s going on today with games, budgets, platforms, and accessibility. The iPhone offers both developers and consumers an incredible chance at amazing products and apps for a fraction of the cost of console products.

RP: Some of my readers might need a primer on your upcoming game, Ghosts Attack. Would kindly give a brief primer on the game?

CC: Ghosts Attack is an alternate reality/FPS with a twisting — and a bit twisted :) — storyline. Ghosts Attacks integrates Google Maps technology with a dynamic alternate reality gaming experience. You explore a parallel world that was accidentally discovered by a group of scientists 40 years ago. Using the Map Kit in the iPhone SDK we let you use our own world map as your guide. There are mysteries to uncover, hostile enemies to fight, fast shooting action, a remote rover to pilot and a whole lot more.

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Epic Games Cliff Bleszinski Talks Digital Distribution, Used Games, Motion Controls, Hideo Kojima, and Getting Punched by RPad

Cliff BleszinskiEpic Games design director Cliff Bleszinski is one of the most prominent game developers in the business. He’s just a smart, talented, and quotable guy (though he whines like a little girl when you hit him…more on that later). Whether he’s talking about digital distribution, what games he’s been digging lately, used-game sales, or bars in San Francisco Chinatown, the man always has something interesting to say. Here’s my interview with one the main minds behind Unreal and Gears of War, the infamous Cliffy B.

Raymond Padilla: With games like Shadow Complex and systems like the Sony PSPgo, digital distribution is becoming a bigger part of the gaming business. How does digital distribution impact you as a game designer?

Cliff Bleszinski: A couple weekends ago, I was up in East Village at “Videogames New York”, a combination new/retro game store. On the front counter, they had Borderlands and in the back aisles, they had the Vectrex and Game & Watch. My feelings went from initially geeking out to immense nostalgia to overwhelming pride for how far this business has come in my lifetime alone. We go digital and that physical history starts drying up and eventually vanishes. Older games become the same as a 45 record.

Digital distribution has the potential to end the used game debate that’s currently raging across the business. I have mixed feelings about the whole thing. On one hand, I love having that pipeline into my house: Look, a new game is up on Live; download the title right to your hard drive and fire it up. At the same time, I love having games, movies, and books on my shelves at my home. It feels like an IRL representation of the facets of your personality and tastes whenever people come over to visit. The Kindle and other devices are equally fascinating. I fear not leafing through a book ever again but at the same time I cringe at the thought of having to deal with a CD and a jewel case in a world of digital music.

Finally, as far as the kinds of games I’d like to design and contribute to? Digital frees up some risk. You can make that little dream game you’ve always wanted to make and take more chances, which is incredibly appealing as a creative.

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