Insomniac's Ted Price

"We've had a super-positive response from our fans."

Insomniac Games, the maker of PlayStation hits Ratchet & Clank and Resistance, has signed a multiplatform publishing deal with EA Partners. In other words, the studio is making a completely new IP that will be on Xbox 360 as well. That news broke yesterday; the internet was drowned in exclamation marks.

Today, with the dust settled, Insomniac leader Ted Price was chirpy. As his interview schedule was winding down, we asked him how he felt the deal had gone down.

Eurogamer: Ted, the news is out there; has it been a busy day?

Ted Price: Well, actually, it's been really cool. We've had a super-positive response from our fans; the people who play our games. And that's gratifying.

Eurogamer: Has anything surprised you about the reaction?

Ted Price: Nope. We anticipated that some of the hardcore PS3 fans might wonder whether or not we'd be delivering the same experience, and hopefully the comments that have been showing up from me in other places show we're still as committed as ever to the franchises we're working on with Sony.

Eurogamer: What about scope of the news: did you realise Insomniac was this popular?

Ted Price: It's certainly gratifying! I've used that word twice now. It's cool to see people that recognise who we are. It's a nice change from 10-15 years ago when, for the most part, it was games that generally got the most attention and developer brands were few and far between. Here at Insomniac we've worked really hard to develop our brand so our customers know what they're getting when they buy an Insomniac game. People sit up and take notice when we make a move like this. It's great.

Eurogamer: Is there anything you'd like to clear up about the deal?

Ted Price: No: people get the point quite clearly. We're entering a new deal with EAP for a multiplatform game. We're extremely excited about that. But at the same time we're remaining dedicated to Ratchet and Resistance and to our partners at Sony.

Eurogamer: One thing I don't recall you covering is how loud the Xbox 360 is and how large that power adapter is. Surely you must be mad to support such a machine?

Ted Price: Ha - did you say it's very loud?

'Insomniac's Ted Price' Screenshot 1

Insomniac has been on PlayStation 3 since day one, literally - Resistance: Fall of Man was a launch title.

Eurogamer: Yes, and it has a very large battery.

Ted Price: [Guffaws]

I have one sitting here on my desk now and it's... It's a little bit louder than a PS3.

Eurogamer: I'm surprised you can hear me. On a more serious note: what have you admired about Microsoft's console from afar that you're now free to explore?

Ted Price: We really didn't look at the two platforms and compare them and decide that one was better than the other. Xbox Live is impressive in its breadth and its popularity with users; that's a very cool opportunity for us to start taking advantage of. Beyond that, we're focusing on the game, to make sure we can deliver an awesome experience on both platforms.

Eurogamer: What about things like Natal and Move - do they tickle your fancy?

Ted Price: We're definitely learning as much as we can about those because, as with most peripherals that have come out in the last 10 years, some work and some don't. Natal and Move have, in particular, a lot of potential for new gameplay opportunities. We want to see what's announced at E3, in terms of other games using [Natal and Move], and learn from other developers.

Eurogamer: Michael Pachter told me recently that he would always tell you guys to go multiplatform because you'd make lots more money. Was all this his idea?

Ted Price: [Laughs] He'd like to take credit for it!

We've been talking about this for a long time, and over the last few years we realised we could reach a lot more gamers by going multiformat. But we at Insomniac have historically taken a very measured approach with what we do, and we weren't going to make this jump until we felt ready to support the move with the right technology and the right game.

Eurogamer: Has watching EA partner with studios such as Respawn and Valve helped make your decision easier?

Ted Price: The Respawn announcement came well after we had been working out details with EA Partners, so that didn't have any influence. However, we were very impressed with the partners EA had when we began talking to them. They work with some of the best developers in the world and the fact that these developers retain their IP was very attractive, as that has been our goal for a while.

Eurogamer: Is it more exciting to be working on your own IP?

Ted Price: It's certainly a different feeling in that it is our responsibility and our opportunity to take the IP into different areas and to exploit it, if you will. If we don't own the IP, it's up to the publisher. We're particularly excited about making an awesome game and taking the IP even further.

Eurogamer: What can you actually tell us about this mysterious game?

Ted Price: Really nothing, because we want to wait and announce it in the right way. We don't want to do little details here and there. We want to make sure our first impression is a strong one.

'Insomniac's Ted Price' Screenshot 2

With Ratchet & Clank, Insomniac helped Sony show how pretty a PS3 game could be.

Eurogamer: What we've heard is that this new IP will be set in "a brand new universe". Now, that word "universe" could mean you intend to make more games, as you mentioned above. Or that word "universe" could mean you're making a space MMO with giant laser zombies in it.

Ted Price: That's a good suggestion [snorts]. I'm sure a lot of our guys would be interested in that particular idea.

Eurogamer: You can take it.

Ted Price: Really? Royalty free.

Eurogamer: Take it.

Ted Price: Thank you.

Eurogamer: Insomniac's name is synonymous with Ratchet & Clank, Resistance, Spyro. Will you surprise fans with this new game?

Ted Price: I think we will. Again, I can't give any details because I don't want people making assumptions before we announce it. Of course, that's inevitable - that people will make assumptions - which is why I'm trying to stay as quiet as possible.

Eurogamer: What's the development cycle going to be like - will you need longer to come to terms with a new platform?

Ted Price: We've already extended all of our development cycles since we began working on PlayStation 3. We believe in taking more time on each of our projects. I don't want to comment specifically on how many years for each game, but we've taken a hard look at our own development processes internally and made some tweaks that we ultimately think will benefit gamers in a big way.

Eurogamer: How much work has been done on the new game?

Ted Price: We started a while ago but I can't talk about what specifically we've done on it because, again, we get into that territory of giving details away about the game.

Eurogamer: Is it playable - does it resemble a game now?

Ted Price: I can't... Ha! Let's just talk about the broader issues just now. I'd love to get into details but I just can't.

[EA PR: I won't let him get into details. Sorry, Rob.]

Eurogamer: There has, understandably, been debate about how strong Insomniac is on PS3 and whether an Xbox 360 game can match up. Do you really expect to master a new console on your first attempt?

Ted Price: I don't think anybody ever masters a console to tell you the truth. We've been working on the PlayStation 3 for many years and there are still things that we're discovering about it; still ways we're finding to push our technology further. Our goal is to create bar-raising technology experiences when we release a game on both platforms. For us to say that we're going to master the Xbox 360 or the PS3 would be a little arrogant.

Eurogamer: When people talk of pushing a console 100 per cent, then, they're talking a load of old rubbish?

Ted Price: Everybody has a different perspective on what it means to push something 100 per cent. There are always limitations involved with each machine, whether it's memory or the amount of processors you have. There are always tricks you can employ to squeeze more out of the machine. And that's not just technology tricks, that's development processes that allow you to create assets that are more efficient so you can fit more in. In this world, developers are always, always learning ways to make their games better, regardless of the hardware.

I'd be surprised if you could take any developer's release one year and say it was the same quality as a release two years ago. Most developers are always improving their stuff.

Eurogamer: Let's pretend I'm your biggest fan and I've read the news and I can't sleep until I find out more about your new EA game. When will you let me sleep?

Ted Price: All I can say is that it will not be at E3. We will not be talking about this at E3.

'Insomniac's Ted Price' Screenshot 3

Sequel Resistance 2 outshone the original and provided Sony with a much needed core shooter 'hit' on PlayStation 3.

Eurogamer: What about at gamescom, Germany?

Ted Price: Not saying anything about when we're talking about it [laughs]. I've given you as much information as I'm comfortable giving right now.

Eurogamer: What's EA's actual day-to-day involvement in bringing your new game to fruition?

Ted Price: Our relationship is... You can call it a traditional developer-publisher relationship. We create the game and they provide support for us: localisation, QA, anything we ask for. What really attracted us to EA Partmers in the first place is that they're really set up to be a support system for developers creating their own IP. They work with companies that have usually a fairly long track record of delivering titles on time. That's a perfect type of relationship for us. We've already got our own infrastructure and production processes, but we're not an expert in distribution of titles and localisation. Those types of things publishers do so well. So it ends up being a symbiotic relationship.

Eurogamer: Has your new game got a name yet?

Ted Price: Not yet. We haven't announced any names yet...

Eurogamer: But you do have one?

Ted Price: [Laughs] I tell you what, when we announce the game you will hear the name!

Comments (29) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • cianchristopher #1 2 years ago

    These guys got a higher profile than they deserved this generation due to PS3 exclusivity. They'll find it difficult to stand out as a multiplatform developer, though...

    Put it this way, if Resistance and Resistance 2 were multiplatform titles, would anyone even remember them?
  • sfp_noodle #2 2 years ago

  • sfp_noodle #3 2 years ago

    Fact is, you have a high profile if you make good games. Exclusivity has nothing to do with it. The studio formerly known as Infinity Ward had a high profile because they made some excellent games. They weren't platform exclusive. EA's various in house companies make some great games, whether they are sports game or games like Dead Space. They're not exclusive either. If anything, being exclusive to a particular platform brings the developer under increased pressure and scrutiny. Just look at Ninja Theory with Heavenly Sword and Free Radical with Haze. The backlash forced Ninja Theory to go mutiplatform whilst Free Radical disbanded. If a dev can stand out whilst being exclusive to a platform, then they are probably more talented than a lot of multiplatform devs out there already. A developer is judged on the games they make, not whose paying them to make those games.
  • mashk #4 2 years ago

    Bastards. Making games for the enemy. I don't know how they go to sleep at night.
  • arn #5 2 years ago

    @cianchristopher
    Maybe not the Resistance games, because there are so many similar games out there. But the Ratchet & Clank games have always been very good action-shooter-platformers, and not many other games are similar to that concept.
    I hope Insomniac will make a fresh new platform game, and start a great new franchise. The Xbox could really need a good platformer. Maybe Insomniac has seen a potential market on the xbox there? We definitely don't need another generic shooter.
    Edited by 1 at 26/05/10 @ 16:21
  • Dizzy #6 2 years ago

    "Put it this way, if Resistance and Resistance 2 were multiplatform titles, would anyone even remember them? "

    I think so yes.

    I think this is a dev studio that will benefit a lot from going multi. Their sales have been so so on PS3 alone and now they have a chance of breaking out more. That can only be good for them.

  • FogHeart #7 2 years ago

    'Twas a good interview at first until the push to reveal any details about a new game that weren't forthcoming (honestly, just move on and ask something else, eh?)

    I like the idea of devs being associated with IP rather than publishers, and hope to see more of it. A dev tempers the need to make money with the direction the IP goes. A publisher is all about the bottom line. The dev does what he does because they believe in retaining a core base of loyal fans. Pubs presume we are all fickle and just want to see the IP over and over again until we grow bored after a year or two.
  • sfp_noodle #8 2 years ago

    "These guys got a higher profile than they deserved this generation due to PS3 exclusivity"

    You also seem to forget that Insomniac was exclusive in the PS1 and PS2 days. They had a high profile then too. Look at Spyro on the PS1. Absolutely brilliant games. Since they sold the IP look at how shit that franchise has become. Similarly, Crash Bandicoot on the PS1 was brilliant fun. When Naughty Dog too sold the IP after PS1, that franchise tanked aswell. A game is only good as it's developers.
    Edited by 1 at 26/05/10 @ 16:25
  • Flying_Pig #9 2 years ago

    Ted Price sounds like a nice chap.

    Glad to hear that they're gonna continue with their PS3 exclusive IPs. Looking forward to another R&C, Resistance 3 - not so much.
  • ziggy_played_guitar #10 2 years ago

    Making games for the enemy.

    How does it feel to have enemies ? I wish I had enemies, seems like a deep feeling.
  • I\'mListening #11 2 years ago

    Hmm...don't know what to make of this news. Of the few R&C games I've bought I've enjoyed them to some extent but never felt the need to finish them though they were extremely polished. Conversely, I finished Resistance 2 though that was filled with moments of real mediocrity in the programming department. That said, I really enjoyed it. It carried me along with it which is all any game needs to do, I suppose.
  • GamesConnoisseur #12 2 years ago

    Bungie will also be held under the spotlight as to how well they produced on new platform compared to a more familar one they worked with for years.

    Of the two developers going multi platform, feel that Bungie got the harder challenge. Am sure Insomniac will delivers to the multi platform standard expected and we certainly shouldn't expect X360 to edges PS3 in any regards, they ll approach multi platform developing carefully!
  • makariel #13 2 years ago

    "How does it feel to have enemies ? I wish I had enemies, seems like a deep feeling."

    It feels like vanilla pudding.
  • onyxbox #14 2 years ago

    That was a refreshingly nice read.
  • galerian86 #15 2 years ago

    What a nice bloke!
  • DoctorFouad #16 2 years ago

    Interesting Interview ! Thanks !
  • Super_Zee #17 2 years ago

    "EA Partmers"? (last paragraph)
  • HermitArcader #18 2 years ago

    Post deleted at 09:17:39 22-12-2011
  • Chupakun #19 2 years ago

    Nice one! Can't wait to see what they get up to. And look at you EA - from the big, bad publisher, you've now become the go-to place for some of the best in the industry. Come here you big lug, and lemme give you a hug :3
  • InternetRed #20 2 years ago

    Makes you wonder just how much more info we would have got if the guy hadn't kept pushing him for details that both he and EAP said they wouldn't/couldn't give. Would have been nice to know about the environment they work in, stuff like that.

    Insomniac get my full support. I sadly didn't like Resistance (it was the same shooter, different platform for me, and I already had enough shooters on PC/360), but I did and still love Ratchet and Clank, breaking them out every so often to replay through them. If they can bring their IP to both consoles, with the same love, care and attention as Ratchet receives, then everyone's a winner.
  • des #21 2 years ago

    Another playstation exclusive developer lost...who is next?that is the question

  • pyquila #22 2 years ago

    What scares me abit is the fact the Hype Machine gets turned on before even the bloody name is given away.

    Back in the old days you would see a screenshot of a game and think 'I would like to play that!. I just love helicopters and blowing stuff up!' (Raid On Bungeling Bay - C64). Now i have to get all wet just because a studio is working on 'New IP'. Could be anything really.

    Another point being, new IP does mean no new SSX. I really want a SSX for this generation. Hear me EA? Plz...
  • spiritsnake #23 2 years ago

    new IP huh,they are doing an RPG , a platforming rpg!
  • Moz #24 2 years ago

    Is it just me or were there some questions he refused to answer that he could have answered without giving anything away??

    e.g. --- "Does it have a name yet?" - could very easily have answered "yes", "not" or "it has a working title"
    "is it playable?" - again "yes" or "no" doesn't give anything away some games are "playable" years before release
  • andywilkie35 #25 2 years ago

    Colour me excited. Ratchet and the three Spyro games they made are some of the best games I've played.
  • Scimarad #26 2 years ago

    "Sequel Resistance 2 outshone the original and provided Sony with a much needed core shooter 'hit' on PlayStation 3"

    No. It really, really didn't.
  • Geordiemp #27 2 years ago

    These guys can squeeze allot out of a Ps3, Ratchet was maybe 700P or whatever but was 60 FPS, no tearing and very fluid, huge levels and on hard sometimes you were fighting 30 or 40 enemies on screen all well animated, colourful and lots of textures.

    I think 360 only users will be pleasantly surprised. Interesting to see what a talented dev can do making a good 360 engine to rival sony first party engines, as Insomniac have a talent pool which is up there with Naughty Dog.

    Insomniac chose 700 p and large levels to give 60 FPS, they would be capable of doing UC2 quality at 30 FPS if they wanted (lathough the train level is maybe a hurdle many would not attempt)
    Edited by 2 at 27/05/10 @ 09:52
  • 3william56 #28 2 years ago

    Have mixed feelings about this. Insomniac are some of the best game designers in the biz, they have great writers and their playstation coding is second to none. They've given me more fun hours than I care to count, so all power to 'em if they can spread their wings to the Xbox camp.

    My concern is that, recently at least, very few multiplatform games have shone compared with the exclusives (on Xbox as well as PS) - I hope the stretch to multi doesn't dilute the effort put into each version.

    Good luck Ted.
  • DoctorFraud #29 2 years ago

    Looking forward to seeing what Insomniac can do without the restrictions of PS3 hardware.

    I just hope we get the R&C design team and not the godawful Resistance series design team.