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00:02he made us gods it's the freedom it's what you can do i mean you can be good you can
00:06be bad
00:08you can do what you want it's a little playground i kind of feel pretty powerful
00:13that was the moment of course that's what you are you're god and let us soar to new heights
00:20the magic carpet gives you a full sense of just freedom we all love that we love the idea of
00:28just
00:28being able to go anywhere and do anything peter sensibly tapped right into that although he would
00:36struggle along the way he literally was the archetypal sort of struggling artist his originality
00:43paved the way for others peter likes to push the boundaries sometimes you think my god how are we
00:49going to achieve these things this is the story of one of gaming's biggest innovators this is the
00:58story of peter molyneux
01:24before computers were a blip on the horizon a young peter molyneux learns how to play by his own rules
01:30peter's parents play an early role in shaping his future career my mother ran this toy shop and
01:36that sounds you know wonderful being a kid you think you would every every single toy known to man
01:42actually what it meant is we got all the things that were broken that people didn't want to buy so
01:48we've got lots of games without rules in or monopoly sets without money or so you just sort of just
01:53look
01:53kind of make up the rules i think that that had a big uh a big effect peter also sees
01:58the value of
01:59running his own business when i was 12 years old i employed my sister and all her friends to cut
02:05people's lawns while i just sat there and watched which was great i paid them about you know a cent
02:10an
02:11hour and then collected a dollar peter's business since leads him to start his first company in the
02:16exploding market of computer sales i came up with this really really dumb idea if we could sell floppy
02:23disks on these floppy disks would be some free stuff like maybe a free game it was such a stupid
02:30idea because no one really wanted floppy disks with loads of stuff on there if they wanted floppy
02:34disks they wanted floppy disks that were blank and what i found was that people were paying more
02:38attention to the software on these disks than anything else and that realization is all peter
02:45needs to put himself on track to designing his first game and in those days you know you only
02:50had to make a game which you could shoot things you know what you shot and it would pretty much
02:56well
02:57be successful but i decided instead to do a business game called the entrepreneur peter's first foray
03:04into gaming is less successful than he hoped and i was so completely convinced that this was going
03:09to be a great amazing game that i phoned up the post office and said i'm expecting a lot of
03:15post i've
03:16cut a bigger post box in front of my front door i sat by the the post box waiting to
03:22hear this truck
03:22turn up with you know tens of thousands of orders but instead these two envelopes came fluttering through
03:29the door and both of them had orders on and i'm pretty sure they were both from my mother and
03:34that
03:35was the sum total of orders that i received for that game and a spelling mistake gives peter the
03:40tools he needs to start making games full time i then started up another company called torus and
03:47there was this phone call from this company called commodore and said you know we've heard about your
03:52company and we're really impressed with it and we'd like you to come on over and we'd like to present
03:56our machine to you and see what you think of it because we'd love your product on our machine i
04:02thought that's just fantastic they gave me absolutely the red carpet treat when they took me out to lunch
04:07demoed the machine to us said you know we really want to convince you to put your product on our
04:12machine and then it came to the end of the day this guy said um just when will your network
04:17be available
04:22and suddenly it occurred to me that our company was called taurus spelt like the star sign and there's
04:28this other company called taurus spelt like the donut i can still remember it vividly going through
04:34my head there was like an angel and a devil on my shoulders and one saying go on you've just
04:38got to
04:38tell the truth you know you can't lie like this and then this other voice saying just lie just lie
04:44get the machines go to the stand space and just sort it out afterwards of course i ended up lying
04:49and saying yeah we're gonna have your network working in a couple of months time we then made
04:54the step into making games in 1987 peter founds a new company to focus on making games and calls it
05:00bullfrog but making a hit game proves to be difficult yeah i first met peter when i was about 15
05:06years
05:07old he was really poor actually he was really we were really running out of money he'd have the sort
05:11of the
05:11same shirt on every day and he'd be hunted over his computer with the with a cigarette hanging out
05:15his mouth and there'd be cigarette ash all over his computer we couldn't really afford the rent
05:19he literally was the archetypal sort of um struggling artist he was really just trying to get off the
05:25ground and his business was was struggling at times this game was slowly coming together it started
05:33off with this landscape you know the next thing i thought well why don't we put some people on this
05:39landscape so we had these little people moving around and the next thing i thought was why don't
05:43we have them building their own little houses and that was fine populace was born out of my
05:50incompetence as a programmer this is the absolute truth of it because i couldn't work out a routine to
05:57automatically flatten the land so that little people could build a big enough house so i thought
06:03why don't i just get the player to flatten the land so i had them just build a little land
06:09and just
06:09wander around the shore and that gave rise to the this thing called exploration and that they could
06:14really explore and that was because i wasn't smart enough to do to do the code
06:21we played it and there was this feeling that hey we're just moving the land up and down and
06:26i kind of feel pretty powerful you know i can sink people in the water and i can you know
06:31chuck them out of
06:31the house and you know i feel a bit godly and then that was the moment of course that's what
06:38you are
06:39you're a god it's definitely it's what you can do i mean you can be good you can be bad
06:45you can uh
06:46you can do what you want it's a little playground as the game gets close to finishing word begins to
06:51spread when this magazine phoned us up and said look we'd like our this editor called bob way to come
06:56down and he was one of these superstar journalists in the computer industry he wants to come down and meet
07:01you
07:01so we used to look to populace so we went down to the pub so i've worn loads of drinks
07:05we had lots
07:05and lots of drinks and eventually after about 10 pints i i plucked up coverage and said what do you
07:12think of populace and he said it's the best game i've ever played though only one thought went through
07:18my mind he must never play the game again because it'll change his work but will the gaming world respond
07:24as well to such an unusual title we got rejected by quite a lot of publishers
07:38in 1989 peter molyneux fledgling company bullfrog struggles to convince publishers to take a
07:44chance on the unusual populace the way we convinced electronic arts was to get them down and to get them
07:49to
07:49play the game and i think they started to see a glimpse of what the game could be and then
07:55eventually they released the game on june 1st 1989 electronic arts releases populace and word spreads
08:03quickly about the game and i got this phone call three weeks after it was released from one of the
08:09chief people at electronic arts and he said um how's it feel to be a millionaire
08:15it just seemed like suddenly there was this whole completely different world unfolding critics and
08:23fans can't get enough of the highly original game one of my memories from college is a friend of mine
08:28coming up to me and saying there's this game called populace you must see it it is the greatest
08:33game i have ever seen and i played populace like this is the greatest game i've ever seen
08:38you know it innovated a whole genre i mean the god game comes from populace while that game was
08:43fairly simple in design the idea has gone on and multiplied like everything i think kind of owes
08:49something to populace but peter realizes that success can sometimes bring pressures of a different
08:56kind suddenly everyone turned around and said what are you going to do next and our publisher
09:00electronic arts said look it'd be really great if you could get your next game out by christmas
09:04this was we were a march at that time so i had this idea for a game called power monger
09:10but it was such
09:11an enormous amount of pressure to get that game finished that actually i made the fatal mistake
09:18of having a good idea programming that idea up and actually releasing it without ever really playing it
09:26despite the hectic release schedule the game does reasonably well and peter gains a reputation as an
09:31innovative designer we had won tons of awards for populace for power monger populace 2 i mean that
09:39there's an incredible feeling in a company you know this feeling of success of feeling that we
09:44we as a company were going somewhere and i think it gave us all a confidence the success of their
09:50first
09:50three games allows bullfrog to begin work on several new titles at once including a game that lets you
09:55pilot your own magic carpet magic carpet is one of the the early games that really gives you a full
10:01sense of just freedom we love the idea of just being able to go anywhere and do anything
10:10peer sensibly tapped right into that and you know knew that that's what people want to do
10:16theme park and the sci-fi syndicate syndicate was another really really successful game
10:23it was pretty violent it was about this group of people that you controlled that went around the
10:30city battling against other groups of people with a string of hits under bullfrog's belt publishers
10:35start sniffing around their offices one day the phone started to ring and there were all these big big
10:41companies saying look if you ever want to sell your company we're really interested in buying it we're
10:46going to take you out to dinner or we're going to fly you to this resort and it was like
10:50being a rockstar
10:51peter decides to sell bullfrog to the company that took a chance on populace and in february of 1995
10:58they join electronic arts we decided to sell the company for two big reasons the first reason i have
11:05to be absolutely honest about it was a vast sum of money the other thing was this group of people
11:11were
11:11getting a little bit impatient you know there was nowhere for them lots of them to grow they wanted
11:15to feel like there was more than this this little company that was in so selling out to electron cars
11:21who were really really passionate about the games that we we made just seemed like really the right
11:29thing to do along with the change in ownership comes a new title for peter part of the deal was
11:34that
11:34i became a vice president of electron cars suddenly the pressure is on the recently acquired bullfrog to
11:40prove their worth in the next few years bullfrog releases several new hit titles a hospital
11:46simulation called theme hospital and a return to the future in syndicate wars and soon work begins
11:53on a new game that turns a familiar genre on its head now dungeon keeper was a game where you
11:58played
11:59the bad guy it was one of my favorite ideas peter learns that his gift is building worlds and not
12:04businesses i got pretty frustrated after a little while frustrated that i was not actually sitting
12:11behind a computer anymore i was sitting in meeting rooms and so about two years later i said to myself
12:18well you know i'm just not enjoying as much as i did before because i'm not doing the thing i'm
12:24passionate about i want to just focus on making great fantastic games peter puts all his efforts into
12:30finishing dungeon keeper as the game creeps past its original delivery date ea questions whether it
12:35wants to continue with the production peter responds by making a personal investment in the project i will
12:41finish dungeon keeper from my home and with a small team of people and we'll just finish the game
12:47that's exactly what we did do and it was pretty tough at that time when you're developing a game you'll
12:54often run into a problem where the money may go away and you have to decide at that point do
13:00i
13:00believe in this project enough to fund it myself we were locked up in his house for a period of
13:05time
13:05and what we do with dungeon keeper we had great fun because we'd play it against each other in the
13:10night okay peter say ah it's a design flaw when he lost and that changed the game so it was
13:15altered
13:15around that electronic arts releases dungeon keeper on june 26 1997 and once again the game is a hit
13:22for bullfrog you have conquered this realm despite bullfrog's success peter decides to hop out on his
13:28own i went to the president of electronic cards and i said look this is my problem you know i'm
13:33not
13:33doing the job i love i can either go back to being a designer which was taking this huge step
13:38backwards
13:38or i could leave set up another company and publish my games through electronic cards and that is exactly
13:44what i did when you first hear that he's leaving yeah you go like you know they're losing you know
13:49a
13:49visionary but at the same time i can see why he would want to go back to kind of his
13:54roots of having
13:54a smaller company that's the kind of environment he thrives in where there's a lot more innovation and
14:00kind of family i think value is going on there with the success dungeon keeper peter leaves behind the
14:05company he helped create once again the future is uncertain
14:20after having spent nearly a decade building bullfrog peter molyneux decides to get back to what he loves
14:26best making games in 1997 he found lionhead studios and begins to build his team this time all the problems
14:33that we've had in the past we can get right we have got to create some great original ideas some
14:40ideas that have never been attempted to have created before peter founded lionhead with the intention of
14:45keeping that family atmosphere keeping teams together and passionate about their projects
14:50not big company politics and being part of a machine the name of the company is chosen in an unusual
14:56manner the name of lionhead is another thing i'm not particularly proud about
15:00we originally wanted to call lionhead red eye it turned out the red eye just about every company
15:07in the world is called red eye and we couldn't call it red eye so we panicked and thought what
15:11how are we gonna call ourselves because we've got these journalists coming can't say the company with
15:15no name and that's where mark weberley my business partner who always come always saves the day says
15:24hey why don't we call it after my hamster he's called lionhead mark then went to go and check on
15:30the hamster he turned out to be dead in his cage stiff with rigor mortis and you know we thought
15:36well
15:37we can't change the name now he's going to be the journalist is going to be here in five minutes
15:40so we are
15:41named after a dead hamster work begins on lionhead's first game one peter hopes will achieve their lofty goals
15:48the first game black and white was really the foundation stone of what what we wanted lionhead to
15:54become some amazing technologies and working with some incredible people what peter has brought to
16:00the table in a lot of his games is sort of uh moral ambiguity where your conscience good and evil
16:08yin and yang black and white in the sense that you have an environment where you can do really good
16:14things or you can do really bad things black and white is obviously the ultimate extension of this
16:18but the unusual nature of the game made it a tough sell once again i hardly object that's just malicious
16:25it was a really hard concept to sell to publishers it's a bit like what populace was in the early
16:30days
16:31so i was sinking my own money into it which i was absolutely completely happy to do but of course
16:37i've always been terrible about predicting dates i can never imagine that a game is going to take more than
16:42two weeks to develop let alone four years and that's how long black and white took and all that
16:48time lionhead was growing in size and becoming more and more of a financial burden it became in the
16:54end almost a replication of what the early days of bullfrog was in a bizarre way he wants to revolutionize
17:00the industry with every single release you know if we did everything peter wants i think we'd probably
17:03be here for 10 years working on this game well the result of that is you'd end up with amazing
17:07games
17:09because he's so passionate about doing something that is so different and so special it's a monument
17:15to you as a god and so eventually we released it and it was a pretty nerve-wracking time releasing
17:23that game you know there was a lot behind it but it was enormously successful
17:30we got lots and lots of awards again and it was featured in the guinness book of records the most
17:36the most um smart artificial life form and you know there were wonderful things that happened with
17:41black and white
17:45it was again like those early days of bullfrog and just like bullfrog the game is a success paving the
17:52way for several new titles he went and makes people think and sparks the imagination they say
17:58can you really do that in a game i smell combat it just explodes from there
18:05it kind of comes back to his ability to innovate and show you what you want to play work begins
18:11on
18:12several new projects fable a game that offers players the freedom to become whatever character
18:17they want i'm really excited about fable you're starting against this world of rpgs where
18:22the things that you do as a player dramatically impact the game and that's really what an rpg
18:29should be right the role that you play affects the game it's very exciting it's it's the future it's
18:36it's right in front of us bc a game that makes you responsible for the well-being of a small
18:44tribe
18:45peter was talking to me about it once and he just cracked me up because he was kind of like
18:49he kind
18:49of looks at me and he goes like yeah you know this part of the game you know it's just
18:52kind of like super
18:53mario with blood bc you have a tribe you want to have the tribe grow which is by getting them
19:00food
19:00shelter you know all the kind of classic neanderthal things you need to do to live and the movies
19:08a game that allows you to take on the role of a movie mogul and guide a studio into the
19:13big time
19:13but no matter what games he works on peter molyneux helps the player realize that the choices we make
19:19have consequences both good and bad what a lot of peter's games have done is just to say well you're
19:25whoever you want to be here's the playground here's the sandbox you make of it what you will
19:32i asked him once what made him stand out he once told me that people when they have an idea
19:36have a
19:37little voice in their head saying maybe it's not a good idea maybe it's not maybe this isn't the best
19:40thing to do but he doesn't have that voice so what he'll do is he'll think of something and he'll
19:45just
19:45hang on to it and he'll just evangelize that idea and i think peter likes to push the boundaries
19:52sometimes you think my god how are we going to achieve these things but he has that kind of vision
19:59that's sort of above and beyond where we are today ladies and gentlemen peter molyneux in march of
20:062004 the academy of interactive arts and sciences gives peter their lifetime achievement award the guy
20:11has taken games and done things that we just never really expected it sometimes it's like oh that's
20:16a cool idea lightning strike once but you know will it happen again and he always seems to do it
20:21over
20:22and over again you know he's an innovator computer games are completely my life and um i just would be
20:29a road sweeper without definitely thank you very much indeed you know the bizarre thing i'm more ashamed of
20:35mistakes that i've made i'm proud of the achievements because some of the games that i've been involved
20:41with have been close to being really good but not quite great i think i'm going to continue making
20:48those steps forward this is my life my passion i don't think i'll ever stop i don't think i want
20:53to
20:54know what to do with my life without making games it's a fantastic amazing incredible job i get to have
21:00a dream and see that as reality what else could you do
21:14the hottest gear the latest gadgets
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