LIVINGSTONE ON
FUTURE OF TOMB RAIDER
Copyright 2005 www.tombraiderchronicles.com
[ August 17th 2005 ]
Ian Livingstone,
Creative Director at Eidos,
has used Edinburgh
Interactive Entertainment Festival to give
his vision on the future of interactive heroes,
and explains the recipe behind the success of
Lara Croft
and what to expect from her forthcoming globe-trotting
exploits in Tomb
Raider Legend.
"Being
the right character at the right time was one
of the reasons why Lara was so successful. Also
she was one of the first games published with
a 3rd person character and was definitely the
first female character. Core had made a bold move
with the character but let's not forget that Tomb
Raider was also a great game to play with great
graphics and amazing technology for the time.
"Core
had reinvented the action/adventure genre. But
Lara herself was down to one visionary at Core
- Toby Gard who designed her. Toby had observed
by Neneh Cherry, Tank Girl and the rise of girl
power at the time. He realised a strong, independent
woman was attractive. So Lara was dynamic, beautiful,
sexy, athletic - things guys like. But also she
was independent, strong, adventurous - qualities
attractive to women.
"Lara's
level of appeal is unique in modern games. Can
you name any other gaming character who is as
well known and has survived the test of time?
Everybody knows Grand Theft Auto, but none of
the characters in the game are household names.
Time Digital did a survey a few years ago and
Lara was more recognised than Pope John Paul II.
"Lara
transcended games. She's became a household name
and a powerful brand. Because of that, people
liked to think that they knew her. Even though
she is a virtual character she became almost human.
Maybe Angelina Jolie helped in that respect! As
a game heroine, the desire of her fans to want
to know more about Lara coupled with the imminent
launch of new console platforms today creates
a new set of challenges - to keep her as popular
and strong in the future as she has been in the
past.
"You
have to invest and innovate or the franchise will
suffer. The last iteration of Tomb Raider did
not live up to customers' expectations. The control
and the content were simply not good enough. That
was one of the reasons why the development of
Tomb Raider:Legend was moved from Core to Crystal
Dynamics.
"Fresh
minds and a fresh approach based on market information
was needed. Crystal Dynamics was also acknowledged
for its superb technology. And bringing back Toby
Gard was a huge bonus. We have every intention
of fulfilling fans' expectations and are very
confident we will do so.
Ian Livingstone
continues to talk about what gamers can expect
from 'Next Gen' platforms and the expanding relationship
between movie production and video-game development.
The full interview is available from the EIEF
web site HERE.
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