Traveller's Tales' Jon Burton interview from Videogame Impact Report
Continuing our series of excerpts from the interviews we conducted for Variety's videogame impact report, here's an interview with Jon Burton, president of "Lego Star Wars" developer Traveller's Tales, which was acquired by Warner Bros. last year for a reported $200 million-plus. The interview was conducted by Variety reviewer, GamaSutra news director, and SexyVideogameLand proprietor Leigh Alexander.
Leigh finds out some fun things from Jon, including why getting acquired by a big publisher like Activision wouldn't have been a good fit, indications that there are more Lego games based on Warner Bros. properties beyond "Lego Batman" in the works, and hints that he's interested in making animated films.
Previous videogames impact report interviews with Penny Arcade auteurs Mike Holkins and Gabe Krahulik, "Metal Gear Solid" creator Hideo Kojima and Bungie Studios CEO Harold Ryan are already online. A few more will be coming soon.
How did Travellers'
Tales Begin?
Which was?
Leander, for the Commodore Amiga way back when. We actually developed it and took it to Psygnosis, which became Sony Europe. They liked it, and signed it right there and then, and we said, "Give us a month!" You know, to make sure we can deliver what we say we can.
It was a bit like walking into a film studio and pitching a film… and then saying, “well, I’m not sure yet!” But a month later, they still wanted the game. Since then we've worked on loads of big IPs. Several Sonics, several Crash Bandicoots, Mickey Mouse... obviously, the Pixar films Finding Nemo and Toy Story. And Narnia, with Disney.
In recent times, the LEGO series. Four years ago, Travellers' Tales acquired Giant Interactive, the publisher which had the rights to the LEGO IP... [it was] unusual for a developer to acquire a publisher, but it was because we've done well with our games. We took a punt creating LEGO Star Wars, published it ourselves and it sold 6.5 million units. It was the one we’d taken a gamble on, so that worked out quite nicely.
How did it lead to
you guys being acquired by Warner Bros.?
We got sort of a reputation for treating people's IPs well, and we did a lot of work... we did Transformers last year, lots of film stuff. We got talking with Warner Bros. about LEGO Batman, and it's from that initial conversation... we went ahead making that game with them, and it's from there we thought... we work really well with them, and it sort of grew from that initial discussion into what we are now, which is part of the Warner Bros. family. That worked really well, with us being so used to working with IPs.
So with all their big
IPs, Warner Bros. arguably could have chosen to partner with any studio, or to
acquire probably any one they wanted. Why you guys?
I think we're fairly unusual - in the industry, anyway, in that we would always work with very aggressive timelines from very early on... with Toy Story way back in 1993, we were given seven months to make that game by Disney, which we did, and that was the first game ever that came out with the film. And it went on to sell 3 million units, which at the time was huge. That became our bread and butter - deadlines with film tie-ins - because film couldn’t move. So we could deliver these top IP games… on time with the movies.
How do you think it
serves these big film IPs?
We have the LEGO license, which when coupled with older brands - for instance, Star Wars... could reinvigorate that license completely. LEGO Star Wars sold 15 million copies so far, and yet there hasn’t been a film for a good few years. We partner with lots of stable movie properties and breathe new life into them. And the more classic and revered they are, the older players have the fun of the parody and gentle humor.
Plus, it introduces kids into the property, and we make money! We've got a great bottom line, so it made sense.
What else is good for
you guys about the Warner partnership?
Warner, with building and establishing their presence in the game space... being there early on, and Warner's now experimenting and looking to build out its game division seriously… and to be there at the start and be influential is great. They appreciate my input. I'm suddenly able to influence the growth of their interactive entertainment division, which is really exciting for me.
So what’s next for you?
We’ve gotten started doing some LEGO games on the Warner IP...
down the line. And for me personally, I think further in the future we’re
making a kids’ TV show... using some of the tech we've developed for
games. In
the mid-distance, personally, to be able to dabble around in CG and film would
be interesting, and Warner allows me to push in those directions without "quitting
the day job," so to speak. So for me, to look to the future and think, "I
wouldn’t mind [doing a film]..." And Warner allows me to take a step in that direction,
and if I suck? Great, I'll make games.
I've got experience in top-level design and direction and have spent 18 years analyzing movies, so it’s "how do you build that into a game?" It's very interesting and exciting, but it’s just one possible avenue that’s available for me personally within this deal. If I'd wanted to do this in another arena – if we'd been acquired by, say, an Activision, I'd have to leave, and then I'm out of the industry.
If we did get to making movies... we could make the game and the film at the same time, and there are so many things you could build at the same time. My dream is combining the two, and making a property that you can share all the assets across everything taking place.














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