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An Interview With Hollywood Mogul 3 Author Carey DeVuono Tell us about yourself. I'm a writer. A storyteller. My goal with Hollywood Mogul 3 was to create a place for movie-lovers to play. It's a sandbox. A place where one can play any part in life one would most like to be. Tycoon. Creative genius. Power-wielding business legend. Hollywood Mogul. Where can you get Hollywood Mogul 3? Hollywood Mogul 3 is available online as a 67 MB download right here http://www.Hollywood-Mogul.com/HM3_Install.exe. You can play the full version of Hollywood Mogul 3 free for eight days. After that if you still want to play, you have to buy it, which you can do easily online if you have a credit card or PayPal account. Just follow the directions on the game's start up menu. And please go to the Hollywood Mogul Message Board (www.hollywood-mogul.com) and download the talent files and talent image files that have been created already. There's all kinds of things that have been MOD'ed by the HM3 community. Moguls from all over the world are already playing. Please come and join the worldwide community of Hollywood Moguls. Have you considered distributing Hollywood Mogul 3 through a large game company? A few companies have approached me over the years, especially after the word went out that there would be an HM3. But none of the conversations ever got very serious. I think I just wanted to to it alone, to be honest. I enjoy the work. I don't know that I'm much of a programmer, but I love the process. If this was released by a large company it would just be another SKU to them, and in a few months it would be off the shelf or into the Price Reduced bin. So this allows me to keep Hollywood Mogul 3 out there forever, maybe. And I can fuss with it. I might add this or that to it over the years. That's what I've loved most about Hollywood Mogul, I can tinker with it whenever I get the urge. So instead of going the "big game company route," I've chosen to distribute Hollywood Mogul 3 through partner websites around the world. Sites that are about Hollywood, or Movie Stars, or Box Office Results, or Hollywood Gossip -- I partner with them. They host the HM3 Install file and in return get 40% of the sales from their site. Thousands of copies of HM3 have been sold like this, and for me it's the perfect system. I get to have my game and distribute it, too. And it's working very well. Hollywood Mogul is played in 49 countries, and it just keeps growing and growing. How did you come to create Hollywood Mogul? In 1991 I had written a screenplay about two computer companies that go to war using remote controlled toys ... basically a men-are-just-boys story. My agent sent the script into the system at Fox. They passed. The following year a director friend of mine decided he wanted to direct it, so we went back to Fox. They passed again. The third year we hooked up with a producer that had a housekeeping deal at Fox ... so the three of us went back to Fox again. They passed. And I thought to myself, insanely, "if I only had a computer program that could run the numbers for them!" And then I thought, "Hey, that might be fun anyway." Hollywood Mogul was born in that moment. So I taught myself to program a computer and wrote the original DOS version back in 1994. Over the years, I've done many other creative projects but I always came back to Hollywood Mogul. I had released a Windows version of the game, and it had a loyal fan base. Then in 2001 I started a Message Board and the idea of maybe doing one more version of the game seemed like a good idea. Some of this had come from something in Computer Gaming World magazine ... their 20th anniversary issue, in which the Strategy Game Editor, Robert Coffey cited Hollywood Mogul as one of his top three strategy games of all time. That made me think seriously about taking on all the things that I could not do in the original. Remember, when I wrote the DOS version, the average computer had 8 MB of RAM. Today, my toothbrush has more RAM than that. What are the major features of Hollywood Mogul 3? There are so many features. Hollywood Mogul 3 is a top-to-bottom rewrite of my original game. This is what the original game could not be because of the memory restrictions in the days of the 640K memory limitations. In Hollywood Mogul 3 I added everything that had to be left out of earlier versions. Every single thing. There are 13 source material categories. So your studio can use as a "source" any of these types of stories: Comic Book, Domestic Film Remake, Foreign Film Remake, Game, Graphic Novel, Magazine Article, Non-Fiction, Novel, Original Screenplay, Short Story, Song, Stage Play, or TV Show. In addition, you can also make Sequels to your movies, make your own ideas into movies, and buy projects that have been put into Turnaround by other studios. When I wrote the original version, I knew that players would probably change the source records, add real novels, or real screenplays. What I didn't realize is that they would share them among other players of the game. So I built into HM3 the ability to import any source database you want. So you could use Bob Smith's Comic Book database, and Bill Jones's definitive TV Show database, and someone else's Graphic Novel database in your game, simply by importing them during the setup. In addition, then you can randomize the attributes of those databases, or choose not to. The same goes for the Talent Databases. Hollywood Mogul 3 was pre-released to the Hollywood Mogul Message Board members, and within days an actor and actress talent database mods were created, complete with talent images of real life movie stars. If you go to the Hollywood Mogul Message Board you can download all those files for free, and easily import them into your games. In addition, Hollywood Mogul 3 allows for up to 10 players to "hotseat" a game (allow more than one player to play at the same computer). This came from a number of Game Clubs around the country who played the original Hollywood Mogul as one studio ... each making specific movies and then comparing their box office results. In HM3 they can each run their own studio. Also, HM3 has computer AI studios competing against you, with all of these studios pulling from the same source and talent pools. This adds a whole new dimension to Hollywood Mogul 3. You can make Production Deals with talent, you can contract them for sequels at specific terms, you can audition talent, hire them, fire them, you can choose a marketing focus ... and believe me ... a $100 million action movie with the wrong marketing focus can turn into a box office bomb. Talent will approach your studio and Pitch a movie idea they want to do, and Agents will come to your studio with movie packages filled with their clients. You can pre-sell the foreign gross rights to any or all of twenty regions around the world, or partner with another studio for the domestic or foreign gross in exchange for payment against your production costs. And almost everything in HM3 is customizable; from the Studio Logos that fade up just before the Opening Credits of your movies, to the background images, office images, talent files and images. You can use a talent database with real movie stars and their pictures, or you can make your Aunt Milly the top star in town. Hollywood Mogul 3 is a sandbox. Get in there and play. Tell me about the Hollywood Mogul Message Board. Honestly, I don't know that I have anything to do with that, other than create the Message Board. Hollywood Mogul is played in 49 countries. And the members just found it. I never advertised it anywhere, they just showed up. It's their game, they led the way, I just listened. And after I had decided to make Hollywood Mogul 3, I had completed the design, I was ready to get started, and I asked the members in a forum called "The HM3 Wish List" what they wanted in the next version. The result was 36 pages of suggestions. More than 90% of the things they suggested were already in the design. A few things were just not plausible to me, or not "game-able," in my opinion. And there were a few things that I did add from that list. It helped me to realize that I was in tune with the people who loved the game. And so I began writing HM3. The Hollywood Mogul Message Board community is a family of sorts, with members all over the world. They share files, and studio success stories, information, game tips, and knowledge. They're a great group and I think they get a kick out of being able to talk to me directly (through their posts) and sometimes berate me or praise me. I think they feel connected to Hollywood Mogul more because I'm active on the board. But I don't know that for sure. I'm sure they would be there even if I wasn't there. They like Hollywood Mogul and they like talking about the game with each other. It's been my privilege to be at their service. Back To Contents |
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An Interview with Hollywood Mogul 3 Creator Carey DeVuono for
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What were your main goals when you started creating Hollywood Mogul and do you feel you've achieved them now?
In 1990, I had written a screenplay about two computer companies that go to war using remote-controlled toys. My agent sent it into the system at 20th Century Fox. They passed, calling it "too broad of a comedy" (Whatever that means). The next year a director friend of mine said he wanted to direct it, and we went back to Fox. They passed again. The following year the director and I hooked up with a producer who had a deal at Fox and we went back in. They passed again. And I thought to myself, insanely, "If I only had a computer program that would run these numbers I could show them it would make money." And then I thought, "Well, that might be fun anyway." So I bought a computer and a book on programming, and taught myself to write a computer game. I finished in 1994, the original DOS version of Hollywood Mogul. My main goal with Hollywood Mogul was to create a place for people who loved the movie business to play. To create. To express themselves. But I was limited in what I could do by two things: My programming skills at the time, and the fact that most computers had 8MB of RAM. Those were the days when an executable file had to be less than 640K. It was still the "beginning" of the computer game era. But my goal was always to create a place for people to play, and dream. And do things their way. In Hollywood Mogul 3 I was able to add everything, every single thing, that I had wanted for the original game. Hollywood Mogul 3 is exactly what I want it to be. So yes, I do feel I've achieved what I set out to do in 1993. Hollywood Mogul 3 has so much depth, and so much flexibility, and so much customization that you could play it for years and years. It has every aspect of the movie business that I think is interesting and game-able. I'm very pleased with the end result. And I hope the players are, too. Ultimately, I wrote Hollywood Mogul 3 to be played around the world. Right now, it's played in 49 countries. That in itself makes me feel that I have achieved my goal. How long did it take to create the first Hollywood Mogul compared to the latest version? Now remember that I was teaching myself to program as I was writing the DOS version of Hollywood Mogul. I would get so far ... realize that I had learned something new, something major ... and start over. That happened three times. It took just over a year to write the DOS version of Hollywood Mogul. Then I adapted it for Windows(R) in 1995 when it became clear that the PC world was moving in that direction. Hollywood Mogul 3 took me four years to write. I didn't work on it every day. I wrote Hollywood Mogul 3 by myself, and it's a lot of work, and to be honest, a lot of it isn't interesting. The early parts when I'm just writing sub-systems ... when the game doesn't even display yet ... it gets boring. So I would work on different projects. Write a screenplay for a friend, or write movie trailers, or do some other freelance writing work. And then go back to writing Hollywood Mogul 3 for three months. Then take another break from it again, then go back to it. But in March of 2006 I realized I was almost done. I could see the light at the end of the tunnel. And then I worked 14 hours a day until September of 2006 to get Hollywood Mogul 3 ready for release. But I didn't really finish until April of 2007. After I released it I kept tweaking various systems, especially the box office result algorithms and the various AI systems. I'm fairly confident that Hollywood Mogul 3 is done now. But I'll probably still tweak it a bit. I love to tinker with it. What was the research (both of movie and game industry) needed in the development of the Hollywood Mogul series? How do you feel you've coped with it? When I was 25 I was under contract at Paramount Pictures. So I already knew the movie business. I really didn't do much research except in a few areas. The fun part was figuring out how to "game" the business; how to make it fun for the player. The main area of research I did was in Agent Negotiations. I called some actor friends of mine and asked them about making deals, especially the negotiations for Sequel Contracts. The really big research for Hollywood Mogul is done in the area of box office results. It started with a piece of research that a friend of mine did years ago, and then I had to factor into that the changing face of movie-making: ancillary sales (DVD's, Pay-Per-View, etc.). Hollywood Mogul series have always been revered for almost brutal realism, which hasn't allowed it to achieve the accessibility of bigger profile games - do you think it has denied the series some renown? In Hollywood Mogul 3 I tried to ease that a bit. At the easier game levels there's much more give-and-take. I let the beginning player (or the expert who just wants an easy game!) much better results in every part of the game. Hollywood Mogul 3 is very complex, and so I give the beginning player a chance to learn and still make money; still achieve box office blockbusters while making little mistakes. At the more difficult game levels, you pay for those little mistakes. I don't know that anything other than my own lack of marketing skills has denied the series any renown. But this time I sat down and taught myself "How To Market A Computer Game." But every version of Hollywood Mogul has always been reviewed well, and has been loved by players around the world. Hollywood Mogul is played in 49 countries on Earth. That's not a bad start. Did you had to sacrifice any planned game play elements in Hollywood Mogul 3 because of not having enough time or other reasons? If so, what were they? No. Not one. Hollywood Mogul 3 is exactly what I want it to be. You'll love it, too. I hope. What is your personal favorite feature in Hollywood Mogul 3? That's like asking me "What's your favorite movie?" It's almost impossible to answer. Hollywood Mogul 3 has so many features, and it's so customizable that I don't really know where to start. You can play the game and if you also love to do graphic work, you can create and add your own graphics for Hollywood Mogul 3, and then share them with the world through the Hollywood Mogul 3 Message Board. You can play the game and if you also like stories and ideas, you can create source databases and share them with the world. You can play the game and if you also like to follow the business and statistics of Hollywood and movie stars, you can create talent databases and share them with the world. You can play. And dream. And express yourself. Okay. I was wrong. I do know what my favorite feature is in Hollywood Mogul 3: the ability for the player to find their inner Creative Genius, or their inner Business Tycoon, or their inner Ruthless Negotiator, or their inner Hollywood Mogul. So get in their and play. Do you plan to continue developing the Hollywood Mogul series? What possible improvements do you see for Hollywood Mogul 3? I've worked on Hollywood Mogul 3 for almost five years now. There will be no Hollywood Mogul 4 (though someone has suggested my solution to that might be a Hollywood Mogul 5, that I'll just skip over 4!). I have no plans right now to continue this series. However, I may add some things along the way if I ever finalize some ideas that have been brewing. They're not really "movie business" ideas ... but something that might fit in well with the Hollywood Mogul 3 game scheme. But that's a long way off, so let's not even think about that, please. Do you follow the indie/simulation game industry yourself? If so, which games are your favorites? No, I write games, I'm not much for playing. Mostly I read. And I think. In order to create something, anything, one has to think of it first. I love to think. Thank you for taking the time to interview me. And thank you to your readers, as well, for their time. And good luck at the box office! Carey DeVuono Back To Contents |