American McGee started his career in games working on projects like Doom, Quake, and their sequels. However, most of us first learned his name in 2000 when Electronic Arts released American McGees Alice. The video game took Lewis Carrolls character away from the genteel, neutered Walt Disney version and took it in a darker, bloodier direction. Since then, McGee has moved to China and started a company Spicy Horse which has developed games like Grimm. Now hes returned to the world of Alice with one of the years most anticipated new games, Alice: Madness Returns. He spoke with SuicideGirls via e-mail about the new game, the accompanying art book (published by Dark Horse Comics), the future of gaming, and how living and working in China has affected his way of thinking.
Alex Dueben: When did you first come across Lewis Carroll and what is it that brought you back to Alice?
American McGee: Like many others, I first read Lewis Carrolls fiction in grade school, and Alices story has stuck with me ever since.I think weve all wanted to find out what happens to Alice when she grows up, what she experiences as a grown woman.Ive always been fascinated by the psychological tales that have been woven into Alice and the inner landscape of this classic hero character.
According to the Jung or Freudian ideas of the composition of our psyche, there are multiple actors in our own minds, and a hero character within our minds our true personality winning out over all of the other personalities within us.Youll see these themes turn up in storytelling over and over, from Joseph Campbells The Heros Journey to Star Wars and The Matrix. Alice's Adventures in Wonderland was, in a way, the first Matrix.There is something Carroll touched on in this surreal world that Alice was visiting, and it was clearly an exploration of her inner self. Alice is very much a hero we can all identify with.Shes very human, vulnerable and fragile; but once she steps into Wonderland, the gloves come off and she has the power to overcome the obstacles in front of her.
AD: Whats the story for Alice: Madness Returns?
AM: A sequel to the original 2000 release American McGees Alice, Alice: Madness Returns finds an adult Alice in a mental institution, grappling with the horror of a tragic accident that killed her family 11 years earlier.Alice returns to Wonderland a creation of her mind to try to find the truth about her past, but what was once her place of refuge has now been transformed into a sinister nightmare, and madness threatens to overcome both Alice and Wonderland.The new game features the same distinct art style as the first, but with new visuals, story and game design.
AD: When the first Alice came out, you cited Tim Burton as an influence on your sensibility and on the game. Recently Burton directed an adaptation of Alice. What did you think of it and did it influence anything in the new game?
AM: The Tim Burton film drove home the fact that Alice has been and always will be a compelling entertainment property; the themes and narrative contained within her story are timeless. As far as influencing Alice: Madness Returns, we began planning and developing it long before the Burton movie was announced, and our conceptual direction extends from the original Alice game, which was a unique adaptation when it was released in 2000. Those themes and our ideas about Alice as she exists in context of them remain the same.
AD: How have things changed for independent producers like yourself in video games over the past few years?
AM: The biggest change has come in the form of new methods of distribution - new platforms on which to develop and monetize games. As this happens we're seeing more and more independent producers from all corners of the globe participating with game development in all new ways. Now, anyone with a mobile phone and development SDK can become a developer - which has resulted in a lot more creativity and innovation.
AD: Now the new game takes place in Wonderland and London. Are you a big fan of Victoriana? How much time and effort was put into constructing an accurate London of the period?
AM: The design and art team did spend a good amount of time absorbing writing, news, art and music from the period. It was a truly fascinating time - on one hand very civilized and "proper" and on the other, brutal and filthy. We tried to represent several sides of reality from the period - and show the crossover areas, where poverty collided with wealth to create unique problems.
AD: Coming off Grimm, Im curious about the gameplay and was there any thought put into making Alice accessible for casual or first time gamers?
AM: The first game owes much of its success to casual and first time gamers who never thought to pick up a game until they saw a "dark Alice." Alice is a four quadrant IP, meaning it appeals to young, old, male and female - and to satisfy that diverse potential audience we did put a lot of effort into creating a balanced experienced that could be enjoyed by all.
AD: Youve said that your company Spicy Horse was going to focus more on free to play PC games and handheld platforms after Alice. Is that where you see the future of gaming headed?
AM: Being in Asia means constant exposure to 'future markets.' Here you can see where the rest of the world is heading in terms of digital distribution and monetization. While Western markets continue to struggle with issue like second hand sales and piracy, Asian publishers are making money hand over fist with online games. It's a model that works well for developers, publishers and players alike - but I think many Western consumers still need help rethinking the way they purchase and own content.
AD: Youve been living in China for a number of years now, what has working there been like and how do you think the experience of living there has changed how you work?
AM: It would be impossible to live here without experiencing an impact of culture, language and energy. For me, it's resulted in a more dynamic, aware sense of working with others. It's a very optimistic time in China and that energy flows over into the studio and the work that we do. Inside the studio we maintain a very "family" feel, again something that I think results from the culture of China - and helps to keep us working together happily.
AD: Theres an art book coming out to coincide with the release of the game. What was your involvement with putting it together and what will see in the book?
AM: The art book project was led by Dark Horse and our art leads, like Art Director Ken Wong. They compiled a huge number of images from locations all over the game. And they show the evolution and exploration of characters, weapons, dresses and items; it's a very interesting way to see the visual form of the game taking shape.
AD: So what comes next for you and Spicy Horse? What new things are you interested in trying or new directions are you interested in?
AM: The studio just secured Venture Capital funding which we'll be putting to use in development of original IP for the 3D, Online, Free to Play market. The games we'll develop will be build for the worldwide market, and based on a wide range of cool ideas coming from creative leads throughout the studio. Some of those might be twisted fairytales, but there are also many interesting ideas that depart from that theme. Our plan is to become a global leader in development of this sort of game content - it's a direction we think the entire casual/social industry will start to head in soon.
Alex Dueben: When did you first come across Lewis Carroll and what is it that brought you back to Alice?
American McGee: Like many others, I first read Lewis Carrolls fiction in grade school, and Alices story has stuck with me ever since.I think weve all wanted to find out what happens to Alice when she grows up, what she experiences as a grown woman.Ive always been fascinated by the psychological tales that have been woven into Alice and the inner landscape of this classic hero character.
According to the Jung or Freudian ideas of the composition of our psyche, there are multiple actors in our own minds, and a hero character within our minds our true personality winning out over all of the other personalities within us.Youll see these themes turn up in storytelling over and over, from Joseph Campbells The Heros Journey to Star Wars and The Matrix. Alice's Adventures in Wonderland was, in a way, the first Matrix.There is something Carroll touched on in this surreal world that Alice was visiting, and it was clearly an exploration of her inner self. Alice is very much a hero we can all identify with.Shes very human, vulnerable and fragile; but once she steps into Wonderland, the gloves come off and she has the power to overcome the obstacles in front of her.
AD: Whats the story for Alice: Madness Returns?
AM: A sequel to the original 2000 release American McGees Alice, Alice: Madness Returns finds an adult Alice in a mental institution, grappling with the horror of a tragic accident that killed her family 11 years earlier.Alice returns to Wonderland a creation of her mind to try to find the truth about her past, but what was once her place of refuge has now been transformed into a sinister nightmare, and madness threatens to overcome both Alice and Wonderland.The new game features the same distinct art style as the first, but with new visuals, story and game design.
AD: When the first Alice came out, you cited Tim Burton as an influence on your sensibility and on the game. Recently Burton directed an adaptation of Alice. What did you think of it and did it influence anything in the new game?
AM: The Tim Burton film drove home the fact that Alice has been and always will be a compelling entertainment property; the themes and narrative contained within her story are timeless. As far as influencing Alice: Madness Returns, we began planning and developing it long before the Burton movie was announced, and our conceptual direction extends from the original Alice game, which was a unique adaptation when it was released in 2000. Those themes and our ideas about Alice as she exists in context of them remain the same.
AD: How have things changed for independent producers like yourself in video games over the past few years?
AM: The biggest change has come in the form of new methods of distribution - new platforms on which to develop and monetize games. As this happens we're seeing more and more independent producers from all corners of the globe participating with game development in all new ways. Now, anyone with a mobile phone and development SDK can become a developer - which has resulted in a lot more creativity and innovation.
AD: Now the new game takes place in Wonderland and London. Are you a big fan of Victoriana? How much time and effort was put into constructing an accurate London of the period?
AM: The design and art team did spend a good amount of time absorbing writing, news, art and music from the period. It was a truly fascinating time - on one hand very civilized and "proper" and on the other, brutal and filthy. We tried to represent several sides of reality from the period - and show the crossover areas, where poverty collided with wealth to create unique problems.
AD: Coming off Grimm, Im curious about the gameplay and was there any thought put into making Alice accessible for casual or first time gamers?
AM: The first game owes much of its success to casual and first time gamers who never thought to pick up a game until they saw a "dark Alice." Alice is a four quadrant IP, meaning it appeals to young, old, male and female - and to satisfy that diverse potential audience we did put a lot of effort into creating a balanced experienced that could be enjoyed by all.
AD: Youve said that your company Spicy Horse was going to focus more on free to play PC games and handheld platforms after Alice. Is that where you see the future of gaming headed?
AM: Being in Asia means constant exposure to 'future markets.' Here you can see where the rest of the world is heading in terms of digital distribution and monetization. While Western markets continue to struggle with issue like second hand sales and piracy, Asian publishers are making money hand over fist with online games. It's a model that works well for developers, publishers and players alike - but I think many Western consumers still need help rethinking the way they purchase and own content.
AD: Youve been living in China for a number of years now, what has working there been like and how do you think the experience of living there has changed how you work?
AM: It would be impossible to live here without experiencing an impact of culture, language and energy. For me, it's resulted in a more dynamic, aware sense of working with others. It's a very optimistic time in China and that energy flows over into the studio and the work that we do. Inside the studio we maintain a very "family" feel, again something that I think results from the culture of China - and helps to keep us working together happily.
AD: Theres an art book coming out to coincide with the release of the game. What was your involvement with putting it together and what will see in the book?
AM: The art book project was led by Dark Horse and our art leads, like Art Director Ken Wong. They compiled a huge number of images from locations all over the game. And they show the evolution and exploration of characters, weapons, dresses and items; it's a very interesting way to see the visual form of the game taking shape.
AD: So what comes next for you and Spicy Horse? What new things are you interested in trying or new directions are you interested in?
AM: The studio just secured Venture Capital funding which we'll be putting to use in development of original IP for the 3D, Online, Free to Play market. The games we'll develop will be build for the worldwide market, and based on a wide range of cool ideas coming from creative leads throughout the studio. Some of those might be twisted fairytales, but there are also many interesting ideas that depart from that theme. Our plan is to become a global leader in development of this sort of game content - it's a direction we think the entire casual/social industry will start to head in soon.