05/06/2004:
EXCLUSIVE INTERVIEW WITH CAPTAIN
MILLER!
Laurhidil:
Captain, first of all thank you for taking the time to answer our questions,
as I guess you have plenty to do on your last days
with Sabertooth.
We all saw the announcement on the Sabertooth forum. Could you elaborate a
bit on the reasons that made you consider leaving the virtual battles of the
games for the very real battles of Law enforcement?
Captain Miller:
Being a police officer is something I've wanted to do for a long time. I
served in the US Army in the Military Police Corps, and I enjoyed working
with such a professional group. I also really like helping people, and the
sense of fulfillment it brings. I feel that I can do a lot of good as an
officer.
Laurhidil:
How does one get to wear the blue uniform, do you just have to apply, is
there some kind of exam?
Captain Miller:
My first step
will be at the end of July, when I take a physical agility test and a
written exam. I've been running and working out to prepare, as well as
studying a guide book for the written test. After that, I will have an oral
interview, a psychological exam and an extensive background check. Once all
this is completed, I will finally go to academy. The whole process will
probably take 6-12 months after I take the physical test in July.
Laurhidil:
How did you join Sabertooth? And what have been your assignments with STG?
Captain Miller:
Back in 2001, I
was working for Luke Peterschmidt at Wizards of the Coast as an associate
brand manager. That job was a blast, but what I really wanted to do was
design games. I had submitted a miniatures game design to Bob Watts, who
was running WOTC's miniatures division at the time. They loved the game,
but in the end they went with something more compatible with d20.
When Bob left to start Sabertooth, he called me up and offered me the job.
Since I had wanted to be a game designer since I was 13, I couldn't pass up
the opportunity.
I was hired as
the lead designer, and my first job was to co-design the 40K CCG with Luke.
It was a great time, there were only 4 of us in the office, and we were all
very busy. Since then I designed the Warcry game and the LOTR TMG game.
Laurhidil:
What did you find the most difficult tasks as a game designer?
Captain Miller:
Well, first of all it's a very fun job, so I find it hard to complain about.
The toughest part has to be development. When I'm designing a new game,
it's all concepts and ideas, which are really fun. It's kind of like the
beginning of a relationship - everything's new and fun. Once the design is
down, the game needs lots of playtesting, some playtesting, and some more
playtesting. It requires a lot of gut decisions, which means there's a lot
of pressure for those gut decisions to be right.
Laurhidil:
What was the most memorable event of your career with STG?
Captain Miller:
The first time I saw real cards for a game I designed. I was at 2001 Essen
in Germany, demoing the 40K CCG. We were printing with Carta Mundi in
Belgium, so I was able to get cards fresh off the printer. I'll never
forget opening my first pack and smelling the new cards. Before then, it
hadn't really sunk in that one of my games was finally published. From that
moment on, I was a game designer.
Laurhidil:
Are you aware of any other STG staff members who are not going to make the
move to Memphis?
Captain Miller:
Well, I'll let
them say their own good-bye's, but the group that is going will be taking
excellent care of you all.
Laurhidil:
Some people have expressed concerns on the STG forums that the move to
Memphis was a sign that Games Workshop, STG's parent company was going to
put a leash on STG creativeness? Is it just another form of conspiracy
theory or do you see a real risk of a change in STG policies and especially
in the great way STG has been interacting with the fans?
Captain Miller:
The folks at Games Workshop, starting at the top with Tom Kirby, believe
that Sabertooth is staffed with competent, experienced professionals. In
the three years I've worked for Sabertooth, GW has had nothing but positive
support for us. Yes, they have a hand in the business decisions of the
company, but that is to be expected of a parent company. They are an
awesome bunch of people and I've made some good friends over there. This
move will improve how STG interacts with its fans, as they will have better
shipping capability, and more time to work with you.
Laurhidil:
Your departure from the design helm of LotR TMG is a concern for the fans.
Do you already know who is going to carry the flag now? What can you tell us
about what will happen now for the game we love?
Captain Miller:
I will still be
with it in an advisory role, and I've been working with Dave Freeman and
Erik Yaple to hand off the design. Dave will be at the forefront, and the
game is in very good hands. He's a smart guy, and very dedicated. The game
itself is charging straight ahead! Steve has been filling the release
schedule with all sorts of really cool releases, and being in Memphis means
that it will be easier to make release deadlines!
Laurhidil:
You mentioned in your announcement that you will continue to play some
advisory role with STG. Is this related to LotR TMG or to future new
projects?
Captain Miller:
Both, actually.
Laurhidil:
Anything you'd like to add for the player community?
Captain Miller:
Just my unending thanks for being such a great group of players. You all
have really made this an awesome experience for me, with all your input and
enthusiasm. Don't worry, STG is going to be better than ever!
Laurhidil:
Thank you very much Captain and drop us a mail to let us know how you are
doing with the Seattle Blues!
Captain Miller:
Thanks Stéphane,
you've been an awesome supporter of the game from day 1.
Excellent work sir!
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