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INTERVIEW

  01/06/2005: EXCLUSIVE INTERVIEW WITH LOTR TMG DESIGNER DAVID FREEMAN!

Laurhidil:
David, first of all thank you for taking the time to answer our questions, as I guess you have a very busy schedule with Sabertooth, considering all the future products that have been either announced or rumored.

David Freeman:
It is my pleasure to talk to you.  Though I am fairly busy, I appreciate that you would like to pose some questions and I feel it is important to answer them.

Laurhidil:
How did you join Sabertooth? And what have been your assignments with STG up to now?

David Freeman:
When the original 40k CCG was being released I saw that STG was located in Seattle – near where I lived at the time.  While checking out the STG Website I found that they were looking for interns so I decided I should apply.
Luke Peterschmidt called me and asked if I could come up for an interview.  I drove up and had a nice long interview and returned to Portland.  They called me back in a couple of days and said they would love to have me take an internship.  I unfortunately had to decline as I still had a semester of college left to finish.  They told me that they understood and that I should contact them when I was finished.
I stayed in contact with the company, through a friend that had taken an internship, and when I had finished college and tied things up in Portland I got back in direct contact.

I started with STG in June of 2003 as an intern moving up to Seattle from Portland and staying with friends initially.  I started out basically sweeping up and licking stamps and sorting cards as well as play testing the base set of Horus Heresy.  I then moved into inventorying and shipping stuff basically warehouse grunt for our little warehouse in the back along with a couple of other people, customer service tasks such as answering support email, fulfillment of redemption and prize support, as well as still being involved in play testing and development for all three of our games. 
After I had been there for around 2 months, they had me start answering the scout mail queue and after I had been doing that for about a month I moved into being in charge of our volunteer and organized play programs.  I continued with this assignment as well as still having a hand where I could in development and testing until we started planning for the move to Memphis.  I was excited about going and with the loss of some of our staff; my managers decided that they would like to move me into R & D.  That is what I am currently doing and I am happy to be here and love working with the staff and our customers here at STG, EMD and GW as a whole.

My first projects as a designer were The Hands of the Emperor Binder set for Horus Heresy and the upcoming Paths of the Dead for LOTR followed closely by the ROTK set for LOTR as well.  I am involved either directly or in a commentary and feedback capacity on all projects that we have going on in R & D - as is all of the design staff.  We really pull together as a team.

Laurhidil:
Was it easy to take over from Captain Miller? What do you try to do differently?

David Freeman:
It has always – and will continue to be - a challenge.  While Ryan Miller did everything he could to help me and explained in great detail how he went about things (which was very helpful), filling his clown-sized shoes is a big task.
I haven’t set out to purposely do things just to be different than Ryan.  I try to bring my own thoughts to the project and be true to the direction he had established previously.

Laurhidil:
Could you describe the development cycle of a typical product for LotR TMG?

David Freeman:
• Phase 1 – Product Idea.
This is the “do you know what would be cool?!?!” stage.  Our overall team brainstorms up ideas and out of those we pick what we feel are the best ones to make. 
After we have decided on a set/product/idea, we will start the scheduling process so that we can project release dates and so forth.

• Phase 2 – Determine Range.
The production team and design team brainstorm again and decide how many figures should go into a set or product and which characters/figures these should be.

• Phase 3 – Design, Testing, Sculpting and Paint Mastering.
The design team goes and makes up the statistics and abilities of the figures for the range that we have decided upon.  This takes a variable amount of time depending on how many figures we are doing in a given range, normally we schedule about a week. 
After this is done the figures that were made are put into a testing group.  Whether that is the private group we run under NDA or the open play test group that we run through our forums depends mostly on how large a group of figures we are talking about at any given time.  This testing period again varies in length of time depending on the number of figures in the range we are talking about.  Normally we would like to spend at least a month in testing on any given project as a bare minimum. 
During this period we will play games ourselves here at the office as well as looking at and discussing play test feedback among ourselves and the testers.

During this same time period our 3D Design Coordinator works with sculptors to get masters made for each of the figures in the range.  These sculpts must go through an approval process and there is a lot of work involved in that.  After the sculpts have been approved then each master is painted and the paint job is then sent through the same approvals process.
• Phase 4 - Hand off and Manufacturing
Normally we schedule so that the end of design and testing coincides with the end of design and approvals on the sculpts.
At this point the Design team will hand over stats and any applicable rules to the production team and the sculpts will go into the full manufacturing process which includes tooling, printing and packaging.

I am much less familiar with the time line associated with this phase as I am not directly involved here as all my work is off my desk at this point on any given project.  This phase can be fairly long thus we have an extensive lead time on these products.
• Phase 5 – Warehousing and Shipping to retail
After the product has been printed collated and packaged it is then shipped to warehouses in the US and UK where we then ship it to retailers as well as distributors all over the world.
That is pretty much the cycle.  As I said we have a large lead time so that we can attempt to deal with any issues that may come up.  Our current scheduling model, which differs from our previous ones, says that most products from the point we start thinking of them to the day they are in our warehouse take somewhere between 14 and 18 months.  So the things I am working on right now are slated to come out somewhere between 9-12 months in the future.

Laurhidil:
Sabertooth has acknowledged in the past that some figures do not have the right cost (if we understood well mostly due to a rounding effect). Even though STG is adverse to an official errata, why not publish an unofficial list of revised costs to give players that want to use these figures an opportunity to play them? Don’t you think that Sauron is overcosted?

David Freeman:
To my knowledge there was only one figure in the BS set that Ryan felt should have had a slightly different cost on it, costing 30 instead of 35.  We have avoided errata because the feeling here at the office has been that issuing errata on the bases so that they would be played as having different values than they were printed with would be excessively confusing for most players. 
The idea of “right cost” is somewhat troubling to me since a figures value will change as the pool of available figures widens, a figure costs what it costs.  You have an opportunity to play any given figure every time you sit down and play a game.  If you feel a figure is not up to the level of efficiency you are looking for or doesn’t do what you would like it to then don’t play it.  This decision about which figures are useful and which are not in any given situation is part of the collectible gaming process.  As a player and collector I would say that there are always going to be pieces that people feel are useless to them at some level of play or in most situations. 
With scenarios and your own play at home please feel free to do whatever you like with the game and pieces you have purchased from us. 
As to Sauron I feel that due to the nature of the game it is hard for a single model to stand up to a horde of figures, Sauron functions much better with a group of his own troops to lead and killing blow particularly benefits groups of figures in a combat chain.  So while Sauron may not stand up well in a Sauron VS 2000 pts. Army game he really starts to shine when you get him into larger armies, say 10,000 pts.

Laurhidil:
With LotR TMG Sabertooth has both a reputation of good product quality but also of released that are delayed (The Troll pack, The Fellowship and the Two Tower Expansions). Is it because producing a figure game has very different issues compared to card games?

David Freeman:
Yes, we have had some delayed releases due to a myriad of difficulties that I cannot get into here.  While the game design process is similar and we are able to transfer most of our experience, production of the actual TMG figures is truly a different proposition than producing cards and the care and feeding of this new type of animal has been a learning process for us and everyone involved.

Laurhidil:
What are the main guidelines you try to follow when creating new figures for the game?

David Freeman:
The figures we make are meant to reflect a character at a specific point in time in the story.  I will look at whatever scene of the movies or part of the book that I feel the figure or aspect of the character I am trying to capture is portrayed in, and then give them abilities and statistics that in my mind reflect that point in time.  Somewhat straightforward I know but I trust my gut and go with my feelings about the character and the point they are at in the story or world.

Laurhidil:
What was the most memorable event of your career with STG so far?

David Freeman:
For me the most memorable thing was when we received the Hands of the Emperor binder in house.  As I said above this was the first project I worked on as a designer and this was the first time that I had seen my efforts turned into a tangible physical finished product. 
There have been many memorable moments, learning that the company was going to move to Memphis, moving to Memphis, meeting various GW staff that have been heroes of mine since my childhood, going to shows and conferences across the country, making great friends with my co workers, etc…..
Out of all these the moment where I got the actual finished product of something that I had been directly responsible for was huge for me.  For me, like I suspect for many of you, it has been a dream of mine to get to make and develop games since grade school.

Laurhidil:
What is the LotR character that was not in the movie that you missed the most?  Now that Sabertooth has the rights to the books any chance we will see this character in the future?

David Freeman:
The character that I missed most was the Mouth of Sauron.  I would say the chances are good that you will see him in the future.

Laurhidil:
Evil has already many Premium figures released or planned (Trolls, Sauron, Balrog, Fell Beast,...) and Good has only Treebeard so far. Will we see Eagles? And more generally can we expect some Premium figures for the Good faction, even if they are not supersized?

David Freeman:
All I can say about eagles at the moment is that they will be awhile if they get made. 
If you look at the movies and the books there is a lack of these sorts of large scale creatures for the good side in general.  This makes it hard to create a varied range of PL products for the good side.
To me the Paths of the Dead set that is upcoming should help redress some of this.  Also, there are non large PL figures in each box set so far.

Laurhidil:
Some people are afraid that the game will not go on after the Return of the King expansion. How do you see the game evolving once the three movies have been covered?

David Freeman:
Well I think as long as demand is there then it is possible for us to keep thinking up products to go along with the game.  As you can see from our product cycle it takes us a fair amount of time to get any idea to market and so we have products planned for at a minimum of about a year from any given time.  In short, there are more things coming out after the ROTK set.

Laurhidil:
Can we expect other games using the Combat Hex system?

David Freeman:
This has always been a consideration thus the separate branding of Combat hex.  There is nothing I can talk about right now but we have looked at many projects for the future in this regard.

Laurhidil:
Anything you'd like to add for the player community?

David Freeman:
Thank you all for your support and happy New Year!

 

Laurhidil:
Thank you very much David and keep on designing these marvelous figures for us!

 

 
     
  DO YOU HAVE ANY QUESTIONS OR COMMENTS ABOUT THIS INTERVIEW?

Contact me: write to Laurhidil

 

 
     

           

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