The Evolution of THQ
From Rockville, Maryland to Agoura Hills, California, which is home to international game developer and publisher THQ. The company's ten studios are based in locales like San Diego, Phoenix, Vancouver, Warrington, Brisbane and Melbourne. Its 2011 release schedule includes the recently-released first-person shooter Homefront, a handful of franchise games like Warhammer 40,000, WWE, UFC and MX vs ATV; and anticipated sequels like Saints Row: The Third and Red Faction: Armageddon. A big year, then. IGN Australia spoke with Danny Bilson, THQ's Core Games VP. To begin, we brought up something of a sore point: that in THQ's 2008-2009 fiscal year, the company posted some big losses. We wondered: what were the biggest costs, and what did THQ do to reduce those costs?
Bilson replies: "In November of 2008, we announced a new strategic plan and business realignment to improve profitability, shifting our focus to fewer, bigger triple-A titles. To achieve these goals, we had to cancel several titles in development and close some of our studios as well as reduce our overall operating costs. We reduced staff by about 25% through early 2009. While this was a very difficult process, we had to position THQ for future growth and profitability in today's competitive market."
This shift toward triple-A titles was motivated by THQ's realisation of an opportunity to "engage millions of players in the best Triple-A titles given the concentration of sales into the top 25 titles," Bilson says. "The key was to create IPs great enough to break into the top tier of games. Recognising this shift as an opportunity for THQ and anticipating the need for new, creative, wholly original IPs prompted us to re-focus our development priorities and upgrade our green-light process."
Besides the franchise games mentioned earlier, Bilson points to the company's "robust pipeline of quality games" as proof that its shift in direction was for the better. He says that THQ has a major title scheduled for release every quarter over the next two and a half years. Besides Homefront, Bilson also groups the upcoming Saints Row and Red Faction sequels under the publisher's original IP umbrella, though by now, these two franchises have been around for five and ten years, respectively.
THQ has given Red Faction a new lease on life on current gen consoles.
When asked about the risks associated with breaking an original IP at this stage of the current-generation console cycle, Bilson responds that THQ views "franchise fatigue" as a bigger risk. "The Xbox 360 and PS3 platforms are very robust, and we haven't begun to max out their capabilities," he says. In past interviews, Bilson has mentioned that THQ has no intention of buying studios; instead, they planned to "acquire talent". "It's not about how many studios we own or how many people we have – it's about great creative inspiring great development," Bilson tells IGN.
The Core Games VP has been more open than most other businessmen when dealing with media in the past; indeed, a little too open on occasion. Like in 2009, when he described Wii game development as a "nightmare" for third parties. We wondered: what prompted this relatively transparent manner of dealing with the media, and thus, with the gamers who read gaming media? "What we're trying to communicate is that this is a new THQ," Bilson says. "As a gamer myself, I know first hand how much people appreciate knowing our plans and overall strategy. We are on the cusp of delivering on the promise we set out for you in 2008: transitioning THQ from primarily licensed games, to owning an impressive line-up of original, triple-A IPs."
Bilson is quick to dismiss questions as to whether this approach is sustainable; not only for THQ, but for the wider industry. "If we do our jobs and make great content, we can be very successful in this business," he replies. "It's more like the movie business today, where the costs have escalated for big blockbuster titles – but now the rewards are very high as well. Call of Duty: Black Ops set a new five day entertainment industry record, grossing more than USD $650 million worldwide. Generally, gamers respect good ideas and sales tend to reflect that, regardless of the scale of the title."
From Rockville, Maryland to Agoura Hills, California, which is home to international game developer and publisher THQ. The company's ten studios are based in locales like San Diego, Phoenix, Vancouver, Warrington, Brisbane and Melbourne. Its 2011 release schedule includes the recently-released first-person shooter Homefront, a handful of franchise games like Warhammer 40,000, WWE, UFC and MX vs ATV; and anticipated sequels like Saints Row: The Third and Red Faction: Armageddon. A big year, then. IGN Australia spoke with Danny Bilson, THQ's Core Games VP. To begin, we brought up something of a sore point: that in THQ's 2008-2009 fiscal year, the company posted some big losses. We wondered: what were the biggest costs, and what did THQ do to reduce those costs?

Bilson replies: "In November of 2008, we announced a new strategic plan and business realignment to improve profitability, shifting our focus to fewer, bigger triple-A titles. To achieve these goals, we had to cancel several titles in development and close some of our studios as well as reduce our overall operating costs. We reduced staff by about 25% through early 2009. While this was a very difficult process, we had to position THQ for future growth and profitability in today's competitive market."
This shift toward triple-A titles was motivated by THQ's realisation of an opportunity to "engage millions of players in the best Triple-A titles given the concentration of sales into the top 25 titles," Bilson says. "The key was to create IPs great enough to break into the top tier of games. Recognising this shift as an opportunity for THQ and anticipating the need for new, creative, wholly original IPs prompted us to re-focus our development priorities and upgrade our green-light process."
Besides the franchise games mentioned earlier, Bilson points to the company's "robust pipeline of quality games" as proof that its shift in direction was for the better. He says that THQ has a major title scheduled for release every quarter over the next two and a half years. Besides Homefront, Bilson also groups the upcoming Saints Row and Red Faction sequels under the publisher's original IP umbrella, though by now, these two franchises have been around for five and ten years, respectively.

THQ has given Red Faction a new lease on life on current gen consoles.
When asked about the risks associated with breaking an original IP at this stage of the current-generation console cycle, Bilson responds that THQ views "franchise fatigue" as a bigger risk. "The Xbox 360 and PS3 platforms are very robust, and we haven't begun to max out their capabilities," he says. In past interviews, Bilson has mentioned that THQ has no intention of buying studios; instead, they planned to "acquire talent". "It's not about how many studios we own or how many people we have – it's about great creative inspiring great development," Bilson tells IGN.
The Core Games VP has been more open than most other businessmen when dealing with media in the past; indeed, a little too open on occasion. Like in 2009, when he described Wii game development as a "nightmare" for third parties. We wondered: what prompted this relatively transparent manner of dealing with the media, and thus, with the gamers who read gaming media? "What we're trying to communicate is that this is a new THQ," Bilson says. "As a gamer myself, I know first hand how much people appreciate knowing our plans and overall strategy. We are on the cusp of delivering on the promise we set out for you in 2008: transitioning THQ from primarily licensed games, to owning an impressive line-up of original, triple-A IPs."
Bilson is quick to dismiss questions as to whether this approach is sustainable; not only for THQ, but for the wider industry. "If we do our jobs and make great content, we can be very successful in this business," he replies. "It's more like the movie business today, where the costs have escalated for big blockbuster titles – but now the rewards are very high as well. Call of Duty: Black Ops set a new five day entertainment industry record, grossing more than USD $650 million worldwide. Generally, gamers respect good ideas and sales tend to reflect that, regardless of the scale of the title."
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