Mat Dickie Interview (2002)

Written by Lord Hart

Originally conducted way back in late 2002 for another version of the LHD, this interview with Mat Dickie, an independant game developer was the only article I had written at the time, and was the feature article when the site was opened. Now, I've taken it from the old site and have put it here, so it won't be lost.

Many of you may know my guest for this interview. Developer of the successul Federation Online games and countless other titles that have received much praise from many wrestling fans looking for alternative titles from the regular crop of WWE titles. Recently, he has been published with two games, Boxers Story which is based on his Rocky game. And also the latest incarnation of his Federation Online series, now entitled Federation Wrestling to avoid confusion with people who may of thought it was an actual online game.

Mat, first off thank you for appearing in an interview as I know you are very busy.
MD:
That's OK...

Please, could you tell us a bit about yourself. For those who may not know you.
MD:
For the past few years i've been developing games, as a hobby, at my site: www.MDickie.com. My gimmick, if you like, is that i make games single-handedly - i do everything from the programming to the graphics. Very few developers have the opportunity to do that, so i'm running with it. It allows me to do whatever i want, and as a result i've grown to be something of a wrestling specialist. Right now, that hobby is in the process of becoming a full-time occupation. I now develop games that are published for the PC and sell at an affordable, budget price...

You obviously seem to be a wrestling fan. Who were you're favourite wrestlers growing up?
MD:
I am indeed a genuine wrestling fan. That will come across in my games throughout 2003. It gives me the edge over all other wrestling game developers, such as THQ, because i do things with the genre that they simply can't imagine. Sorry to be mainstream, but my favourite wrestlers were and are the big stars like Hulk Hogan and The Rock. I especially like The Rock because, despite his success, he's up there with Kurt Angle and Bret Hart as an all-round 'great guy'...

Do you still watch wrestling?
MD:
I still love wrestling, and probably always will, but i'm getting out of touch. In the UK, i don't have access to WWE anymore because i don't have satellite television. I only get to watch the occassional pay-per-view. From what i hear and read though, it doesn't sound like i'm missing much. Vince's current product appears to be dire, and to make matters worse i just can't respect the new "WWE" identity. It's unfortunate because WWE represents the whole American wrestling industry...

How did you first get interested in making games?
MD:
I had always been an avid games player, but i never entertained the idea of making them - especially not for a living. In hindsight though, i have always done it. Even as a tiny kid i would make my own card games, dice games, and board games - or at least make adjustments to existing ones. I was always creative. That suddenly paid off later in life when i stumbled across computing and programming...

Recently, you have had your first games published. How did this come about?
MD:
I was very fortunate. Most developers have to hunt for a publisher, all i had to do was check my inbox! Just 24 hours after i made the 3D boxing game, Rocky, the offer came from Idigicon to have the game published. My next big game of the year, Federation Wrestling, would naturally follow the same path. Actually, being a 2D game, they weren't quite so keen on Federation Wrestling. Ironically, it's turned out to be the most successful game they've ever had...

Do you think that your upcoming Big Bumps game will be published?
MD:
I would be shocked if it doesn't. Unlike the others, i've actually designed this game to published - so people are finally going to see what i mean about the CD format improving my work...

What games inspired you in making the Federation Online games?
MD:
Although it's 2D, i looked to THQ's WWF games for the N64. I absolutely loved No Mercy - i think the gameplay there is damn near perfect. When i get round to making a 3D sim, i'll be aspiring to that. The main 2D influences are of course the 16-bit games like Fire Pro Wrestling. I wanted to make a fun and wild version of that. Sometimes i get inspiration from more bizarre sources though. For instance, the presentation in Federation Wrestling and the new Big BumpZ is inspired by an old soccer game! And the gameplay and presentation of Federation Booker is being inspired by an old strategy war game...

You have hinted at making a Federation Booker game. How in-depth will the game be?
MD:
It will be infinitely more detailed than the old Federation Online game, but i don't want to go overboard. My goal is to keep everything enjoyable and interesting. You're going to train your wrestlers, update their gimmicks, deal with their injuries and their attitudes, trade them, produce enhancements to the promotion and arena, deal with world events, etc. - all the while trying to put out an entertaining product that tops the ratings. Beyond that i don't know for sure how far i will go...

Will it be a stand-alone product or will it be an add-on pack to the already released Federation Wrestling?
MD:
It will definitely be a stand-alone product. That said, the game is very much a sequel to Federation Wrestling. At the end of the first game you won the promotion, in this next one you get down to running it. You are encouraged to play the whole series...

Apart from doing continuations of your games, what other projects would you like to do?
MD:
My full plans for this year can be found at: http://www.mdickie.com/feat_2003.htm The big project of the year is a 3D wrestling sim. Beyond that i would like to do a series of games that aren't about wrestling. Although it's my claim to fame, there is a lot more to me than that. I've got all kinds of original ideas to make yet. Aside from actual games, i'm also hoping to write a book about game development. People ask me for tips and advice every day, so i'm tempted to make one huge manual that explains how to follow in my footsteps...

You were doing a soccer game before, why did you choose to cancel it?
MD:
Unfortunately, it had deteriorated into a bit of a mess. I couldn't get the computer playing the sport well at all. It might return later, when i'm a better programmer...

Are you still going to be releasing smaller games like Sure Shot for free?
MD:
I'm going to keep making the games that i feel i should make. If they're not suitable for publishing, or i don't want them published, then they will appear on the site for free. Those games may be few and far between though, so i wouldn't count on it. There will always be the occassional stupid little program in the Fun section though...

What programming languages are you capable with?
MD:
Blitz Basic is now my preferred language, and i'd like to concentrate on that. I have also developed decent games in Dark BASIC and DIV Games Studio. My skills in the big languages like C++ and PASCAL are limited to text programs, and i don't care to get any better...

Are there any languages you would like to try?
MD:
No, once i find something that's working for me i don't like to change. I can't imagine myself leaving Blitz for a long time yet, unless it's for some sort of sequel to that language. Blitz gives me everything i need to make a game of any kind - and that will always be the case...

What advice would you give to other aspiring Game Developers?
MD:
My extensive advice can be found somewhere in the Features section of www.MDickie.com. My best advice is to be happy with anything and everything you make. At University, i'm surrounded by people who claim it's their "dream" to make games. They haven't made a single one in 3 years of studying. Why? Because text games are beneath them. Because languages like Blitz are beneath them. They want something like Grand Theft Auto 3 to be their FIRST game! Trust me, that's not going to happen. It's a very gradual process. Look at my history: it took me 2 solid years of poor games to get where i'm at now. They mocked me every step of the way, but look who's getting things done. If you're not happy to make bad games then you're not even going to get started...

Where would you say your career will be at the end of 2003?
MD:
History has taught me that it's impossible to predict the path of my career! I know where i would like to be at the end of 2003 though. I want to be a big deal in not only the games industry but also the wrestling industry. I want to make so many unique and interesting wrestling games that i'm an integral part of the industry - somebody that every wrestling fan has heard of. Wrestling games can be more than 'just another piece of WWE merchandise'. Hopefully, i'll have proved that by the time 2004 rolls around...

Once again, I would like to thank you for your time and wish you the best with you're growing career.
MD:
Thank you, and good luck with the new site...