THQ Explains How Layoffs Were Necessary For "THQ 2.0"
Last week, THQ went through a major "corporate shuffling" that resulted in the shutting down of several studios and the loss of 550 employees. However, according to the company in question, one must look at the bigger picture if one wishes to envision a "better THQ."
According to a recent GI.biz interview with the Vice-President of Core Games at THQ, Danny Bilson, we learn that cutting down can be a way of enhancing product quality. ...no, really. Bilson explains that the surviving studios have been given more money and resources to create better gamers; for example, the excellent Red Faction: Guerilla, was given four additional months of development and a few extra million dollars in cash. Bilson then says it was "worth every penny," and most critics and gamers will agree with that assessment. Bilson said that such a major change was necessary in order to usher in a new age of "quality" at THQ, and that's because the company was in a "failure state" prior to the shuffling. When asked what the "current creative vision" is, Bilson responded as such:
"It's really simple, it's the games. I'm not being glib. How will I build the portfolio? I'll ship three shooters in a year if they're going to be 90-rated and awesome. Good games sell like good movies sell. You don't have to worry about diversifying portfolios and making a pet vet game because everyone else has one. If I had another shooter I could makes us another USD 20 million, so what are we talking about? It's about good."
It's good to see THQ taking the appropriate steps to enhance the overall software quality; they haven't exactly produced the best stuff over the past few years. But it's clear that Bilson's explanation may work, as indicated by Red Faction. It's a shame that so many individuals had to lose their jobs, but sometimes in the corporate world, we must suffer casualties if we wish to survive...
6/29/2009 Ben Dutka