In January, the NBA and NBPA launched NBA All-World – an officially licensed
geolocation augmented-reality basketball game with Niantic, the
creators of Pokémon Go.
Just like with Pokémon Go, users are encouraged to explore
neighborhoods around the world and encounter today’s NBA stars.
Users can challenge the NBA players one-on-one, add them to their
team, level them up and compete to become the ruler of real-world
courts, while also collecting gear from well-known brands (such as
adidas, Puma and Todd Snyder).
BasketballNews recently caught up with Marcus Matthews, the
senior producer of NBA All-World. Prior to joining Niantic,
Matthews spent the last few decades working on various sports video
games including the original NBA 2K, NFL 2K, NHL 2K and NBA Action
98.
In this Q&A, Matthews opened up about the inspiration for
the game, lessons that Niantic learned from Pokémon Go, the future
of video games, advice for anyone who wants to work on video games
and more.
How did this idea come about and what was the
inspiration behind NBA All-World?
Marcus Matthews: “I’ve been at Niantic for
about two years now and the inspiration for the game came from our
CEO, John Hanke, who is an avid basketball fan. He played
high-school basketball in Texas and he’d play pick-up regularly in
college at Berkeley, and even now since he joined Google and
Niantic. At NBA All-Star Weekend, we had a couple of pick-up games
with Hanke and other employees. Overall, he’s a huge basketball
fan. And with Hanke’s experience with Google Earth and map-based,
location-based gaming, he was always just trying to find a way to
bring his love and passion for basketball to this new platform. My
background in sports games goes back more than 20 years including
being the senior producer on the original NBA 2K and NFL 2K on the
Sega Dreamcast. I’ve always tried to look at the cutting edge with
sports games and not just copy what’s already here, but try to move
the industry forward.
“So when I heard about this opportunity, I was like, ‘Wow, this
is amazing.’ Here we are with this new way of gaming, of turning
the real world into a gaming board, literally, and that’s the
future: connecting the real world with digital bits and integrating
them and having all of these novel experiences. And I was like,
‘Nobody has done that in sports. This is an opportunity to once
again create a ground-breaking sports gaming experience.’ And those
kinds of opportunities only come around every blue moon, with the
right technology, funding, resources and team. And I was like,
‘Yeah, let’s jump in. Let’s see what we can figure out.’ So I came
in and it was in gestation for probably about a year or two before
I got there. My role was just to bring that sports-gaming,
basketball experience and merge that with what was already
existing, so we could create a novel experience.”
When Niantic created Pokémon Go, it was a huge success
and introduced AR games to a lot of people. Since this game is
similar, were there any lessons that you all learned from Pokémon
Go that helped you while working on NBA All-World?
Matthews: “Absolutely. Pokémon Go was an
absolute overnight success, but there were still some challenges
that they ran into. We wanted to make sure that we took the good
learnings (from Pokémon Go) and try to avoid upfront the negative
learnings that come with building something outdoors. Probably the
biggest challenge of building any kind of outdoor experience is
trying to break that obvious habit of just playing games where
you’re at. It’s not a console, it’s mobile, so you have access to
the whole world and environment right there on your screen. And our
game isn’t really a screen-only experience, so we were just trying
to get users out of the habit of just doing everything on the
screen. We’re really trying to connect real-world places with
authentic experiences for your player. If there’s a bank or ATM in
your area, you can go get money for your player in our game. If
there’s a shoe store near you, you can go get shoes for your
character. If there’s a clothing store or department store near
you, you can go get apparel, shirts and pants for your player. If
you’re out and about, you want to remember to open up this game
because there may be some unique things out in the world that may
not be available at your home or your job. There are different
things you may discover. That’s the main thing: (helping users
understand that) it’s a whole new way of interacting with the
world. We really want to enhance and improve users’ experience by
tying real-world locations to virtual-world locations. We just
think that’s so novel, so different and so new. I think that’s
going to be the foundation of a lot of games moving forward.
“And the other biggest challenge that we had was probably just
the randomness of the real world. With traditional games, when you
lay out a world or environment, you have total control over where
every object goes and how users are going to interact in it. We had
to kind of abstract that out, like, ‘Okay, well we’ve got this city
that has a lot of real-world game objects that we can use. But when
you’re in the suburbs or rural areas, there are fewer items for us
to tag and for you to interact with – whether it’s a court or a
shoe drop or a boost or an energy or an arena pass. Now, we’ve got
to get a little more creative. How do we balance out the experience
for people who live in different kinds of environments in terms of
density? We’ve been learning a lot and pulled a lot from Pokémon Go
on those items like real-world game boarding, how to (get) our
players out into the world and how to balance that all out. There
was definitely a lot that we learned from our other games.”
NBA All-World hosted some real-world events at All-Star
Weekend like a pick-up game and meet-up, where attendees were able
to access special content and drops in the game. In the future, I
could see this becoming a cool way to reward users who attend NBA
games and events. Are you planning to do more stuff like that in
the future?
Matthews: “Absolutely! That’s an automatic in
the playbook that we’re going to use because that’s what makes our
game different – the fact that you can play our game in the world
and you can get unique experiences. We can control the drops, and
we can allow the user to do all kinds of cool things that you
wouldn’t normally be able to do in other locations. We want people
to go outside and explore and game, so the more live events we can
host and get people to engage in, the more powerful it’ll be for
our game and our audience.”
Do you think these augmented-reality games are the
future of video games? What do you see as the future of
gaming?
Matthews: “That’s an awesome question. I think
it is by far the most realistic, tangible new area of gaming. I
think Pokémon Go is a perfect example of what can be done because
it can be well-monetized and create a great experience that
literally hundreds of millions or even a billion people can enjoy.
I really feel like AR is proving to be the next wave. But just like
there were only console games before mobile games came out, console
games are not going away (even though) mobile gaming is growing
into its own thing. I think this will be like the third big wave or
area of gaming, so we’ll have console gaming, more mobile gaming
and then this area that’s going to expand over the next decade
around exploration and connecting digital to the real world, and
gaming is going to lead that charge. There will be other apps and
experiences that will fall out of that, but the big, main utility
that makes business sense is going to be gaming and it’s going to
become its own vertical. I don’t see (AR) replacing anything or
eliminating the other categories, I just think it’s going to be its
own thing alongside the other existing categories.”
I know the game is still relatively new, but what’s been
the reception from the audience?
Matthews: “I’ve been actually pleasantly
surprised with the initial media response and consumer response.
We've been in the top five on the app stores for free-to-play
sports games and we have a 4.8 rating in the app stores. There are
numerous things and features that are coming in the future, and
we’re going to make a big push for next NBA season to really round
out the experience, but we’re very, very pleased with the initial
response. For me, I think the biggest thing is that people realize
that the sports-gaming world is different from the Pokémon world.
We’ve made a game that was organically built from the ground up
around basketball fans and basketball players, and we’ve made that
world work. It’s not just a straight copy of another game; we’ve
built this game organically and from the ground up around that.
"And the beauty of basketball is that A) it’s played outside and
B) it’s naturally played in groups of friends. Our game does both
very well. When I was growing up in Jacksonville, FL, as a kid, me
and my friends would walk to the neighborhood park and go play
basketball for a few hours in the summer and hang out. Now, my son
does that with his friends. But now, not only is there an
opportunity to play real basketball, you can also play this game
while you happen to be at the court and see what’s around and maybe
gain some new players. What we’re hoping to do is get people,
especially kids, back out to real-world courts to play not just our
game but also real basketball. That would be the ultimate impact
that I hope this game could have.”
You mentioned that some new features will be rolled out
next season. Can you share any new features that are coming or
things that you hope to add to the game?
Matthews: “We have a lot of things on the list,
but it’s too early to say (when they’ll be added) in the second
half of the year, so I don’t want to get into any specifics. We’re
working through all of the feedback and different ideas that didn’t
make it at launch. But one feature that we’re going to ramp up
before next season that’s going to be a major push is camera-based
AR experiences in the game. We’re going to have some things coming
down the pike later on this year that are going to expand what I
like to call our ‘basketball theme park.’ This is a platform that
can be built on top of, so just like Disney World, we’re always
going to be expanding the experiences in our park. This game is
really a virtual-world game at its core, so we’re going to be
adding on more pieces and just building on the experience as we
go.”
This is Niantic’s first officially licensed sports game.
Are there any plans to launch similar games with other sports
leagues?
Matthews: “I mean, I wouldn’t rule out any
expansion of this sports-gaming experience that we developed. To
your point, expansion could include other sports. Right now, we’re
totally focused on making the basketball experience as great as
possible, but we’re definitely open to future opportunities and
expansion.”
I saw that Karl-Anthony Towns, Jordan Poole and other
players were part of the game’s launch. What has been the response
or reception from NBA players?
Matthews: “I think they’re interested. Games
like 2K and Madden have been around for 20+ years and the players
who grew up on those are always looking for the next thing, and
everyone was aware of Pokémon Go and its success. So, yeah, Jordan
Poole, Karl-Anthony Towns and those guys have been really
interested in how their player looks, what their player’s moves
are, when we’re going to update it to add more moves, so they’re
really interested in the world and how they’re represented. Today,
not only do people care about their real-world representation, they
really care about their virtual representation. They want to make
sure that the player looks and moves like they move. We’ve gotten
really good buy-in (from players) and I’m very confident that as we
add onto this game, we’re going to get more and more players
engaging and wanting their likenesses and movements to be part of
the experience. And that’s the beauty of this, it’s a system that’s
set up to scale and be built upon, and we’re going to relish
that.”
You’ve had a very successful career and worked on some
incredible games. What advice would you give to someone who wants
to work on video games?
Matthews: “I give talks at high schools and
colleges about breaking into the video-game industry and I went to
Georgia Tech, even though Atlanta isn’t known as a video-game hub.
But ever since middle school, I was coding with friends and trying
to make games on my own. When I got to college in the early ‘90s,
there wasn’t any kind of video-game major or anything like that.
This was actually before the internet really kicked in. But I was
really passionate about making games, it was just something innate
in me. So whenever I had a class project or assignment that was
flexible, I would try to do it around video games. In my spare
time, I would start designing sports video games because I love
sports, I love games and technology. I would just play around with
my own gaming ideas. Luckily, in Atlanta, there was an education
games company there, so after I graduated, I figured, ‘That’s close
enough. I’d rather do that than be a consultant or an engineer at a
plant or something.’ So I went with my passion; I didn’t know where
it was going to take me. Then, after work, I’d just work on my own
sports-game designs and I started working on a prototype with some
friends.
"This is an entertainment business, so it’s kind of like movies
and music where you kinda have to do short films or demos to
showcase your talent. And when people see that, they see that you
can help them. So I was working on my designs and saw that there
were some weaknesses with the current sports games. They didn’t
feel like the folks who actually played sports were programming and
designing them. So, I did a lot of work and then got lucky. A
friend of mine went from IBM to Sega and a couple years later, they
needed a sports producer and he reached out: ‘Hey Marcus, I know
you’ve been working on these sports-game designs and doing all of
this stuff on the side.’ I sent my resume to the head of sports and
got flown out for an interview. We talked for two-and-a-half hours
and I told him everything that was wrong with the games and how I
would improve them, and two weeks later, they hired me.
"But it took five or six years or more of working on designs on
my own time and just diving into the space and waiting for the
right opportunity. I was going to all of the conferences back then
like GDC (when it had just started) and E3 and just networking to
try and get that big break. It’s a tough business to break into –
especially being in Atlanta – but you have to do the extra work.
Don’t think you can just go to school, get your degree and then
work on sports games. It’s going to take more than that – whether
you’re an artist, a programmer, a producer or a designer.”
NBA All-World is available now in the
app store and it's free to play.