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Who saved Rare?
Eight years ago, Eurogamer printed the article 'Who killed Rare?'It was a sad read for fans of the studio. It came at a…
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The Culture:Eight years ago, Eurogamer printed the article 'Who killed Rare?'
"I never felt like we went away, but I can understand why we could have been perceived as that," says Louise O'Connor, who has spent 20 years at Rare and is now executive producer on its next game, Everwild.
"I don't know if we were having fun making things. The big thing about Rare is we have always challenged ourselves to do things that are really hard. I think we got to the point where we just weren't loving it the way that we could. It wasn't because we fell out of love with Rare, but perhaps we had fallen out of love with how we were approaching some of our development.
"I think we had stopped worrying about culture, actually. We were so worried about making a thing and challenging ourselves technically, that we paused a little bit with worrying about people and culture. Totally by accident. Then Craig [Duncan, Studio Head] came in, and the priority was about how do we change the culture? How do we make people fall in love with development again? It's a journey that you have to go on over a couple of years."
Sea of Thieves:"It hurts to read stuff like that. I remember my message to the team was not to take any notice of people who don't know our studio. That was probably a bit defensive. Now, we are very overt with who we are and what we do... I don't think Rare had that then. We are in a different place.
"I felt back then I needed to defend ourselves, and say that Rare is definitely not dead and has plans for the future... by that's really just talk. We've actually gone and proven that now."
Rare of Old:Eight years on, and the narrative around Rare has changed. Sea of Thieves has just passed ten million players, and enjoyed its most successful month since launch during December 2019. It has two teams working on projects for the first time in years, the studio size has expanded and the fans have come back -- there's even an unofficial Sea of Thieves festival this summer.
The Rare of Today:"We made games very differently back then," says O'Connor. "I remember my time in the Conker barn. It was just the Conker team and we weren't really with anyone else. It meant I got very close with that team, and we still call each other the Conker team. But what's different now, is we know everybody. We can wander around all of the barns.
"We had this amazing all-hands meeting last Friday. That's when I really noticed how much Rare has changed. A couple of us did a little talk about what we're working on, and the support we got was incredible. It was genuinely caring. Joe [Neate, Sea of Thieves executive producer] is super excited about what we're doing with Everwild, and we are super excited about what they are doing.
"That's the biggest difference. Back in the day, it was quite competitive. We wanted to beat the rest. It's not like that anymore."
During our visit to Rare, Duncan was eager to show us the firm's new mantra on the wall of its boardroom. One that opens with: "Rare create the kind of games the world doesn't have".
All of the people we spoke to at Rare, either intentionally or accidentally, referred to the studio as being about 'new IP'. And to a certain generation of Rare fan, that will be disappointing to hear. To them, Rare is Joanna Dark, Banjo Kazooie and Conker.
Rare's Classic IP & Banjo/Sakurai:Duncan agrees: "Rare has redefined their future and redefined genres and done different things throughout their history. People who have been with the studio through all these different iterations know fundamentally what makes Rare what it is, and they've been part of this journey. Louise, Jim [Horth], Gregg [Mayles], Paul [Machacek]... they've been as much a part of the Rare transformation as those who are relatively new."
And when it comes to its classic brands, Rare insists it hasn't abandoned them. Which brings us onto a different part of Rare, the part that doesn't make games and doesn't get a whole lot of media attention. The part of the studio that worked with Nintendo in bringing Banjo and Kazooie into Super Smash Bros.
"We had an initial kick off call with Sakurai-san and some of his team. There was myself, Gregg Mayles... who is the father of Banjo, even though he hates it when we call him that. Andrew Wensley, who runs our business team. And a chap called Paul Cunningham, who runs our partnerships. Those people had a conversation, [Nintendo] talked through what their approach would be, and then that process started.
"And then a year goes by of sharing animatics and ideas and character concepts. It was a back-and-forth. We ended up with something that was really great. But the execution came from the Smash team."
Rare's Future:Prodger says: "Our legacy is part of who we are. It is important for us to have that role in those processes. We have people that worked on Banjo, and even people who worked on the original Battletoads. We have that history and knowledge so that we think we can make those experiences better and more authentic. These brands are ours and we do care."
"We're now 200 people and we've been growing pretty consistently for five years, but we don't want to become this 500-person mega monolithic thing," Duncan says. "You erode culture when you do that. I think that's inevitable."
This is the real reason Rare wanted to invite us into the studio. Whereas we were keen to hear all about Sea of Thieves, Everwild and Battletoads, they wanted to talk about how they've changed the studio's culture. They wanted to tell us about their mental health team, their belief in inclusivity, their diversitiy initiatives, internal spirit champions, sustainability, special lunches, football nights, fitness groups, and so on. All of which has enabled the company to come together and give them the sense of freedom they need to make, as O'Connor puts it, "some really cool shit".
Great interview, GI.biz/Christopher Dring does keep up with Rare/Sea of Thieves quite often with these great interviews. The article further goes into the business management, merchandising, community, Battletoads, opening up Rare to the world and how Sea of Thieves development has changed to support a more sustainable way to work for the team."Honestly, in 20 years, this is the best, best, best time I have ever had in this studio." O'Connor concludes. "I don't think Sea of Thieves would have existed without the change in culture that we've brought in. It's just feeling believed in and trusted and confident to do something really brave. I don't think we've had that before.
"It has allowed us to be creative, and that is the biggest change for me. It is the most creative I've ever felt. And I'm a bloody producer."
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