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ngmco's Producer Thinks Games Need To Be More Fun And Less Art - Developer Pop Quiz #15

Developer Pop Quiz is a weekly interview series in which we ask developers from around the industry the same 10 questions and post their responses.

If this was two years ago, you would most likely not have heard of mobile developer ngmoco:), but since they appeared on the scene they have made quite a name for themselves releasing some of the most loved digital crack on the iOS and Android platforms. With games like "Rolando," "We Rule," and "Topple" under their belts, they have become one of the premiere mobile developers in the country. This week's Developer Pop Quiz focuses on one of the company's 140 employees, Live Producer Caryl Shaw, who has had a hand in some of the biggest games that the company has released.

Name: Caryl Shaw

Title: Live Producer

Company: ngmoco:)

Job Description: Manage the ngmoco:) team which is responsible for supporting and growing our games after they have been launched.

First title worked on: "The Sims Superstar" @ngmoco? "We Rule"

Most recent title worked on: "We Rule," "We Farm," "We City," "Godfinger," "Touch Pets Cats"

What game has most influenced you, and why?

"SimCity Classic." It was the first game that I stayed up all night playing, and it made me realize that games could have more depth and actually teach people something about the world they live in.

What are you playing right now?

"Angry Birds," "Qrank," "Carcassone," "Minecraft" (just started), "Chime"

What was your first break in the games industry?

Getting a job at Maxis as the manager of the Web team in 2003.

What's the best advice you've ever gotten?

Go faster, try everything, and don't be afraid to make mistakes that you can learn from.

Where do you look for inspiration?

I look at the world around me, particularly the online world and pop culture. The temporal games I'm working on should feel relevant and have a kind of zeitgeist for players. Working with games as online services, we have the ability to update them constantly and with that there's less reason to trap yourself by making a "period piece" game.

What's the biggest lesson you've learned about game development?

Don't be afraid to try new things, even if you sometimes fail colossally. Learning keeps you fresh and makes everything way more interesting.

Who do you think will come out on top this console generation?

Mobile, of course. :-)

What do you think is the biggest problem current games suffer from?

I think that (some) games and game developers worry too much about being art. I wish they worried more about being fun (for the audience they are trying to serve).

What is the most important thing that has happened to gaming in the last 10 years?

I think that the fading perception that video games are only for snarling 14 year old boys who play first-person shooters has helped game development broaden its horizons in amazing ways. Mobile games on the iPhone, social games on Facebook, and the popularity of the Wii and Xbox Live Arcade have made games more accessible to a wider variety of people than ever before. And I think that will just keep getting better as time passes - and more generations are exposed to games.

Where do you see gaming in 5 years?

I see gaming everywhere - in your homes on your TVs and computers, on your handhelds, as location-based, real-world games in the world. Games will be used for fun, and to teach, and to provoke change (Jane McGonigal's "Evoke" is a great example.

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