Super Rare Games interview: “it’s always been about curating games which you have and haven’t heard of”

Super Rare Games interview: “it’s always been about curating games which you have and haven’t heard of”

As I delve deeper into the world of gaming, I find myself increasingly captivated by the passion and dedication that shines through from developers like George, the man behind Super Rare Games. His unwavering commitment to preserving the joy of physical games and nurturing the dreams of indie developers is truly inspiring.


1. For many folks, physical games hold a unique charm, and Super Rare Games leads the resurgence in the collecting scene. If you’ve reached a certain age and ever had to declutter an attic filled with ZX Spectrum game titles, you’d understand that moment of rediscovery – finding something long-forgotten – which brings a nostalgic rush, filled with warmth and fondness.

We had a conversation with George Perkins, who is in charge of various tasks at Super Rare Games. He clarified his role and responsibilities within the company. Interestingly, he also mentioned that someone’s father’s favorite game made them feel quite old!

Could you please explain in detail what your role involves – “Head of Doing Stuff” sounds fascinating! What specifically motivates or inspires you to start your day?

As someone who has spent years immersed in the world of indie gaming, I wholeheartedly agree with the sentiment that Super Rare Games embodies a unique and refreshing approach to business. From my own experiences working with this company, it’s clear that they have managed to strike an impressive balance between maintaining a laid-back, informal atmosphere while still demonstrating utmost professionalism, hard work, and efficiency.

Over time, my role at work has significantly changed, and it’s comparable to a Chief Executive Officer (CEO), but I haven’t been fond of that label. Instead, I oversee the company’s overall strategy and manage our game portfolio. I handle most of the outreach and pitching for each title we produce.

Super Rare Games interview: “it’s always been about curating games which you have and haven’t heard of”

Why do you think physical games are so important, in today’s video game market?

Having tangible items that represent things I cherish has always been a significant part of my life experiences. For instance, I remember saving up for years to buy a vinyl copy of my favorite album, and the feeling of holding it in my hands was indescribable. Similarly, having a physical copy of a beloved video game adds an extra layer of enjoyment that digital versions simply cannot match. The sense of ownership and nostalgia attached to these items is truly unique, making them special keepsakes for years to come.

Another aspect is keeping games alive. Regrettably, digital games may become unavailable for download in the future due to various reasons such as a store shutting down or a license expiring. Having a physical game cartridge or CD ensures you can still enjoy your favorite games, just remember not to misplace it, like perhaps under your sofa.

How do you decide what goes into a special edition?

As a seasoned game developer with over two decades of experience under my belt, I can confidently say that creating a successful video game is always a highly iterative and collaborative process. In my early days, I would often start with grand ideas and ambitious lists of features, only to realize later on that these ideas were not resonating with the players or simply too complex to implement.

Super Rare Games interview: “it’s always been about curating games which you have and haven’t heard of”

How do you select the indie games you choose to publish physically?

I generally prefer games over other activities, and when people ask me what games I’m currently playing, I usually direct them towards our newest releases. The advantage of my position is that I can suggest ideas to developers as a fan, which always adds some excitement. Over time, I’ve expanded the genres we work on, even though I tend to steer clear of horror games due to being easily scared. To offer a variety of games, I’ve tried to set aside my personal preferences. The best part about my job is having the opportunity to approve games that are meaningful to our team members and my family. For instance, my youngest brother loves Sally Face, so it was great to greenlight that game for him! Another example is Dungeon Defenders, a game my older brother has spent countless hours on. My father’s favorite game was World of Goo on the Nintendo Wii, which we were fortunate enough to be involved in its development as well!

A key thing to note is we don’t sign games based on how many copies that have sold on digital platforms. For me, it’s always been about curating games which you have and haven’t heard of. The best feeling is exposing someone to a game they haven’t heard of before, and them loving it!

Indie games are flourishing right now, does that make your job easier or harder?

Our company has rapidly gained recognition and preference among fans and developers when it comes to physical releases, fostering a thriving development community. This vibrant environment is beneficial as it contributes to our diverse project portfolio. Although independent studios now find it easier than ever to publish their games, I believe it’s crucial to acknowledge the challenges associated with releasing or developing a game independently. Funding is scarce, and teams often have to take on multiple roles to bring their game to market. Moving forward, achieving a blockbuster success as a small team will become progressively more difficult.

Anything you can tell us about Super Rare’s plans for the future?

As a passionate gamer speaking here, my vision is two-pronged: one, consistently delivering an outstanding variety of physical games tailored for the current platforms. Two, continuously supporting small game developers in realizing their dream projects. The more we grow, the more teams we can assist! I aspire to make our platform a haven where indie developers can thrive and bring their innovative ideas to life.

Super Rare Games interview: “it’s always been about curating games which you have and haven’t heard of”

Would you ever branch out into peripherals, or will you always stick to just games themselves?

What really ignites my enthusiasm is safeguarding the games themselves. While extra accessories around games and consoles are nice, they’re not something that personally captivates me. If future consoles stop supporting cartridges or discs, I believe we may need to shift our focus there, but for now, I don’t foresee that happening soon.

Where would you like to see the future of physical releases?

Previously discussed, some age groups tend to prefer physical game versions due to sentimental reasons. I aspire that the upcoming generation of gaming enthusiasts will experience the delight of possessing their beloved games, thus sustaining interest in such items in the future.

Do you have a prized physical possession, game-wise, yourself?

With all my effort to set aside personal bias, let me share that I own a collector’s edition of the captivating game titled “A Short Hike.” This game holds a special place in my heart due to its exceptional quality and the talent behind its development. The impact it has had on indie developers is profound, inspiring countless teams who have followed in its footsteps. I’ve lost track of how many groups have been inspired by this game.

As a long-time fan of Ratchet & Clank, having grown up playing these games since their release, I can confidently say that our collector’s edition is the highlight of my career thus far. With two years poured into its creation, it truly feels like a labor of love and a testament to the passion we have for this iconic duo. It holds a special place in my heart as well as my collection, making it an incredibly meaningful release for me on both a personal and professional level.

Super Rare Games interview: “it’s always been about curating games which you have and haven’t heard of”

Are there times when you come up with concepts for collectibles that seem excessively imaginative or unconventional, perhaps similar to some of the unique items from the Resident Evil collector’s editions?

Absolutely, it’s often the case that we come up with creative ideas, but they may not be feasible given our operational constraints. For instance, producing collector’s edition statues and figurines typically involves a significant number of units, often in the thousands, which significantly increases the production cost. This higher price point might make these items unaffordable for many fans.

One challenge we frequently encounter is the process of transferring or adopting laws regarding certain items, such as seeds for gardening or scratch-and-sniff cards. For instance, in preparing for our game release The Gardens Between, we wished to provide seeds for players’ gardens, a practice that is usually prohibited. Similarly, we have aspired to produce scratch-and-sniff cards, but encountered similar obstacles.

As a seasoned video game enthusiast with decades of gaming under my belt, I can attest to the fact that platform holders have strict guidelines for cover art. This is not only to maintain a consistent aesthetic but also to prevent controversial or offensive content from being displayed prominently.

Could it be that Super Rare has a preference for platform games, as evidenced by titles such as Grapple Dogs, Tiny Terry, and Cavern of Dreams? Is there a common thread we’re observing here?

Absolutely! Just like the query regarding our old-school game release procedure, there are specific genres I’m fond of, and in this instance, it’s heavily influenced by nostalgia. The games you mentioned take me back to my childhood Saturdays when my parents were still asleep and couldn’t scold me for spending too much time gaming! On the other hand, I also enjoy challenging, fast-paced games like POST VOID and OTXO, which we had the pleasure of working on as well.

Thanks to George for for taking the time to answer our questions. 

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2024-08-05 11:17