So how did n-Space go about settling on what properties to take on, and what properties to pass? Well interestingly enough, with the exception of Danger Girl from THQ, publishers approached n-Space to develop all their licensed titles. "In the case of Duke, it was like 'We have this great license for you; do you guys want to do it?' We did it. In the case of Rugrats, we were going to sign another deal with that publisher to do an original game and they came to us and said, 'Hey, we just landed Rugrats and we need a title done within a year. Do you guys want to do it and this is what we will pay you to do it.' And that title sold over 3 million units worldwide." -Erick Dyke to N-Sider
So does the n-Space team enjoy working on original IPs more than licensed IPs? According to Erick, it all depends on you point of view. "[One] angle to look at it from is that original IPs are a lot more challenging and a lot more risky financially," describes Mr. Dyke. "Knowing that you are doing a Duke or a Rugrats lets you focus more on the games, and less on the world. [When creating an original IP] you have to make everything, which is more of a challenge. You can't just focus on the gameplay. But its more fun, theres more freedom. So I guess from where Im sitting is that, both have their ups and downs. An original IP is more risky and harder."