Always Look on the Bright Side of Life

Once in a while, I sometimes doubt my dour and despairing view of the game industry. Perhaps I'm just a depressive. Perhaps our cheerleaders are right, and perhaps everything is for the best in this best of all possible worlds. Dollar gross rises year by year, the fastest growing entertainment medium in all creation, yada yada yada.

GameLab shut doors the other day. Zimmerman says it's not dead yet, but I'm reminded of the parrot sketch. They sold off office supplies and fixtures -- Karen went down and snagged their stock of card games (someone had already snagged the boardgames, darn it). Multiple IGF nominations, Eric is a major fixture in the field, their game Diner Dash made PlayFirst's fortune, but of course not GameLab's, since developers are required to sign away rights to IP in this best of all possible worlds.

Today, Dean Takahashi is reporting that 3D Realms is out of business. Confusingly, Apogee claims to be still in business, and still working on the next Duke Nuke'm game -- I thought Apogee was the name 3D Realms used before it became 3D Realms, but who knows what the actual status is. No wonder Scott Miller hasn't blogged in almost a year.

Meanwhile, Big Huge Games is still being shut down by THQ, and although there was a flurry of news about possible purchasers a while ago, nothing yet has been announced. THQ are, of course, blinkered idiots, and are presumably shutting down the studio on the grounds that it's "mostly PC" (Rise of Nations being RTS, and RTS not working worth a damn on console) and conventional wisdom being that PC sucks, console is now and forever shall be the one true faith. Never mind that they have a Ken Rolston-led RPG under development (Xbox title, I assume), which, you know, might sell a few copies. Oblivion and all. But "bankable talent" somehow isn't a concept that's caught on in our industry, despite its ongoing and unattractive Hollywood envy.

I have this idea in the back of my head -- a fool idea of course -- that one day, people with the power to do something about it might stumble across the notion of "a stable business ecosystem," and conclude that actually, to sustain industry growth and survival, you might conceivably, you know, want to let developers potentially make a buck from time to time, even if publishers and retailers have the power to strangle them. That rewarding development success breeds more development success, and gives heart to those who want to create good games.

Silly notion, of course. Developers have little to no bargaining power, since they depend on publishers for funding, access to market, and every critical success factor other than, you know, actual game quality. And surely that matters less than bankable IP. So why deal them in for a dollar more than absolutely necessary?


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It's the same all over

Name one original screenplay writer (who isn't also a mainstream author or the director; ie, Stephen King and M. Night don't count). Nobody knows who writes the movies they love.

Great writing makes or breaks the movies that have the best ROI. If you spend $50 million on actors and $50 million on effects, yeah... you can probably bring in $200 million at the box. But little movies like "Clerks" and "Spinal Tap" and "Amelie" make many more times what they cost because the writing is great.

But great writing (especially as judged by receipts), like great game creation, is very, very hard to predict (John Romero).

I ain't saying it's fair or couldn't be replaced by better systems. I'm just saying that if somebody knew how to predict which games (or scripts) would do well, they'd be rollin' in the green.


I find this incredibly

I find this incredibly disheartening. I'd recently been considering starting up a casual games company. I remember Eric and Gamelab from the blix days, and if he can't make it, what hope do I have?


Poor Analogy

Andyhavens, I have to disagree with the appropriateness of your analogy - whilst a writer's efforts can sometimes be the saving grace of a film, they are still only one small cog in the machine; movies can still be financially successful (and in some peoples' opinions even worth watching!) despite a lack of good writing.

Compare that with the situation in the game industry, where ALL the creativity is the result of the developer's efforts. In fact, everything a consumer buys except for the distribution and the desire to buy (read: marketing, a dirty word I'd rather not use) are the developer's work. And it is the entire developer being strangled, not just the lead designer...

So my gripe is that your analogy does insufficient justice to the extent of the problem!

Greg, if you held all the cards as a publisher, would you give a developer room to maneouvre and risk them breaking free from your chains, able to negotiate better deals - or to not need you at all - in the future?

Oh, you would? Well, you're only human. ;)


Post-Industrial

We´re all moving toward a post-industrial society in the strong sense due to the failures of centralized finance, scarcity of non-renewable energy and the inequity of our centralized food production system. This is a shift happening due to systemic factors beyond our control and will result in a much more decentralized society, if society is to survive at all. Those who position themselves for this shift sooner rather than later will benefit in terms of tangible and aesthetic wealth. To that effect, I think the future of this high will be more along the lines of people working 20 hours a week to manage their own farmlet and then another 20 hours a week to produce freeware, possibly subsidized by a micronage model.

I met some guys from Big Huge Games at the paper prototyping tutorial at GDC and they seemed like good folks, plus they were the only studio in Baltimore as far as I can tell, that city has such a good music scene it deserves more game developers. On the other hand, like all the other systemically marginalized professionals, this is an opportunity to make a choice between sucking at the government/corporate teat or taking charge of your life, growing your own food, and doing a bootstrap business. If this all seems unrealistic, you should do a bit of research on permaculture techniques and you´ll see the time/efficiency ratios can be designed radically in one´s benefit.


Baltimore

Firaxis and Breakaway are also near Baltimore. There's actually a fairly sizable development community in the region, the legacy ultimately of Microprose.


And again...

@andyhavens: William Goldman had it nailed nigh on thirty years ago.
"Nobody Knows Anything".

He was talking about movies, but it applies across the board. (e.g. Dan Brown was a relatively mid-league writer with three or four quite acceptable and fun titles under his belt. But not even he thought The DaVinci Code was going to take off like it did. And nor did anyone else.)

The big commodity producers don't really care* what they are selling - they are about making money for their shareholders. That's very different to the hobbyist arena, where the designers are doing it for love. (Not that they aren't doing it for the money too, but it's not the same priority.) The problem is that those two universes really don't coexist all that well - "success" and "failure" have totally different meanings in those two universes; if I sell 10000 copies of my boardgame, that's a pretty decent success - unless you compare it to sales of Monopoly, which isn't strictly a boardgame, it's a commodity.

(*OK that's unfair. But I imagine that the guys with the ideals who came from the hobbyist universe into the commodity universe hoping to change it and discovered that they couldn't either got out or were changed themselves instead.)


Laziness, Not Money, is the Problem

Scurra:

Here's the issue. In the game industry, quite often the games that succeed best are games that come out of left field, and do something interesting and novel. As Dan Scherlis says, "genre is the name we give to one hit game and its imitators" -- or to put it less cynically, an innovative game that demonstrates that a novel play pattern can be commercially successful spawns a whole genre. And not incidentally, creates a perennial, IP that can then be exploited till the cows come home.

From a publisher's perspective, therefore, you'd think that a program of planned innovation would make a great deal of sense. Not so; at the prototype stage, it takes real understanding of games and judgment to be able to see whether a proposed game might actually be a hit or not. Innovation is risky, and when you're throwing around tens of millions of dollars, you want to minimize risk as much as you can. Hence the attachment to existing IP, whether deriving originally from games or other media. At the marketing stage, as well, novel product is hard for the marketing weasels to figure out how to sell, because it doesn't slot into an existing genre category. They might actually have to think and work, instead of relying on tried and true formulae.

Developers want to make money; publishers want to make money. Both sides are in accord here. The problem is that publishers are crass, ignorant, and lazy.


funny thing happened on the way to the box office...

"All the creativity is the result of the developer's efforts."

Really? Nothing is owed to the graphic artists, the writers (if there's any story, doc, dialogue), the sound guys, the bug testers, etc.? I'd argue that some of those jobs (and even the marketing) involves some creativity.

And creativity also isn't the only thing that makes a game (or a movie) great, is it? I mean, you can have a really great, creative idea for a film, great writing, great direction... and then lousy editing can spoil it. Good editing is, in fact, highly creative.

In terms of games, what about a great game where the learning curve is too steep? And somebody from the testing group suggests a couple levels between the tutorial and the "meat" of the game to help people ramp up a bit more smoothly? That's creative... or, at least, helpful to the creative process.

I'm not arguing that the devs shouldn't have more autonomy and room to do creative, interesting things. But what I've seen in many industries (including my own) is that when devs (writers, artists, designers) don't have a good idea of the business end of the process, it can be just as damaging as when the suits don't know squat about games. If, that is, you're interested in making at least enough money to keep the lights on.


"Game Developer"

Andy:

As used in the game industry, the term "game developer" can mean one of two things:

1. The studio that develops the game, which typically employs game and level designers, programmers, graphic artists, Q/A people, and sometimes sound artists as well.

2. Individuals who contribute to the development of a game, including programmers, game and level designers, graphic artists, Q/A people, etc., etc.

In other software industries, "developer" usually means coders alone. In the game industry, it does not, but incorporates all creative talents.

Thus, your comment is not germane; everything in the game -is- due to the game developers. Except perhaps voice talent.


What He Said

As Greg said (except germane, as I don't know what that means...); I had intended to refer to the studio rather than any individual.

I am trying to recall the closest corresponding term in the film industry, but am drawing a blank... I think because, as I understand it, the big "studios" (companies like Universal, to pick a purely random example) get more invovled with the actual production of a film. They don't just stump up the money and handle the marketing.


The film analogy

A similar thing actually occurs in film, where a production company makes the movie, then sells it to a distributor. Nobody wants to make a movie for any significant amount of money unless it has a guaranteed audience. So the major studios' production wings chuck big stars and directors at projects, and starve the rest. Independent productions have to sell to distributors on their own, and nobody wants to take much risk unless it fits their pre-existing audience. Independent film has actually been starving to death for several years now.