An Interesting Look at the Video Game Industry
Bamafan77 writes "USATODAY has an interesting article in their Money section on the video game industry. The centerpiece of the story is an overview of DigiPen, the only accredited video game university, but it also describes aspects of the video game industry in general including the explosive growth of the industry (e.g. Barnes and Nobles would've reported a loss without their Gamestop subsidiary) and how many universities not only fail to prepare students for the game industry, but still don't take it seriously. However, I believe things are slightly better than the days when Trip Hawkins (EA's co-founder founder) Harvard professor told him to stop wasting time with games."
... aren't made; they're born :)
I majored in tetris! I also have degrees in Donkey Kong Theory and Token Economics!
All in all, I'd say that most universities turn out computer science students who know how to program applications. Word processors and the like. I doubt that many universities take video games seriously because they only came onto the scene in my lifetime. Give it another 10 years and we'll see where things are at then.
"Computer games don't affect kids. I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."- Kristian Wilson, Nintendo Inc. 1989
There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order- Ed Howdershelt Via Tass
However, I believe things are slightly better than the days when Trip Hawkins' (EA's co-founder founder) Harvard professor told him to stop wasting time with games."
Gamers have been begging Trip Hawkins to stop wasting time with games for years. I guess Hawkins' prof was just ahead of his time.
Yeah, when I tried to explain to them the reason I was flunking out was because of playing Final Fantasy, they decided to suspend me anyway!
I'm confused. I know what a founder co-founder is (one of the parents of the founder), but what is a co-founder founder? The original from which the co-founder was cloned?
Quattuor res in hoc mundo sanctae sunt: libri, liberi, libertas et liberalitas.
"It's pretty well known video games cause violence among kids.."
It's also pretty well known that the Earth is flat, the moon landing was a hoax, and masterbation makes you blind. I agree that common sense should be divvied out, but I don't think you're channeling it in the right direction.
...outsold the motion-picture industry by a billion dollars last year, and movie studios and record labels wonder why they are losing money? Come on! I've always thought that it was an obvious fact that 'x' dollars only go so far, and if some kid chooses to spend his allowance or paycheck on a computer game, there's that much less money LEFT to spend on a CD or movie ticket. Don't forget, either, that even just last year video games weren't nearly so prevalent. There are a lot more choices out there for me to spend my money on, but (go figure) I don't seem to have any more money this year to spend... The times, they are a changin', and the dinosaurs will be left in the dust.
Yeah, I sound just like a million other people, but I imagine myself and all those other people will continue to say the same things until they no longer need to be said.
Everyone on slashdot has a journal.
DigiPen has a cool collection of downloadable games created by their students here... None of them open source though :P
Welley Corporation - SLM Scammers
There's sooo many people who would love to go into game development, there isn't really a need to specifically train people. Those who want it the most, will learn. It's hard enough to find a game job right now as it is, If we were spewing forth graduates with a BS in GD (Game Design) then what would happen.
... it's more fun than business apps, is mildly morally rewarding, and doesn't require 60 hour weeks like I'm sure a lot of game shops gave.
But I'm happy making educational software
many universities not only fail to prepare students for the game industry, but still don't take it seriously.
Taking preparation for a video game design career seriously is like taking preparation for a rock musician career seriously. At best you can argue that it's an art that people can pursue out of interest. Claiming that universities in any way do their students a disservice by not offering it as a career-preparation stream is very silly.
In both industries, you have a very small number of people who can possibly make a living at it, because you just don't need that many providers in the mainstream market. This is even more true with video games than with music, as niche markets are few and local markets are nonexistant. Anyone who *isn't* one of the big players in either industry had better be doing it because they like it, and have a day job that they're trained for, because they'll have a hard time making a living.
Video game creation also doesn't require as much specialized training as music. It requires a _lot_ of training, but most of it is the same stuff you'd get doing a CS major or 3D or 2D art major or a drama/literature major (depending on the aspect of game design you're targetting). The usefulness of a specialized stream of study is questionable.
In short, I think the importance of "preparing people for the video game industry" is overstated.
Going to school and studing to be a game developer reminds me of the famous quote from Animal House.
"You can major in GameBoy if you know how to Bullshit".
NO! NO! Please don't mod me, I'm too young to die a troll. *click* Oh the pain, the pain...
I'm thinking thats probably mostly from The Sims, and Grand Theft Auto 3.
Then I read the next line:
The current video game hit, Grand Theft Auto: Vice City, sold more than 1.4 million copies at an average $48 apiece in its first three days. That $70 million windfall easily puts it in the ranks of a blockbuster movie.
Also, There was a 2 issue article in GamePro about "Take This Job and Love It!." Working in the video game industry. Heres a link to the lo-fi version, search for the pretty oneTake This Job and Love It.
What I like the most about digipen is that you only take courses directly related to video game programming (or computer graphics design). None of this European History nonsense that I'm 99% sure I'm never going to use again.
Required Course List for a B.S. in Real Time Interactive Simulation
-dk
While games development is a great job for some, it is not for others. I like process, I admit it. I like to follow a methodology that promotes defined repeatable outcomes, that looks for ways to continuously improve the process, and thus the ability of the team to improve the quality of the outputs. When I interviewed at EA, they didn't need no stinkin' process. And I don't blame them: the product they produce is closer to a piece of art than a piece of software at times. Requirements management? Ha! How about ad-hoc requirements change up to the last minute? But that's the nature of doing something so creative... you need to change and tweak up to release. Should they teach this in Uni? No goddamn way. Why? Most software developers already are good at being creative: they take a requirement, a sentence on a piece of paper and translate it into source code that does something. How much more creative do you need? So teaching the finer points of game development, aside from the core stuff that is already taught in most CS degrees (graphics etc.), can be done as part of learning the job. Like an apprencticeship or co-op term. You learn the basic skills for any s/w development in school, then you refine and specify those skills in the real world.
"Content's a bitch."
I haven't been there for a while, but the University of British Columbia Computing Science department head in the early '90s (Maria Klawe) was interested in using computer games in education. Last I heard she was the University's Vice-President of Research (but she was still doing her own research too).
Just a wild guess, but I'd be inclined to bet that UBC takes computer games relatively seriously. Being in the home town of EA doesn't hurt much either.
(actually, EA is based in Burnaby -- a siamese suburb of Vancouver, and UBC is essentially it's own town at the other end of Vancouver, but that's picking nits).
OS Software is like love: The best way to make it grow is to give it away.
With the porn industry with estimated $11 billion in annual sales (besting the video game industry by $1.6 billion), where's the Porn University?
I feel many universities not only fail to prepare students for the porn industry, but still don't take it seriously.
I would argue that a University Education in Computer Science is intended to introduce the students to a broad range of topics in the field of computer science, not something as specific as game development.
To say that Universities should offer training for video game programming is ridiculous.
The intent of taking Computer Science at University is not to even learn how to program. A person takes courses that teach programming languages in their first year and then after that it's assumed that you can program, regardless of the language. A person is there to learn about the science of computers: stuff like algorithms and design at the early levels of a degree and more advanced topics such as graphics, AI, distributed computing, etc in later years.
I would say that game development would be an application of various topics in to one. Software Design, Graphics, AI, etc. So in reality I think that a course on game development wouldn't be useful anyway because it couldn't get in to enough detail on enough of the involved topics.
After leavign university a person should be able to take their knowledge and do with it what they want because they have a general knowledge of many topics. Whether they apply that knowledge to writing an operating system, word processor or the next version of Quake is up to them to decide.
This is just my view of what a university education should give someone. For all I know other areas of the world view a university education differently...
my two cents(cdn)
A new feature is just a bug waiting to happen. And vice versa.
Please see CS248 . The final project of the class is to make a video game. I went to the showing last year, and the games kicked ass. There were people from the game industry that came to judge the final product, they recruited people pretty heavily if I recall correctly.
Similarly, Computer Science should not be taught as a course in game development. A student that is taught nothing but game development will fail miserably if they do anything else. And, in my experience, students of so-called video game schools know how to slap down code, but don't understand the workings of that code. You probably couldn't give them a original piece of code and have them understand it immediately.
However, a student who is taught the fundamentals of programming and the basis of computer science will be able to adapt to create games. He knows the foundation and will be able to apply it to a specific task. Furthermore, they will have the expertise to work outside of that field, should they not get a job as a game developer (a very real possibility).
A broad understanding of the fundamentals and foundations of Computer Science is better than learning a specific application. A good programmer will be able to adapt and could probably end up programming a better game than the one taught to just make video games.
DigiPen is not the only accreditted school instructing Game Development. There are several others including Full Sail in Orlando that are fully accredited with thier state organizations.
There is a list at the main page of the International Game Developers Association page listing all the schools instructing game design and development. www.igda.org
Just because a school is "accredited" does not mean it will be recognized as a full education.
I know people who have gone there, since I live near Redmond. The courses are extremely focused. True, it is a limited scope, but there still should be a broader approach. I.E. Why are only programmers and graphic artists being trained there? What about the directors and producers?
Also, let's say you spend 4 years there and go to work for a company which makes games. If you wanted to leave the field, you'd likely already be pigeonholed. If you get a broader CS or Comp Engineering degree, at least you have other openings.
Just something to think about, before jumping "willy nilly" into such a narrowly scoped environment.
"PC Load Letter? What the $@#% does that mean?!"
Damn you Video Games! Damn you to hell!
And see that Hollywood isn't doing too good. There have been a lot movie-related companies (especially SFX) going out of business in the past two years. I think in 5 years the same thing will happen to the video games industry (ie - another early 1980's style Atari crash by overproduction is coming).
In the great CONS chain of life, you can either be the CAR or be in the CDR.
The article is comparing the Gaming industries total revenues with the box office sales of the movie industry. They're ignoring the huge video/dvd/rental/cable-deal/fast-food-promotions revenues that the movie industry makes.
That being said, I'm still impressed by the fact that the gaming industry exceeds box office revenues by $1 Billion.
Mmmm.. Donuts
After reading that article on digipen, I was quite horrified to read that there are no arts, music and so on. In life there are the foundation disciplines, such as logic, reading, music appreciation; upon these one later builds the skills of interaction and communication: public speaking, writing, programming, social skills and so on. To totally immerse yourself in the pursuit of communication at such a young age (18) is foolish. I really am in favor of a strong classical education in addition to a regimen of computer skills. I've found, at least as far as I'm concerned, that I have separate capacities for learning in different areas. If I do two hours of philosophy and two hours of coding (C++) I am not nearly as toasted as if I did two hours of C++ and two of discrete math. What often passes for "focus" lends little acceleration to one discipline while the rest rot. A well-rounded, well-adjusted person is going to be happier, easier to work with, and therefore more useful to the company on the whole.
But there is another kind of evil that we must fear most... and that is the indifference of good men.
Some of the best game developers I know aren't CS people, they have EE / ME degrees. (Hey Jess, you out there? Still at EA?) This is something I'd consider if I wanted to get into game development and was looking for a career path. Engineering is very focused on how to model the real world and real world physics and stresses, something pretty much what games do today. You're not going to learn much about automatic control systems in a CS program, and that is very relevant to advanced simulator design. American engineering schools aren't quite as rigorous (Canadian perspective here), but it's pretty much the same thing. I have an EE degree, so obviously I am biased.
Another benefit to having an engineering degree is it gives you great distinction from the packs of CS people. For better or for worse, this has been something that has benefited me in job searches, especially in this economy.
If you are an engineer in Canada, you are required to do much more complicated math than most CS undergraduates get into. At the core of all games is some very complicated mathematical modelling - I'd even argue someone with a pure math degree would be a better bet than someone from a more specific program in game development.
Let's face it, going to a school that's going to just teach you game development would be very nearsighted IMHO. I would much rather have a solid grounding in the fundamentals that I can apply to whatever comes along. Anyone who is destined to be a great game developer is smart enough to implement their own gaming engines and games, learn about game physics and AI, etc, on their own. I would give a harder look to someone with a degree and their own open source project in one of the above areas than someone who graduated from Video Game U. Unless of course, I was looking to save money.. and of course, there are exceptions to every rule.
Most of the time those who have a natural talent and interest stand out light years ahead of those who trudge through a CS degree for the money. Perhaps this is what you mean by an "applications developer".
My $0.02.
..don't panic
Between May of 2001 and January of 2002, I worked for a company called Maximum Charisma Studios (MaxCha) out of Denver metro Colorado. They were a start up, made a game called Fighting Legends Online, released it, it sucked, and they went chapter 7.
... and thats what I have to say.
MaxCha had 32 employees at it's height. About half of those people were the real producers of the company and the other half were the wanna-be-game-company-employee types who were barely doing anything, and mostly were assistants for the rest. We had a lot of interns who worked for free doing slave labor -- stuff like helping the marketing department, helping customer support, doing testing (playing the game for free and logging bugs).
MaxCha made major efforts to push it's game, giving away free shirts, stickers, mailing CDs to people all over, and even gave the game away for free with a rebate program, but nobody would buy it because it sucked. Those who did buy it took it back to the stores because it sucked. You can't get sales if your PC game sucks, no matter how hard you push it -- console publishing may be a little easier to build some hype with.
The lessons learned for me were invaluable, and I think it will be for the others who paid attention too.
In total, I heard that the company blew only just over 3 million across a period of about two to two and a half years, which is amazingly little for what was accomplished. I am proud to say that I was personally responsible for about one third of that because I provided all recommendations for production infrastructure for the online game -- collocation, servers, routers, switches, random equipment, $30K of RAM from memman.com (Thanks Jay), software, and services costs. Almost everything done (ALL sound development, ALL art, the box, programming, marketing, even distribution) was done in-house.
The story of MaxCha was that of a bunch of kids who grew up, wanted more out of their jobs than just being paid, got together, said, "Hey, let's start a game company!" And they all had their own idea of how it was going to go. The game ended up not having a design board because the founders all wanted their little idea to be the basis of the game. The result was that the game had no basis, no story, and play sucked. The code rocked, the back end infrastructure was excellent, our ability to scale up and support a massive customer base in short order was good, but the game was not fun.
No fun, no sales. Whoops.
I moved away from the Denver Metro area after the company went under. Denver/Boulder Colorado has a decent game company market, as does San Francisco California, Seattle Washington, Portland Oregon, and a few other random places. I even found that EA Sports has a sub company that makes sports games here in Orlando Florida.
It is really hard to get into the gaming business unless you have some contacts, start your own business, or luck out. In my case, I lucked out because I was not really into working for a game company. I was just looking for a way to get out of my old employer because they were about to tank.
The atmosphere at MaxCha was very loose on the downstairs, and business like on the upstairs. We had a two story building that was very small, but it was perfect because the CEO, marketing department, HR, and other 'stiff' managers worked upstairs as a nice pretty front. Downstairs was the art department, testing, the programmers, and others. There were times that people slept there over night, there was beer drinking on site, pot smoking outside at the park, and parties at houses every few weeks. The fridge downstairs had beer in it, someone had a pet dog running around, there were game consoles laying about, and people came and went as they pleased so long as they worked 40 hours a week and got the projects done. I personally would come in somewhere between 9:00am and 1:00pm, and work my eight to ten hours.
In a small company like this, individuals made all of the difference. Not firing do-nothings early was a mistake, and making up the work later was very difficult. Worse, the employee was socially entrenched and nobody wanted to be the bad person and do the duty to the company that was necessary. There were a few who fell into this category, but I was surprised that most of the people in MaxCha actually recognized that because they were a small business they themselves needed to take initiative on various things in the company and get the job done.
The failure of MaxCha as a game company was that the game released was no fun, and sales were nothing. The nail in the coffin was the fact that the game was an online interactive game that required expensive infrastructure. If it had been a stand alone title, they might have been able to put out a second game and get it right the second time.
Box art, packaging, manual, and physical product was great. The box looked good, felt good, and looked like it could be a good game. Code was really good. Graphics were a little heavy for what they were but that was because of the frame of the game -- players did not get to see all of the patches that added all of the stuff that was left out to make the release date.
The release date made two years prior was met, even if little things got cut off. That is apparently an incredible feat in the gaming industry.
IT infrastructure was good, which usually gets neglected in gaming companies. Everyone is a computer user and nobody wants to admit that they need one person to really support the internal and production network. They think they can throw up a Win2K server on the T1 and host all those gamers off of it. We got it right though.
Design at MaxCha was a mistake -- no real design staff. Furthermore, design is like a book. A team does not write a story, one person does. Giving away that authority was a problem that the founders did not want to do, and so they all tossed in their little features, but it turned out crappy. They did not trust one person enough to write the story, give the concept to the artists and content producers, and come up with the game design that ultimately made the game fun. The fun got left out.
Because design was bad, the artists did their best to come up with original good stuff, and they did. Programmers programmed well, did UI interaction testing, got the AI right, and documented code well. Marketing sold the game as being good for everybody and got the name out. But in the end, everyone did it their own way and nobody was responsible for bringing it all together.
Giving that ability and responsibility to the right single person can make a great game company, but it is hard to do that. This is why many game companies are self started.
Programmers who can code games are a dime a dozen. It's game DESIGNERS that are so rare.
Back in the day, which is probably where most of the guys you all idolize came from, designers and programmers used to be one in the same. Richard Garriot sat down and WROTE Akalabeth and the early Ultimas. Sid Meier (arguably the first "superstar" designer) wrote reams of code for Microprose in the 80s. Will Wright coded and designed the original SimCity. None of the above are coders now. (Garriot is out of the industry now, but his last few years of work was in design)
I know a guy that worked on Daggerfall (ok, so that's not a great accomplishment seeing as it was so buggy, but damn it he was a game coder), and I know a guy that worked on Everquest. They're coders. They didn't have anything to do with the design of the games.
If you can code a physics engine from scratch, great. John Carmack can. But iD hasn't released a game that was innovative in its design in years. John will sell the [insert name + Roman numeral here] engine and buy his Ferraris. But when LucasArts gets it and writes Jedi Knight II using that engine, THEY created the game, not Carmack. Carmack didn't do anything more than build a toolkit for other people to use. In another world he would have worked on libc or the C++ STL or on a tax calculation library or in Core Services for a financial institution.
Stop worshipping the programmers, go and seek out the best designed and written games, and the industry can be saved..
many universities... fail to prepare students for the game industry
1337 Warrior Freshman:
"Hey, Prof, is this class 'How to earn Gold Pieces in EverQuest by repetitively making bricks from river-bank mud until I can accumulate enough to go on an adventure, 101?'"
Prof:
"Sure is, and it'll also prepare you for the mind-numbing drudgery, alienation, and disaffection of real work, too! By the time you're done, you'll know how to eagerly but passively sacrifice your life and dignity for the worthless epheremal trinkets consumer capitalism will tell you you have to have! And you'll be able to do it the the real and in virtual worrlds simultaneously!"
"
Opinions on the Twiddler2 hand-held keyboard?
I recently transfered in to Emerson College in Boston, doing away with a double major in Design/Technical Theatre & Cable/TV Broadcasting at Western Michigan University. Upon starting at Emerson, I found out about a BFA program where a student can partake in a feature-length project in film, tv/video, radio, and new media. Long story short, I changed majors from a BA in Film to peruse BFA in New Media.
Personally, I think 'New Media' should be renamed 'Interactive Media.' With internet, with video games, it's a form of media that the audience interacts with. With 'New Media,' what happens in 20 or 10 years? Is it still new? And what happens when HTML goes the way of BetaMax? What does knowing HTML do for you then?
I use the class curriculum as a springboard for my own education. The classes provide the foundation, I complete the rest of the picture with my thesis project. What I hope to create is an education where I can understand how an audience interacts with the media I create. Programing languages and media delivery systems will come and go, but what I hope to keep is how best to allow my audience to interact with my artwork. HTML, Flash, Director, et all are tools for a user to interact with content. I'm trying to keep in check that the tools will change and improve, but the fundamentals of audience interaction are still in play.
AnamanFan - Trying to find the Truth, one post at a time.
It's not a University, it's a technical college. Universities are for getting an education, technical colleges are for training.
I despair when I read posts here saying "That's my kind of education, none of that history bullshit I'll never use again." There's nothing wrong with pursuing a specialist technical career, but there's everything wrong with believing you have the right to vote in utter ignorance of history, politics and culture.
Interestingly, my college, the Rochester Institute of Technology will be the first college in the United States to offer a Video Game major.
Perhaps even more interestingly, it will be in the field of Information Technology, not Computer Science.