Top Japanese Designers Talk Development Problems
Thanks to GameSpot for their article covering a Tokyo computer graphics festival featuring noted Japanese game creators, as they discussed problems funding and developing innovative videogames. As ex-Sega developer Tetsuya Mizuguchi (also lecturing separately) explained: "The scenario may be good, the characters may be good, and the setting may be good [for a game]. But nobody will allocate 2 billion yen [$15 million, to bankroll development] just because of that. The graphics may turn out to be excellent, but it might be a crappy game." Yuske Naora of Square Enix explained the way that Final Fantasy games are developed, saying they "work from checking out successful examples in the past", but pointing out: "There's some sense of danger among the staff that the way we're heading [in not 'taking risks'], we may only be able to produce Final Fantasy games."
They pretty much are the people with the money. They want more money. They have lots so they put out products, and we find one we like... they notice, and the consumption begins. Please lets not idolize these videogame companies or their makers. My 10 year old cousin could come up with better ideas and he's dumb as a rock. They hook you and reel you in. Sex and Violence. Lets just take over the internet and claim it our new homeland. Cyber space. No way to control it.. and if you try, we boycott its use all together... like really. Thats the only way to true happines, and a television station dedicated to just Family Guy.
can't wait for half-life 27 to come out, its gonna be WAY better than Quake 30
Is it a boat?
Where have we heard this before? I believe it's in that magical place called Hollywood. The problem is, you can't blame the developers for not taking more risks. Look at titles like Rez or Ico. Amazing games, great concepts, yet they didn't sell anything. Sega even discontinued Rez after only 4000 copies were released in the United States (I got one though woo!).
The problem is, the barrier for development on major consoles is very large. I don't think Nintendo will be giving a official devkit to a 2-man studio any time soon. This is where a lot of Hollywood's creativity comes from, from independent movies that get really popular.
Gaming companies will still make innovative games, but the lack of marketing and smaller budgets aren't going anywhere. Games still have a bit farther to go.
I'm on top of my game like I'm standin' on Xbox.
Nowadays, the Internet theoretically creates a more diverse information channel, but it just seems like there are 1000 recommendations for the same game instead of 50. Most of the sites that promote a low-visibility game are themselves not all that easy to find unless you're looking for them.
I'd rather play the good games, but nobody's making demos these days that you don't have to wait in line for an hour to start downloading. There's something wierd going on when pirated games are more available on the Internet than the demo. I miss the high-quality demo archives at ftp.cdrom.com.
i can see it now..
"SONIC: Hedgehog OF DEATH.."
Created by Sega Entertainment
And Produced by John Woo
... don't make innovative games cost $15m to develop.
innovative games, like independent film -should- stay in the background and away from big money publishers whose sole goal is to make games that appeal to established genres.
the film/game metaphor is also appropriate because the current economics of getting a game onto the shelf at Best Buy or Wal Mart are comparable to getting a film on a reel at an AMC or Lowes cineplex. The primary difference being of course - games don't have to be limited in distribution channels.
Should online distribution take off, it's just a matter of word of mouth. the key of course, is online distribution. if you want innovative games to be 'popular' that is. Which personally, i don't think is even necessary for gaming culture to remain healthy.
Lets face it, most of the independent films that are out there don't appeal to all your family or friends like Pirates of the Carribean. They can't. They're edgy and quirky on purpose, whereas Pirates was designed ground-up to appeal to anyone and everyone. This doesn't mean that mass market games or films are less-good, just that they're not innovative by design. If an independent film hits a chord in the hardcore audience, it influences mainstream film.
Similarly, if the hardcore gaming audience downloads an innovative game and talks it up - it will doubtlessly influence mainstream gaming. the shareware days of id pretty much -created- the first person shooter genre through word of mouth. and rise of the triad and wolfenstein were certainly not mainstream. (of course, nothing really was)
but it's simple economics. why -should- publishers take risks on unproven designs? why throw a full budget behind a game that may not appeal to -anyone-? risks should be taken on small scales, and capitalized on when successful.
I mean, innovation and originality isn't vindicated solely by mass appeal, so why demand that?
All you need is an established 'independent' gaming forum and distribution channel. the IGF is good, but it needs to partner with a news/review source that can pay some lip service to more than just the 5 'best' games. combine that with an online distribution mechanism to let these games get purchased for reasonable prices (think $5-10) and lets get on with the game playing.
of course once you do that I think you'll find out what many of us already know. There isn't an independent gaming culture, because there aren't enough independent games. and this is entirely the fault of the current crop of independent developers.
most independent game developers need to realize that they can't compete with carmack and sweeney on glitz. they don't have the budgets or the QA resources to make sure their shader programs work properly on every machine. similarly, independents can never make more maps than ritual or more zones than sony. and they really can't demand top-of-the-line system requirements, as most innovative game enthusiasts aren't hardware enthusiasts. they get what they need to play games, and certainly don't rush out to buy a p4 or gf4 just to play the latest big budget fps.
look at puzzle games: 'independent' is an unnecessary clause because of the extremely broad array of producers. the simplistic scope of such games makes it a fertile genre - precisely because no-one is trying to push the graphics envelope or the 'content' envelope. just as independent films can't show up big studio effects, or number of exotic locations.
// "Can't clowns and pirates just -try- to get along?"
One of the primary problems with game development is that in most cases, the financial backer of the game and the developer of the game have slightly opposing goals.
The Developer wants to make the best game they possibly can. This improves the developers crediblity, and makes it easier to get backing for future games.
The Developer wants to make the most profitiable game they possibly can. This allows them to back more projects, attract further investment, and insure that they can eat.
The goals do mostly work together, but it can cause problems. Some developers end up spending years developing a game at great expense until the game can not hope to recoup the cost. Other developers try to churn out a quick game to make a quick buck.
Often, only one of the goals is met. Big Game Hunters is a great selling game, but no one will say it is a great game. Capcom tends to come out with one excellent idea every 6 years or so, and then proceeds to make 18 or so games on it (Megaman, Street Fighter, Resident Evil).
The trick is to realize two things.
1) A Bug budget does not guarantee a great game.
2) A great game does not necessarily need to be original, meerly different enough to stand apart.
END COMMUNICATION
Resident Evil 1 was a piece of trash when it first came out on the PS1 (bad graphics even for its time, voice acting that a bunch of 13 year olds coulda outdone, and the same long load times for entering a closet as with a room full of water and sharks.)
Now I think game developers are acceptable for 'recycling' and 'rehashing' the same ideas over and over. What I don't think is acceptable is not -evolving- those same ideas over and over. When Contra Shattered Soldier came out, it was barely changed from the old formula, in fact it was changed in a bad way (only 3 guns and areas which could be run through in 20 seconds?). The Final Fantasy series seems to be doing 'ok' with their changes but for the most part its the same ol "save the world" storyline and the same "leveling up." Sure FFX had the Sphere system but, that was unbalanced and not much to behold (I won't even get into Blitzball).
What I'd like to see is either a seriously gutsy move (Half-Life 2 and Doom 3) or some slow but noticable changes through games (Final Fantasy series). Either way, both people are happy. Developers get to try out new things and producers get to market a tried and true formula while gambling for a little extra with something new.
They fail to mention the biggest problem they have to face: it's tough for the Japs to see out of those squinty little eyes of theirs!
So why do these games cost so much? There must be inefficiency. Look at the cost of licencing a major title/character. Now invent your own. People used to develop entire *series* of games for less than the cost of the name 'Matrix'* or 'Frodo'*. What about graphics - look at Eve - beautiful graphics, reportedly crap gameplay. Think priorities. Get the gameplay right, layer the graphics on afterwards. It doesn't have to cost a fortune!
* Please note all copyrighted or trademarked names are owned by their respective owners.
-=-=-=-=-=
I'd rather be flamed than ignored.
I would actually not be surprised if PaRappa was a little pricey to make. I doubt some of the major talent involved with the music are all that cheap - neither is the designer, right? :D
There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon