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Tara Reid And The Future Of Game Development

Thanks to GameSpy for its article covering Naughty Dog's president Jason Rubin discussing why gaming needs to do more for its talent. Rubin explained the strange title of his lecture by referencing to Sony's E3 2003 party: "After several calls, lots of hassle, waiting in a long line, and a trip through the metal detector, Rubin was able to get in. Meanwhile, Hollywood darling Tara Reid simply strolled into the party. This got Rubin thinking about how much money and attention publishers garnish celebrities with. By contrast, the business does a really poor job of promoting its own talent." He went on to note: "Very rarely do you see a developer's name on the box, and sometimes you don't even see the developer's logo", and urged a change of attitude: "Developers should look at publishers as people they hire to sell the game they made."

85 comments

  1. But Tara Reid was the one laughed at... by BTWR · · Score: 4, Funny

    But don't worry... Tara was the one photographed by US Weekly that night vomiting all over herself, tripping in a drunken state and being carried out by her friends (as she is every night). So I don't think it's that great to be in her shoes.

    Plus, can she honestly think anyone would want to see her onscreen once she's 30? It's common knowledge that there are few jobs for older actresses, and the only ones who get them are the ones with a LOT of talent (Kidman, Zelwegger, Zeta-Jones, Keaton, Lane).

    Look forward to seeing Ms. Reid in "The Surreal Life 6."

    1. Re:But Tara Reid was the one laughed at... by jmt9581 · · Score: 1
      Being Tara Reid may not be all tea and cakes, but is being Jason Rubin any better? Honestly, I wish that I could get stumbling around drunk every night and still make as much as money as she does. I don't know Mr. Rubin, but if he looks like any of the geeks at my school I'd much rather look at Tara Reid in ten years than Jason Rubin now.

      Just because these stars are eventually going to watch their careers fade doesn't mean that we should pity them.

      --

      My blog

    2. Re:But Tara Reid was the one laughed at... by CandyMan · · Score: 1

      When I interviewed him (in 2001) Jason Rubin looked extremely fit and very smart (in a preppy way) in his chinos and tucked-in white shirt. He also proved to be a very good public speaker and quite personable.

      I'd much rather look like Jason Rubin in ten years than like Tara Reid now.

      --
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  2. Jason Rubin also... by BW_Nuprin · · Score: 0, Flamebait

    Jason Rubin also holds the dubious honor of being one of the most conceited people in the video game industry. Thinks he's so damn secksy...

    1. Re:Jason Rubin also... by Anonymous Coward · · Score: 1, Funny

      Isn't he just Carmack's bitch?

    2. Re:Jason Rubin also... by Baikala · · Score: 1

      You're probably messing up the two ID Software's Johns, Carmak and Romero (I kown Romero left ID a long time ago), it was Romero who wanted to make you his bitch in the Daikatana hype times.

      --
      16,777,216 comments ought to be enough for any forum!
  3. I completely agree.. by Recoil_42 · · Score: 4, Insightful

    I even know a few people who believe that the publisher is the one who makes the games. One of them continued to argue with me in the case of True Crime: Streets of LA, telling me that Activision makes all his favorite games, and that there was no way that i was telling him they didn't make them at all. (except for marketing, packaging, etc.) It's really sad that the publisher gets all the glory, because that puts them in a position of advantage on the developers, giving the publisher all the money for doing less work. This is really evident when looking at EA --- its "EA games' Battlefield 1942", not "DICE's Battlefield 1942" what the leads to, is the developers completely getting swindled, as the record companies do now, but in a different way -- you won't get sales unless you go with one of the big labels (in the case of games, publishers), and if you DO go with them, they'll swindle you for all you're worth. I'd really like to hear some real developer's opinions on this though, as IANAGD. (I am not a game developer) C'mon guys, i know you're out there.

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    1. Re:I completely agree.. by dsyu · · Score: 5, Informative

      Yep. I worked on a game which was being published by EA, but done at a third party development studio. EA specifically told us that our company logo would not be on the box, or shown at the title-screen of the game (this was part of the contract). The reasoning was that EA wants the consumer to think that the game comes solely from EA -- it's a branding thing. At least we did get credit (by name) in the end-game credits.

      Personally, I think it's stupid, since it's often just a logo. But for a publisher like EA, its usually a take-it-or-leave-it kind of deal, and smaller dev houses sometimes can't bargin these sort of details.

      Generally speaking, only hard-core gamers are aware of the large number of smaller dev houses doing games. Developers aren't always in it for the glory though.

    2. Re:I completely agree.. by neverkevin · · Score: 3, Interesting

      It's really sad that the publisher gets all the glory

      But the publishers are usually risking more money and reputation then the developers. Publishers have spent many years and millions of dollars to build up their reputation and their supply channels. It is usually not possible for a small to medium size game development company to support a staff of sales people who can get the games on the store shelfs, marking people who will make a successful ad campaign along with paying for developers to write the game. As with any entertainment business, the gatekeepers, the ones who can get products to the people and the ones you can get people to want the product are the ones who are going to profit the most.

    3. Re:I completely agree.. by Anonymous Coward · · Score: 2, Informative

      EA specifically told us that our company logo would not be on the box, or shown at the title-screen of the game (this was part of the contract).

      Heck, sometimes EA doesn't even bother with adding it to the contract and instead, weeks before being pressed, they hack out the developers logo and there's nothing the developer can do about it; because EA have more money than any developer, they CAN do whatever they want.

    4. Re:I completely agree.. by Anonymous Coward · · Score: 1, Insightful

      It's kind of funny... the smaller nightclub and DJ scene is like this a lot too. Promoters take all the credit and make all the money. They rake in $15-$40 every 30 seconds as hundreds to thousands of kids file into their party. They stand outside greeting people for a bit... walk around, schmooze in the VIP area... But really... everyone is there for the music (and some for drugs but that's another story).

      People come to see the musical groups and/or DJs... but unless you're a big name headliner dj/producer you usually get crap.

      I was a bouncer that did was able to command my pay based on how I did the job.. I got $20/hr plus bonuses. I'd see some of my favorite local DJs walk out with $10-$20 for their 1hr set. That's barely enough money to buy more records, let alone pay any bills.

      It might break down to a lot hourly but how many people came to see you and who'd show up if there weren't any DJs at all.

      Anyway, I think my rant makes a decent analogy?

    5. Re:I completely agree.. by sandalwood · · Score: 1

      Actually, Activision is one of the better publishers in this respect. Most Activision titles that I know of display the developer's logo prominently on the box and show an opening logo move for the developer after the Activision logo. Also, your friend is kind of right in this instance, since True Crime was developed by Luxoflux, a studio owned by Activision.

      The company could easily have rebranded all the studios it owns, like EA does, but they don't. It's specifically part of their strategy to let developers' names stay. So instead of Activision Madison and Activision Santa Monica or whatever, there's Raven and Neversoft and Infinity Ward.

    6. Re:I completely agree.. by TimmyJoeB · · Score: 1

      Really? It sounds like the small developers are risking their entire company on their games. Let's see, they develop the game, they test the game, and if it fails to sell, the publishers tell them to fuck off. I think the small guys are risking a lot more.

  4. Developers not regarded as marketable by raiderx · · Score: 5, Insightful

    This is really a problem with American and European publishers (Peter Molyneux promoting himself and Lionhead Studios notwithstanding). In Japan, the developers are well known and given credit for their work. Voice actors, who often do no other voice acting other than video game related gigs, are treated like rock stars by video game fans.

    The attitude seems to be that the folks that market the game seem to think THEY are the stars. Developers are regarded as slave labor to be exploited and dismissed.

    1. Re:Developers not regarded as marketable by cybermace5 · · Score: 3, Insightful

      Developers aren't marketable.

      And the attitude that the publishers are working for the developers...well, if any developers start taking that attitude, they need to be prepared to tighten the belt.

      Publishers are the ones that bring in money. There are thousands of fantastic games out there, you can find hundreds of websites where small groups are publishing their own games. They are virtually unheard of except for an in-crowd cult that can probably trace word-of-mouth back all the way to the developers showing their friends this new game they made. This model used to work OK back in the heyday of shareware, but now with the amount of advertising you pretty much need a publisher to make any money.

      And while many gamers would probably appreciate the quality of some of these independently-published games, remember that the multiplayer experience is now an important part of many games. If a gamer want to have a good time on online, there need to be lots of other players out there...and publishers do a good job of bringing those in too, beacuse of the sheer mass of promotion.

      Maybe the relationship of publishers and developers needs to change somewhat, but they are symbiotic. The publisher has most of the power though; because there are many developers out there who would like to get a major contract, and not as many publishers out there who want to take on the cast-offs of another publisher.

      --
      ...
    2. Re:Developers not regarded as marketable by Thing+1 · · Score: 2, Interesting
      You're exactly right. I've been in software companies in which the engineers are "Gods" and they tend to do far, far less business (and therefore reduce the value of the stock options which the developers love to tout) than do the companies which have a more even keel.

      Good companies know that "marketing is everything" (no I'm not in marketing, I'm a developer too), because you could have the best product in the world, but if noone's shouting from the rooftops you're going to get buried by your competition who is. VHS vs. Betamax comes to mind, as does BeOS, OS/2, and many other superior, dead products.

      In this case the publisher is the marketer. Without the publisher the games don't get sold. If the developer wants to put his name on his own box and try to develop "the channel", more power to him. But if he wants to succeed, he'll swallow his pride and let the marketing people call the shots.

      He can still throw in the Easter eggs with his name, after all.

      --
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    3. Re:Developers not regarded as marketable by xenocide2 · · Score: 2, Insightful

      Developers aren't marketable? What about iD, Blizzard or Valve? And of course, the grandparent poster indirectly recognized the selling power of the Square brand. The relationship between developer and publisher should be one of equivelent trade: they should be working for you just as much as you work for them.

      I keep hearing that multiplayer is big, but everyone translates that into internet play. In reality, one is a subset of the other--remember this dearly. If you're absolutely worried about bringing in incredible numbers of players for "multiplayer," this isn't something guarenteed by a publisher. I recall purchasing an older game called NetStorm published by Activision. The easiest way to bring in players is price point.

      The biggest problem facing developers is a lack of a business plan. Sure, there's a couple of projects they're working on and getting paid for, but typically they're either one shot contracts with movie studios (increasingly rare) or somebody's pet project. Now tie-ins are good for making ends meet, and if approached correctly may be a boon for recognition (at least temporarily), and pet projects are why the whole studio was started in the first place! But developers need to examine their revenue streams, and work on stability. Industry analysts always tell you the market is hit drive, and executives will complain about it, but the biggest and hardiest have found ways outside of this. They build franchises and milk them in nearly the same way Microsoft does it's Operating System and Office. EA has turn sports into a steady revenue source, as well as the sims. Square has slowly built Final Fantasy into a series that releases almost yearly. Unreal Tournament has shifted into a yearly purchase, and I expect it will do well.

      The other option to reduce risk is to focus on smaller games at a cheaper price point, and maybe examine different ways to distribute them. I've probably rambled on too long already, but popcap springs to mind as a small games studio that does well.

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    4. Re:Developers not regarded as marketable by tokaok · · Score: 1

      you do realize that
      a) Id pretty much published itself to godhood(shareware)

      b) Blizzard developed products are published by a lil company know as Blizzard

      c) Valve is pretty much converting itself into a publisher refer to retail version of Counter Strike, Day of Defeat, a pet project of theirs called Steam.

      thx for sharing 3 examples that absolutly go against the points your are trying to make.

    5. Re:Developers not regarded as marketable by Anonymous Coward · · Score: 0

      And the attitude that the publishers are working for the developers...well, if any developers start taking that attitude, they need to be prepared to tighten the belt.

      Then why is it that, when you apply the same argument to another form of entertainment, things seem very odd?

      And the attitude that the record companies are working for the musicians...well, if any musicians start taking that attitude, they need to be prepared to tighten the belt.

      The developers are the ones who create the game, I'm not saying that getting it to market isn't an important step or a lot of work, but let's be honest about where the game-creation talent lies and who deserves recognition.

    6. Re:Developers not regarded as marketable by patternjuggler · · Score: 1

      I don't get what the problem is- some jackass developer just wants to hang out at parties or get more girls? Perhaps they could negotiate higher wages or better working conditions if gamers would buy games based on the names on the box, and perhaps higher pay and audience attention would reduce burnout- but what is the benefit again for all of us, or the publishers? If the answer isn't 'better games' then forget it.

      Improvements to the industry should be made, but don't look to media centered around having a pretty face for a model to emulate.

      Sid Meier, Warren Spector, John Carmack, and that Nintendo guy (Miyamoto?) are all the game celebrities I can think of and pay attention to. No one else deserves my recognition because they haven't stayed in the industry long enough, worked hard enough, or haven't been creative enough- and their combined resumes are a list of most of my favorite games.

      Even if the average gamer has never heard of them, they will know about their games because they get enormous amounts of press and advertising. I only pay attention to what Warren Spector does because he has very compelling ideas for nonlinear gameplay and has successfully implemented them, I wouldn't judge him by his looks or wit nor would I buy some crappy rail-shooter because his name is on the box.

      I recall some loser on the Unreal II team all tattooed up with spikey hair and some horrible get-up (vest and gloves or something) appearing in a major magazine like Newsweek. And the quote that made it into the blurb made hime sound like even ten times the jackass the picture did- calling attention to his flashy cars and so forth and how badass his game his. The real celebrities his picture is next to just wear something nice, smile, and say something humble, and everybody loves them. Nobody wants to hear about the Unreal II guy's cars.

    7. Re:Developers not regarded as marketable by xenocide2 · · Score: 1

      Funny, I coulda sworn Vivendi Universal (owners of Sierra) was sending cease and desist letters to open source battle.net clones.

      These examples only go against my point if you grossly misunderstood it. My point was that developers are marketable. All three use a publisher. iD made a good deal of shareware, but even then they still had a relationship with a publisher (Apogee). Blizzard is not a publisher, not even in their early days making Gensis games like Lost Vikings (Interplay). And you surely know that Valve has a relationship with Sierra.

      Given the amount of confusion over the issue you've displayed, its clear that developer names can carry some strong meaning about who's behind the game, a brand, if you will. I think I've chosen three very good examples. If they're leaving publishers, its because the rule of equivelent trade has become diminished.

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    8. Re:Developers not regarded as marketable by will_die · · Score: 1

      You mean like the developers of Doom, Civilization, or Sims?
      The main reason you don't see a devs name is because companies don't want to promote someone and then have them quit and take thier name with them.

  5. Get a grip, dude! by fm6 · · Score: 2, Insightful
    Tara Reid is just the Pretty Face du jour. She's the one Hollywood is hyping today. Tomorrow it will be somebody else.

    The way Hollywood treats the talent sucks. But's that's as true for Tara Reid as for Jason Rubin. As Ms. Reid will find out the very moment people get bored with her.

    So Jason, if you want to be treated like a real human being, switch to an industry that grasps the concept.

  6. History repeating? GoD all over again? by Drakino · · Score: 4, Insightful

    From his article "To make the changes, Rubin urged developers to reverse their thinking. He feels that talent needs to force the change. Developers should look at publishers as people they hire to sell the game they made. The talent should view the publisher as a tool for marketing, public relations, and sales. They are the ones making the games and they are the ones that should be wielding more power."

    I remember a publishing company called Gathering of Developers that started up using these ideals. Ideals like the developers deserve credit for their work, and other similar concepts. Great idea, but they were never taken seriously. And after seeing somewhat of how they ran and showed themselves, it's not a wonder. If someone attempts to do this again, they need to be a tad more mature, at least until they have a few top selling titles under their belt.

    I do wish developers got the recognition they deserve. But by no means do they deserve the world, and some of them I think expect this.

  7. Not such a good idea by Pluvius · · Score: 5, Funny

    The last time we turned developers into celebrities, the world was punished with Daikatana.

    Rob

    1. Re:Not such a good idea by Stormwatch · · Score: 1

      I wonder how many people who insult Daikatana have actually played it. I didn't, but I doubt it can be any worse than Stormlord, Universal Soldier, Rainbow Island, Tomb Raider, Action 52, Double Dragon 3, or Crash Bandicoot...

    2. Re:Not such a good idea by Intellectual+Elitist · · Score: 1

      And the time before that, we were punished with the likes of Pitfall!, River Raid, The Dreadnaught Factor, Microsurgeon, Ice Trek, White Water!, Truckin', and Demon Attack. Talk about shovelware! (Oh, wait a minute...)

    3. Re:Not such a good idea by Anonymous Coward · · Score: 0

      I have it, I bought it new thinking it was going to be great. It wasn't...but it really wasn't that bad. It was an ok game, it just wasn't amazing and that's what it was hyped to be, so it was horrible as a result.

    4. Re:Not such a good idea by Mandrake · · Score: 1

      If you were going to mention anything about 'shovel ware' the least you could do would be to talk about the classic, "Dig-Dug"

      --
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    5. Re:Not such a good idea by fondue · · Score: 1

      So these games were good because the coders' name was on the box? Uh-huh...

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  8. I Buy Miyamoto Games by MBCook · · Score: 4, Insightful
    Makes sense to me. I bought Pikmin for the Game Cube (now one of my all time favorite games) becasue it was Miyamoto's baby. Don't get me wrong, if someone else had made the EXACT same game I would have looked at it. But I probably would have rented it and then beaten it, or maybe (very maybe) rented then bought. But I TRUST Miyamoto and BOUGHT the game without ever seeing more than a small description and screenshots. I have been burned FAR too many times by bad games to buy them anymore. I very rarely buy games, almost never without playing them. It's those few title that I KNOW I can trust that I'll buy. This is but one example.

    It works the other way too. I had a TERRIBLE expiriance with Sid Meier's Sim Golf, and I doubt I will ever buy one of his games again. If I do it will be a very VERY hard sell. This would be nice too because companies that continue to produce slop would be frowned upon and more people would avlid their crud. As it is now you have everything from fantastic games to the worst things you've ever played all under one name (like EA).

    It makes sense too. This really is a talent business like the movies and not just a "name" business like bras or something. And when was the last time ANYONE went to see a movie because it was being distributed by Warner or Sony? People could care less who distributes the movie, it's who directed/stars/wrote/produced it.

    --
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    1. Re:I Buy Miyamoto Games by BTWR · · Score: 1

      I agree about Miyamoto. I have NEVER bought a game made/overseen by him that I didn't love.

      Now Sid Meier - he is STILL the man. I didn't buy SimGolf, but every other game of his that I played ruled.

    2. Re:I Buy Miyamoto Games by MBCook · · Score: 1
      I've heard that before. Really the game was very fun, but there were just so many horrid bugs that it totally destroyed all the fun (and then some). The problem was probably more the developers (Firaxis), but Sid Meier is the name that sticks in my mind. It wasn't the game, it was the experiance with the game.

      But I hear he is going to remake Pirates!, which I may have to check out.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  9. I completely agree.. (stupid /. and linebreaks) by Recoil_42 · · Score: 1

    (argh, stupid /. and linebreaks) I completely agree.. I even know a few people who believe that the publisher is the one who makes the games. One of them continued to argue with me in the case of True Crime: Streets of LA, telling me that Activision makes all his favorite games, and that there was no way that i was telling him they didn't make them at all. (except for marketing, packaging, etc.) It's really sad that the publisher gets all the glory, because that puts them in a position of advantage on the developers, giving the publisher all the money for doing less work. This is really evident when looking at EA --- its "EA games' Battlefield 1942", not "DICE's Battlefield 1942" what the leads to, is the developers completely getting swindled, as the record companies do now, but in a different way -- you won't get sales unless you go with one of the big labels (in the case of games, publishers), and if you DO go with them, they'll swindle you for all you're worth. I'd really like to hear some real developer's opinions on this though, as IANAGD. (I am not a game developer) C'mon guys, i know you're out there.

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    1. Re:I completely agree.. (stupid /. and linebreaks) by moonbender · · Score: 3, Informative

      Um, dude, if you want your linebreaks to show up without HTML code then just tell Slashdot you're not writing HTML formatted text. Use Plain Old Text instead. Note that HTML codes like hyperlinks and italics still work.

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    2. Re:I completely agree.. (stupid /. and linebreaks) by Recoil_42 · · Score: 0, Offtopic

      hmm, mayb eim just not noticing it doing this -- cause ha;f the time it works, and half the time it doesnt...

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      Newsie, Moderator, www.tauniverse.com
  10. 50% agreement by MachDelta · · Score: 1

    I only half agree with him.
    I DO think developers need to weild the majority of the power in the relationship. Its good for them, and its good for us consumers. Publishers shouldn't be trusted with the level of control they currently have, because the only ones it benefits is themselves. So yes, I definitly think its high time for developers to "take the power back" as it were.
    That said, I do NOT want to see another "Jim Bob's Galactic SpaceGunner" or "Killing Stuff in Dungeons: Joe Nobody Edition". I'll give credit where credit is due, but if people start putting their fucking names on boxes as a selling point, i'm out. Games should be judged on their merit, regardless of who made them. If you, as a talented developer, happen to produce consistently great games... well congrats! People will recognize you and have faith in projects you're attatched too. But I don't agree with people exploiting their publicity. Everyone, and every studio is equally capable of making a shitty game.

    So just make good games, tell the publishers to go piss up a rope, and the consumers will take care of the rest.

  11. Too simplistic by astrashe · · Score: 1

    People like tara reid put a lot of work into developing and maintaining their celebrity. They hire people who work the system, they try to get stories about them in the entertainment "news" outlets, etc.

    The game companies put the celebrities on the box because they think it's in their interests to do so -- they think that it will drive sales. If they thought that about the designers and coders, they do it for them, too.

    If the geeks were smart, they'd try to emulate what hollywood people do to build their careers -- they'd do what they could to create high profiles, to make their names recognizable. That would give them more juice when they try to negotiate with the companies.

  12. Rubin the Wrong Way by illuminata · · Score: 3, Insightful

    Developers should look at publishers as people they hire to sell the game they made.

    If only they were in a position to do so. Most first time or independent developers have a very hard time getting the cash needed to finish a title. Who provides the cash? That's right, the publishers. Not only do they help get that game finished, they also provide marketing and get a game on the store shelves. Because of that, publishers get to be picky about what games they want due to the large amount of developers trying to get their attention.

    Unless the world of game developers collectively decided to tell the publishers off on three, there's no way that the developer is going to become the one wearing the pants in the developer/publisher relationship. They have the power. Unless you can get your game onto a shelf and marketed without them, they always will be. But, you might just be able to become totally self-sufficient if you want to; as long as you don't believe that you'll be an industry player overnight.

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    1. Re:Rubin the Wrong Way by Deliveranc3 · · Score: 1

      f only they were in a position to do so. Most first time or independent developers have a very hard time getting the cash needed to finish a title. Who provides the cash? That's right, the publishers. Not only do they help get that game finished, they also provide marketing and get a game on the store shelves. Because of that, publishers get to be picky about what games they want due to the large amount of developers trying to get their attention.

      The reason that developers can't develop a decent industry is because like musicians they can't create a hierarchical structure and unify their company. A huge firm is owned by specific people and when money is earned it is distributed on that basis. Game companies tend to spring from friendships and mutual regard not good business sense, when you start putting a game together you should already know where the profits are going and who owns how much of what.

      A better solution might be to have fans fund a game (in advance) but we'd need to get our shit together and that aint gonna happen :(

  13. Respect is earned, not blithely given. by GTarrant · · Score: 4, Insightful
    While Mr. Rubin has a point to some degree, there are developers that have made sufficient names of themselves to be given press on the box/etc. of the game.

    Look at any game by id Software. You'll see the "id" logo prominently on the box. There's no mistaking who made that game when you look at the box. Ditto anything by Blizzard. Squaresoft/Square-Enix. Valve. Bioware, to some extent. Sure, in all these cases the publisher will be listed too (there will certainly be an "Activision" somewhere on the box of a game by id) but the developer is given high billing.

    Why? Because the publishers ARE trying to do the marketing, distributing, etc. and they know that there are fans that will look at a game by Blizzard, or id, or what have you, and buy it for that reason.

    This is no different than in Hollywood. There are some directors/writers/etc. that are big enough names that people will go see their movies specifically because it's one of theirs. And, certainly, there are other directors/etc. that may make quality movies, but don't yet have that recognition. It doesn't mean they suck. In the game industry, there aren't necessarily INDIVIDUALS that are like this, but rather development groups.

    If a developer continues to create innovative and popular games, they will get the recognition they deserve. Naughty Dog has done some good games, this is true, but when you think of big developers, they aren't one that comes to mind. If they succeed over time, it will come.

    1. Re:Respect is earned, not blithely given. by IntergalacticWalrus · · Score: 1

      Actually Blizzard publishes their games themselves, so there's no "publisher" on the box.

  14. The old EA days by Ochobee · · Score: 4, Insightful

    I think Jason Rubin is longing for the days past when EA tried to market their deveopers like artists. Remember the bios and pictures that were included in every EA game in days past? I think Mr. Rubin and his Naughty Dog partner were featured in at least one of those (Keef the Thief?) as well.

    The question of course is, in a dev team of 20+ people who gets the rock star status? Jason Rubin or that guy 3 cubes down who is the genious behind graphics engine?

    --
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    1. Re:The old EA days by gid-goo · · Score: 1

      Jason Rubin, because he's well known for firing everyone who worked on Crash Bandicoot while him and his partner got rich. He's just being a prick.

  15. Apples and Oranges? by bigbigbison · · Score: 2, Insightful

    It seems that he is talking about two different things. It seems that letting in a celebrity is a case where they are trying to make gaming look cool. "Look hollywood celebrity X thinks games are cool! That means that liking games makes you cool too!"

    The issue of not giving designers enough credit is something else. Even in Hollywood, for every Lucas there are a million other people who make competent work and go unknown. Let's face it, even one of the biggest directors is probably much less reccognizable than the biggest actor simply because the directors are not on camera. The same holds true of game designers. By the nature of their work they can't really get as much screen time as an actor, so they will be less well known.

    I don't think the case of EA taking the glory for a film is that unusual. How many films does someone like Mirimax or Lion's Gate just buy and put their name on it and get the credit for putting out quality films?

    Certainly designers do deserve more credit, but to compare designers level of celebrity to an actress is to compare apples and oranges.

    --
    http://www.popularculturegaming.com -- my blog about the culture of videogame players
    1. Re:Apples and Oranges? by Deliveranc3 · · Score: 1

      The problem isn't how little recognition some get it's how much others get. We don't have a decent way of organizing information yet so we use things like bias and previous experience mar our media decisions.

      Work stands on it's own, I'm not saying it's created by gods will but a peice doesn't influence other pieces, one brilliant work a name does not make.

  16. developers ANDmusicians by neura · · Score: 1

    I think this is just a reality check showing how the huge media companies don't rule just the music industry. Note that most major game publishers are owned by the same massive corporations that own the music labels. Developers are next to nothing in today's market without shelf space and that space is owned by the publishers. You want top shelf, huge promotional posters in stores, TV commercials? Then you need to go to somebody with those capabilities. :x

  17. It IS the business by Anonymous Coward · · Score: 4, Interesting
    Reading this article made my blood boil, it reminded me of an incident that I went through...my label (part of Vivendi-Universal) was throwing a west coast CD release party for my band at the Roxy in L.A. Guess who wasn't on the guest list? As I tried to reason with the gorillia at the door that the person on the billboard on Sunset was actually me, wave after wave of scensters and industry folks in search of open bar came through unscathed.

    Needless to say it was super-embarrasing to be seen as a hanger-on at an event that is supposedly in my honor.

    The business is there for itself, no one else. Those people want to hang with rockstars/game designers because it makes them feel better about themselves and their lack of creative talent. They're 9-5ers at heart, employees with an employee mentality, but still want a cool rock n' roll job. Who the creative folks they're hangin with/sucking off of are is the most unimportant part to these parasites (hence, no one bothering to put me on the guestlist), we're just a tool for them to get the valuable product they need.

    In the record businiess record producers and musicians used to run labels, now it's cut-throat businessmen. I remember when folks like Richard Gariott and Ken Williams *made* the games they sold....

  18. programmers by tekunokurato · · Score: 2, Interesting

    Why not go back to the individual programmers? If you say the developers should be treated like authors are in the book world, the effect will be that developers' names will get bought up, programmers will get fired, and crap will be paraded around just to capitalize on the name.

    If you're going to go to the actual content, use nintendo or square's 'dream team' concepts -- they *always* used to tout the people who worked on the game, and each had their own individual feel.

  19. self-production anyone? by perlchild · · Score: 1
    and urged a change of attitude: "Developers should look at publishers as people they hire to sell the game they made."

    But the publisher usually owns the trademarks, and usually hires the developer, not the other way around... Usually because the developer isn't the one providing the overall funding for the project, the publisher, or more properly, the publishing group, does.

    But what happens is the more one group funds this kind of project, the more they line their pockets with the profits, if any, while the others are kinda menials, necessary evils with little control over the project's lifecycle.

    The only way I see for developer companies to get out of this is to deal directly with financing companies, and publish their own games. Partly because publishing companies won't hire themselves to developers(they'd get the short end of the contract, and they wouldn't like it), invidivuals involved in publishing might however. Of course, large companies like EA might take a gimlet eye to smaller companies throwing off their yoke, but that's just the point, it IS a yoke, meant to keep money in the pockets of people who already have it(capitalism at work) and away from people who know how to do a thing, but need money to get the materials/time to do them...
    It reminds me a bit of the situation with individual artists, most artists sign away their firstborn to the record label, usually on directives from on high inside the riaa-member companies, who are less and less involved in the creation process(or who are involved, to hinder it, creating "commercial, carbon-copy" acts instead of artists). And when napster came out(wasn't the riaa happy it could say napster helped pirates... if it would have gotten all those independant artists a tribune, what a disaster(from the riaa's perspective) that would have been. Notice how mp3.com who used to have some independant artists selling tracks got coopted?
  20. Not just in game publishing by aztektum · · Score: 2, Insightful

    That's business as usual in corporate America. CEO's and board chairman are always tooting their own horns with hardly any recognition given to the underlings who actually perform the work.

    --
    :: aztek ::
    No sig for you!!
  21. Publish games by yourself! by Stormwatch · · Score: 3, Insightful

    I guess this is not viable for consoles, but it's a nice way to work if you make computer games. So, if you can develop quality games on a low budget... what to do? Publish them as shareware! In time, with some luck and a lot of hard work, your company may become big enough to make more complex games and publish them boxed.

    Examples of this? iD, Ambrosia, Freeverse, Pangea, and Bungie.

  22. Visual Appeal by molafson · · Score: 2, Insightful

    A lot of the appeal of celebrities is SEX appeal. This includes film, TV, and music celebrities. Of course, athletes are somewhat different, in that the famous ones are predominantly men being watched by a male audience. However, the athlete's appeal, while not sexual is physical in any case (strength, agility, etc).

    In any case, both of these kinds of appeal manifest themselves visually.

    On the contrary, there are lots of skilled people in the entertainment industry who do the bulk of the work who are not lavished with attention -- screenwriters, for example, or cinematographers, sound engineers, and producers.

    These are people who benefit neither from name recognition nor the constant attention of the camera. (A few directors, like some game developers, do at least attain some celebrity occasionally owing to name recognition, i.e. "branding.")

    1. Re:Visual Appeal by Shadwell · · Score: 1

      That John Romero is a sexy woman though.

  23. Developers are a dime a dozen by miyako · · Score: 3, Insightful

    In my experience, good developers DO get recognized, maybe not by the publisher, but gamers, magazines and websites will note the developer.
    The thing is, good developers are rare, and mediocre developers are a dime a dozen.
    In an industry that is dominated more and more by rehashed formulas, dead mules beating beaten for 4 or 5 more sequals, and games whose whole concept is "hey, what if we made a game with all these chicks in like bikinis and they could jump around and shit. Oh we could have them play Volleyball! dude wouldn't that be awsome" the job of the developer is being replaced more and more by code monkies and marketing.
    The point being, developers of many games that come out are nothing special, so why should they be treated like that, and from a publishers viewpoint, why excert the time and money to create a rockstar persona for a really awsome developer when they could just shit-can him and higher a few people to make Grand Theft Auto Elevendy Two or Dead or Alive: Naked Chicks on Trampolines.
    Good developers do it because they love making games, poor developers don't deserve recognition anyway.

    --
    Famous Last Words: "hmm...wikipedia says it's edible"
    1. Re:Developers are a dime a dozen by Anonymous Coward · · Score: 0
      DOA: Naked Chicks on Trampolines?

      I'd buy that. In a heartbeat.

  24. Congratulations on missing the point by AvantLegion · · Score: 1
    Tara Reid's longevity wasn't the point. Replace her with Sean Connery, Julia Roberts, Steven Spielberg, or any other well-known name in movies (there's a lot).

    1. Re:Congratulations on missing the point by Maserati · · Score: 1

      ...and you'd have one heck of an episode of Celebrity Jeopardy.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
  25. You can't replace Tara! by fm6 · · Score: 1

    But now you're talking about people who've built up their reputation for years, and worked darned hard doing it. They're artists, not a walking brand icon. Anybody who feels slighted by their fame has their head up their ass.

  26. What Jason Rubin is really saying is... by UltimaL337Star · · Score: 3, Funny

    Game developers are terrible dressers

  27. Remember when....? by GearType2 · · Score: 1

    Remember when the only company you ever saw a game box or even in the credits was just the publisher?

    It will change, just give it time. I certainly know I never bought a game because it was published by Interplay, but I've damned near picked up every title I've ever seen made by Black Isle.

  28. Examples... by Orne · · Score: 1

    Sid Meyer = a Good Sim.
    "Two Guys from Andromeda" = a Good Comedy in Space.
    John Carmack = a Great First Person Shooter.
    Richard Garriot = a Great RPG.

    We used to do it to our games, then somewhere around the mid '90s computer companies stopped caring about the development cycle, and started caring more about the quantity of titles published... From that point, it de-personalized the industry, and you no longer could count on a particular company to consistently put out good products. Then companies were eaten up by others (Bards Tale by Broderbund, then Interplay; Origin; Sierra), programmers leave, marketers milk name recognition until the gamers flee...

    And again, like the stock market, we are now finding out that it's time to get back to basics. There never was a New Economy, just the old one all along... get your company to put out Good Products, and the user base will appear, and is dying to be loyal; just look at Blizzard software, with a consistently high quality line of products, and they're rolling in money. We've been kicked around by buggy software, poor support, shoddy sequels for far too long....

    1. Re:Examples... by Tackhead · · Score: 2, Informative
      > Sid Meyer = a Good Sim.
      > "Two Guys from Andromeda" = a Good Comedy in Space.
      > John Carmack = a Great First Person Shooter.
      > Richard Garriot = a Great RPG.

      Sony Online Entertainment = Crap. :)

      Let's go back in time 20 years.

      Front cover:

      "Axis Assassin: John Field."

      Inside cover:

      "Inside John Field.

      Six years ago, Jon Field thought an integrated circuit was a social issue. Then, in seventh grade, his school hooked up a computer. John checked it out. He punched in a few simple games. He realized the computer assumed nothing, but was capable of anything. He wanted one.

      John went home and punched in a few requests. His parents knew lessa bout computers than he did. But his Dad liked the idea, so he brought one home, in a bunch of little boxes. He handed John the instruction manual and a soldering iron and closed the door.

      Six months later, at twelve years old, John Field emerged with a hand-built computer. And he was generating some pretty good adventure games with it. His parents bought him a state-of-the-art Altos. It had over 100K, and best of all, it came assembled. Next, there were two Apples and a Commodore.

      Now, an IBM has been added. Everywhere you look in the Field home, you'll find monitors, modules and disks. Except in the parents' bedroom. Nothing there but John's Mom and Dad, listening through the door and wondering what they unleashed."

      Back Cover:

      "About Our Company: We're an association of electronic artists who share a common goal. We want to fulfill the potential of personal computing. That's a tall order. But with enough imagination and enthusiasm we think there's a good chance for success. Our products, like this game, are evidence of our intent. If you'd like to get involved, please write us at: Electronic Arts, 2755 Campus Drive, San Mateo, CA 94403."

      -- Actual packaging for Axis Assassin, 1983, as published by Electronic Arts.

      Similar packaging and developer recognition came with every other EA game of the era.

      My, how the mighty have fallen. "EA:Brandslap 2004 : What, you mean actual developers work on this stuff?!?"

  29. Developer labels.... by Anonymous Coward · · Score: 1, Insightful

    A developer label or splash screen is about as meaningful as the production studio for a movie. Does anyone really associate American Zoetrope with quality despite the fact it's Francis Ford Coppolas's company? Well, that depends on if you think "Jeepers Creepers" has any relation to "The Godfather" or even "Lost in Translation" in quality.

    Fact of the matter is, developer (company) don't mean much.

    Now if you've got a hot shot game designer then sure he's got some attention. Peter Molynux, Shigeru Miyamoto, Will Wright, John Carmack. They ARE on the level of Tom Hanks and Steven Spielberg. Sure, they don't say "John Carmack's Quake VII" or "Will Right's Sim City V," they can't all be Sid Mieir (who incidentally heavily borrowed the concept of Civilization from an identically named Avalon Hill board game which later became its video game. Avalon Hill ceased publishing Civilization and Advanced Civilization and was bought up by Hasbro upon implosion. Now all they sell is Risk shit).

    1. Re:Developer labels.... by fondue · · Score: 1

      Your analogy is garbage.

      The names you reel of do not create games in a vacuum - with the exception of Carmack they're little more than figureheads these days anyway.

      A 'hotshot' (media whore) designer is nothing without development talent to back them up.

      --

      Preferences > Homepage > Customize stories on homepage > Authors > Zonk > Uncheck

    2. Re:Developer labels.... by Anonymous Coward · · Score: 0

      Quite the opposite. Carmack can't design games at all. He just knows how to make an "efficient triangle pusher." I don't know if you'd think that was a game, but if you do I recommend 3dMark as the ultimate in 2004 entertainment (for you).

      Game design is not programming.

  30. 3 words by Anonymous Coward · · Score: 0

    John Romero's Daikatana.

  31. Poetic justice by Psychochild · · Score: 3, Insightful

    It's a bit funny, because at the 2001 GDC Mr. Rubin had a talk entitled "Coming Out Of the Garage". He spoke about how independent developers need to "grow up" in order to get out of the garage, and how they need to accept publishers as vital to the process of game development. Guess he's seen what happens from that attitude. ;)

    Make no mistake about it, the publisher holds most of the cards. The developer is at the publisher's whim for the most part, since the publisher holds the purse strings. The few developers you see that are recognized, namely id, Blizzard, etc, were first successful outside of publisher influence. Take id for example; they started with shareware games. Even before DOOM and Wolfenstein 3D they had Commander Keen. Once DOOM hit the big time through shareware channels, id was able to negotiate a favorable deal with publishers to get the game on shelves. Their next games were sweet deals with publishers because they were already recognized; the Quake games had practically guaranteed audiences, the publisher just needed to get boxes on the shelves.

    And, for the apologists that say the developer takes big risks, I'll have to call you on that bullshit. Great game development studios go out of business all the time, so obviously some risk is assumed by the developers as well, even if they have a wildly successful game series.

    The main problem, in my opinion, is that games cost a lot to develop these days, and small companies rarely have the money to create a modern game. In the past, creating a game like Wolf3D was the result of a fairly small team of people. These days you need lots of developers to create high production value assets; the market demands the shiniest graphics and the coolest explosions. A great game without the expected level of polish is going to be ignored for the most part.

    Yes, I realize that some people can look past the exterior to see a great game, but it's SO much easier to market a prettier game. My own game Meridian 59 shows this perfectly. The game has a DOOM-type software rendering engine, and gets consistently passed over in favor of the newer, shinier competitor. We've tried to develop a game that offers what other games on the market lack, namely balanced and fun Player vs. Player (PvP) combat. Yeah, this is considered a niche market, but not as niche as our subscriber numbers might otherwise indicate. (As a note, we are working on a significant engine upgrade. [Warning: large images.])

    In the end, publishers hold all the cards, and the developers aren't going to be able to do much about it. The real power lies in the game buyers, who can choose to either buy what's marketed to them, or they can go look for the independent game developers that are creating innovative products. But, for now, the alternative to taking publisher money is to focus on smaller-scale niche titles by developing a taste for Ramen noodles. There's a reason why the phrase "starving artist" exists.

    My thoughts,

    --
    Brian "Psychochild" Green
    MMO developer's blog
    1. Re:Poetic justice by gid-goo · · Score: 1

      Rubins is just being a whiny little bitch. Making Crash Bandicoot and subsequently ditching the team that did it isn't the way you appreciate talent. Plus his main game is kissing ass (how far up Shu's ass can he stick his nose? Go to E3 and find out!)

  32. Star is to Tara Reid as Star is to Mario by yawgnol · · Score: 1


    I don't claim to be an expert, but it seems to me that movies and games are already fairly similar in the way they are promoted and perceived.

    First comes the title.

    Movies = Jaws (I, II, etc.)
    Game = Doom (I, II, etc.)

    Second comes the onscreen talent. This is who everyone knows and loves.

    Movies = Bill Murray
    Games = Crash Bandicoot

    Then most people don't know anything after that.

    Do you know who directed/wrote/produced "Stripes"? Probably not. Same with games. The studios don't control this, the people do. They fall in love with the MOVIE or the GAME. If you aren't in it... too bad.

    Anyway, it's not the public that decides what game designers get hired and what they get to do. Production companies know who good designers/writers/directors are and will hopefully hire them.

    If you want fame and easy access to parties, you're just on the wrong side of the screen.

    1. Re:Star is to Tara Reid as Star is to Mario by GameMaster · · Score: 1

      Actually, there are lots of famous Directors/Producers (Steven Spielberg, Francis Ford Coppola, Stanley Kubrick, James Cameron, George Lucas, Jerry Bruckhiemer, Tim Burton, etc.). There are even a few famous screenwriters such as Carrie Fisher and Michael Crichton.

      Famous actors/characters are the norm for both industries just as having a famous Director/Producer/Scriptwriter is, pretty much, as rare as having a famous Game Developer such as John Carmack, Sid Meyer, and Roberta Williams (Williams is a retro throwback to the old Sierra King's Quest games. She used to have her name on the game boxes just like the rest of them.)

      I think the real difference is, simply, a matter of scale. Fewer people are as interested in video games as are in Movies. There just isn't as far to go on the "Fame Meter" when the fan-base isn't as big.

      -GameMaster

      --

      Rules of Conduct:
      #1 - The DM is always right.
      #2 - If the DM is wrong, see rule #1
    2. Re:Star is to Tara Reid as Star is to Mario by hambonewilkins · · Score: 1
      Do you know who directed/wrote/produced "Stripes"? Probably not.

      Actually, yes I do. It was directed by Ivan Reitman, the man behind "Ghostbusters", "Kindergarten Cop" and "Dave." He's a pretty big comedy director.

      Off the top of my head, I think Harold Ramis (sp?) was one of the actors in Stripes and I think he helped write it. He has also written such films as Groundhog Day, Ghostbusters and Analyze This. He's also an actor in Ghostbusters. Mind you, this is without the aid of IMDB.

      You're right, though, I have no idea who produced it.

      --

      God Bless America. Why? Did it sneeze?
    3. Re:Star is to Tara Reid as Star is to Mario by yawgnol · · Score: 1

      Yeah, I know some people know, but it isn't that common. I.E. I think you'd agree that MOST people who would know that Bill Murray was in Stripes, wouldn't know who directed it.

      I'm just saying it's the same with video games and it's not something the gaming industry can really change the way the article suggested.

  33. Gaming industry needs name recognition. by weeboo0104 · · Score: 1

    Who is Sid Meyer?

    --
    It is easier to build strong children than to repair broken men. -Frederick Douglass
    1. Re:Gaming industry needs name recognition. by mrvis · · Score: 1

      He created the #1 Most Influential Video Game ever "Sid Meier's Civilization"

      (it's probably tied with DOOM!)

    2. Re:Gaming industry needs name recognition. by Anonymous Coward · · Score: 0

      Sid Meier did not invent civilization.

      http://www2.uiah.fi/~cdumell/civ/

  34. that might work if pubs kept their talent by PaganRitual · · Score: 1

    publishers dont hang on to decent talent long enough to make stars out of them.

    to expect a company like EA to put a dev logo or a programmers name on the box is stupid, because EA will be dismanlting the dev team or firing the programmer within a couple of months anyway.

    and for the most part they wont follow up the game with much support anyway, so its not like they have to hold on to a name so you can know that the person that dev'd the game really wants to make it right and fix any issues you've found.

  35. Hype and publicity by GoofyBoy · · Score: 1


    The point was that Daikatana wasn't a "bad" game, it just didn't live up to the hype. And yes there was a lot of hype.

    Developers should stick with what they need to do, make good games. If they want to be celebraties, they should switch jobs.

    --
    The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
  36. Re:History repeating? GoD all over again? by NeoMoose · · Score: 1

    Let's not forget the fact that GoD threw some absolutely KILLER parties. The Promised Lot is still the greatest event that I have ever attended.

    They were all about being one with the gaming community and working with its developers. You can't get much better than that. I think the closest things we still have to that are companies like Ritual and Epic.

  37. Re:History repeating? GoD all over again? by Anonymous Coward · · Score: 0

    BS. They were all about being full of themselves and blowing the majority of their budget on vanity swimsuit model calendars. It was all talk.