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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."

18 of 85 comments (clear)

  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."

  2. 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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    Newsie, Moderator, www.tauniverse.com
    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. 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.

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  4. 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.

  5. 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

  6. 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.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  7. 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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    Until Slashdot fixes the funny modifier, use insightful or interesting. The poster knows your intentions.
  8. 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.

  9. 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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    Switch back to Slashdot's D1 system.
  10. 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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    Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws. -Plato
  11. 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....

  12. 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.

  13. 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"
  14. What Jason Rubin is really saying is... by UltimaL337Star · · Score: 3, Funny

    Game developers are terrible dressers

  15. 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