Game Developers: Stop Overpromising
Andru Edwards writes "Recently, there has been a flurry of game developers releasing games which did not live up to expectations the developers set earlier on. Due to this pratice of overhyping upcoming games, gamers have become wary of those games which have major hyoe behind them. Here is a look at which developers are falling victim to the hype, as well as why Nintendo's frustrating strategy might actually be the best approach after all."
Yeah, tell this to the presidential candidates!
Jump To Lightspeed? Another Sony title that is going to be released before its finished, and create more bugs in the original software title. This is the End of Star Wars Galaxies. I have forseen it.
Heh, just wait a few months (or years) for them to get cheaper... At least for Xbox, you can go out and buy the system for less than 50% of the original cost. Most of the good games are "Platinum Classics" or some such, which means $20 brand new.
I just got a Nintendo 64, and let me tell you, that Goldeneye game is fun! You pay a high cost to keep up with the game industry, and arguably don't get any additional entertainment from your hours devoted to gaming. Don't be a herd consumer.
My 0.02...
"If you think you have things under control, you're not going fast enough." --Mario Andretti
This is nothing new. Every game (or really any piece of software för that matter) gets a lot of hype beforehand. It's been the norm for at least the last decade.
Especially now it's more true than ever. Games get hyped and then rushed into production. Finally they release an inferior product that is not only far from what the promise was but also full of bugs.
It's the problem with the internet-age: make a crappy product and ship it as soon as the beta-testers give the thumbs up (but with minimal amount of testing) and release patches on your webpage later.
So far this year I haven't seen a single game that has lived up to the hype. Not even Doom3, even though it was a half-decent play it did not come close to the hype surrounding it.
As I said, this is not only limited to games. Look at every product that Microsoft/etc has released in the last 5-6 years. They promise to revolutionize the world, but it's the same wordprocessor in a slightly new package.
[end of rant]
I enjoy large posteriors and I cannot prevaricate.
and preorders == shelf space.
doesn't take a genius to figure out why to do it, and more than that - GAMERS FORGET FAST. and they lack spine. even when they have spine and decide that they'll NEVER buy a game from some particular studio or a publisher with kiss-of-deadly-bugs.. they just switch names.
world was created 5 seconds before this post as it is.
Better to aim for the stars and hit the moon, instead of aiming for the moon and hitting the ground... or whatever the saying is.
From my short experience, cool features tend to get eliminated from a project as the delivery deadline grows near - not added.
Half of the awesome blue-sky ideas that we have for a game end up never working out. That's just the nature of the business. That doesn't mean that we're going to stop trying, though.
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This is a hard issue. The article does a pretty good job of explaining why over-promising can be a bad thing (although I'd be wary of using Nintendo as examples of good-practice, given that most of their games are just un-inspired remakes of previous ones). However, there is another problem that developers face, which isn't necessarily their own fault.
This is the problem of their fans getting unrealistic expectations all on their own. There's been a stunningly good example of this recently, namely Doom 3. This game comes in for a lot of flak on slashdot games; it gets called a let-down, a flop, a sell-out and a glorified tech demo. It isn't any of these.
I'd been following Doom 3's development, albeit sometimes from a distance, ever since it was first announced. So far as I can see, the end product was no different to what had been promised all along. The only significant feature to vanish was co-op play and I don't think that had ever been promised all that firmly to begin with. We'd been told to expect an atmospheric (and downright scary) single-player focussed FPS, updating the Doom games for modern hardware, with extremely limited multiplayer. I'd call this a pretty exact description of the game I played.
However, because of ID's reputation and because the Quake series (much like the aforementioned Nintendo) has acquired a fan-base which often defies reason and logic in its zealotry, there had been an unjustified expectation that the game would me much more. Despite all the warnings about the multiplayer, I still remember the cries of anguish when the game turned out to be unsuitable as a platform for Quake-style deathmatch play. I remember the people who were infuriated that the game wasn't Farcry or Half-Life 2, with huge areas and ground-breaking AI. Is it fair to blame ID for this? No. They put out a decent game, not perfect, but very decent. I look forward to seeing a similar reaction when/if Raven's Quake 4 sees the light of day.
Simple message: don't succumb to fanboydom. If you're waiting for a game, base your expectations on what the developers tell you (plus a healthy dose of scepticism), rather than your own aspirations.
What separates the good companies that deliver on their promises from the shitbad slackers that deliver a half-done product with missing features that you have to download 50 megs of patches to even play?
It's not size. Companies as big as Sony Online Entertainment (most recently Star Wars Galaxies) and as small as Reakktor Media GMBH (Neocron 2) have all failed miserably to deliver on their promises and hype. You could assume that a huge company like Sony could hire competent managers, but that's obviously not true. But conversely, some smaller companies don't do any better either.
This is something that merits more study. As the gaming industry grows, more and more non-gamers are involved with production of games -- especially in areas like marketing.
These people probably don't understand fully how the "gamer" demographic thinks. They often don't understand that with the ubiquity of internet communications, people are gonna discover that a game is a lump of crap often the day it's released, or even before that if there's an open beta. Just google the title and read a few reviews . And if a game is asstastic, well, gamers have no brand loyalty. They'll happily tell a company to roll up their game, stick it in their ass, and set it on fire. And they'll do it publicly and vociferously.
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This appears to be a common problem in all softare. Development strives wirtes what is best in the time allowed while Marketing wants to promise what sounds like it will catch the eye and possibly lead to a sale. I see this all too often: Marketing makes deals and promises that Development can't sanely reach. This means either Development embraces insane amounts of work to reach the goal or they ignore Marketing and let the finger pointing begin if something goes wrong.
Marketing is constantly making deals without realizing the feasiblity of making these deals. Development wants to make the most bulletproof features available which means less features. It has gotten to the point where selling "hype" is all Marketing can do because they view Development as something they can't control. Especially if there are commisions involved Marketing doesn't really care if they are writing checks Development can't cash.
I am never surprised when this happens to games. I see this all of the time in the dull ISV sector where the markets are much smaller. Considering how much marketing there is in games now I can't imagine the insane pressures being thrown around.
One thing you have to hand to Nintendo, they flourished the home console industry and has still survived when the market is being flooded by Sony and Microsoft money. I am not saying that Nintendo is in the poorhouse, but who can compete with Microcash when they spend billions (yes, billions with a B) to break the back of the video game market? Nintendo survives because they are clearly superior. They are the ones that have come up with darn near every innovation in the home console systems, and if they had put a disk drive on their machines like they intended to before they gave it up, we wouldn't even know who Sony or Microsoft is.
Quickly, think of all of the developers that were stolen out from under Nintendo by Microsoft's checkbook. Five? Ten? A lot for sure. All of those developers. That would have killed everyone but Sony and Microsoft, who took losses on their machines for a long, long time. How many killer titles can you hand over to another company and still be alive in a competetive, hype-driven marketplace? Face it people, Nintendo is as healthy as they come when you have people throwing billions at you to topple you. Most of you wouldn't judge the quality of the car by the size of the manufacturer, so why do it with games?
Oh, and by the way, Halo is just not THAT great. Sorry. I know for many of you this is the first time you have ever played against someone online, and you're a newlywed with the game, but others have been doing it for decades. I'm not saying that Halo sucks, it doesn't. I am saying that many of us can trace our online lineage back to Quake 2 and until you've swung away from your enemies with grappling hooks, or Tribes bombers, or whateever, you realize you've done this Halo stuff before. It is not original. It should not be hyped as original.
It's only original to the ones that have never seen it before.
Rock on, Nintendo. You give me games my wife would like to play.
``gamers have become wary of those games which have major hyoe behind them.''
There's a lesson in there. If something is surrounded by a lot of hype, this means that someone is trying to make you wait for their product, rather than going with a competitor's. If the hype is generated by the same group that produces the product, this is often indicative of the product being not that great. After all, if the product is really greater than the competition, people will come to use it anyway.
Case in point: OS/2 versus Windows 95. OS/2 was 32-bit, robust, included a GUI, and provided compatibility with Windows 3, long before Windows 95 was released. During all that time, Microsoft made so much hype for Windows 95 that OS/2 was almost completely ignored. When Windows 95 was released, it touted 32 bits, improved stability, and compatibility with Windows 3. Windows 95 was such a fantastic improvement over DOS and Windows 3 that everybody switched.
OS/2 got built-in networking and Internet support and various other improvements. But the Windows 95 users didn't notice, because they were too busy dealing with crashes. I've never seen OS/2 crash. It's one of those great systems (also BeOS) that were completely eclipsed by the hype generated for another product. I hate hype.
Please correct me if I got my facts wrong.
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or actually, shoot the correct messenger.
... well, forever.
This isn't "developers" making the promises, it's "business executives". It's not news, it's been that way throughout the software industry for
Developers, and by extension QA people and Production Support people live under the mantra that "just one more tweak and it'll be perfect". And that's "A Good Thing".
Marketing & Business types live under the mantra "opportunity cost & time to market". That, surprisingly enough, is also "A Good Thing" since money coming in allows developers the opportunity to write.
Those conflicting forces, when balanced with common sense and proper risk management, lead to the proper compromise of quality vs. timeliness.
The issue becomes bad, when "but we made a promise to our customers/shareholders and we can't lose face" becomes the over-riding concern and "but the software doesn't actually work yet" gets lost in the shuffle.
Too many companies in these days of "what have you done for me lately" quarterly profit/loss statement-driven management have lost the ability to think long term.
Reason why there is hope for the future generation #364:
"I wish my grass was emo so it could cut itself."
As our AC friend pointed out, real life people are far more complex and less unidimensional than the "good" and "evil" in games.
An example I've given before is Al Capone. On one hand, he ordered brutal executions and even personally killed people. On the other hand, he opened the first soup kitchens after the stock market crash. He also ordered merchants to give food and clothing to the extremely poor on his own expense.
Was he good or was he evil? IRL I think we'd still all aggree that he was evil. In D&D's or PM's view he is basically neither. Heck, in D&D or in any computer game that would probably balance out as "neutral".
I also have a major problem with reducing evil to something that can be automatically detected by a spell or by a better sword. It no longer is something that depends on what you've done, but, well, something like the colour of your eyes. You were just born with it, and is so obvious that even an inanimate item can detect it.
I also have a problem with it being just an excuse to _kill_ on sight. _Especially_ after being reduced to something that meaningless. D&D's view can basically be reduced to "if you're good, go ahead and kill some evil guys already." If someone showed as the wrong alignment to your spell, that's your clue to slaughter them for xp.
Which is a sick and stupid view of what "good" is. E.g., a noble paladin burning down a drow orphanage, with the drow children still in it, would probably count as just doing a good deed. Sorry, nope. No way. That's not what "good" means.
Also I have a major problem with D&D's shoving whole species under automatically evil.
1. The way it works, in that it's an automatic excuse to kill whole races on sight, is _nazi_. Whole species or cultures are destined to be mass-slaughtered by the "good" guys, for no other reason than the race they were born in.
It doesn't matter if any member of that race actually did anything wrong in their whole life. They're evil and free-for-all to kill anyway.
Not only in D&D. I still remember setting Populous 1 on auto-play, and watching the "evil" guys just minding their own evil business. Ploughing their evil fields, building their evil cities, and the like. Then suddenly, for no obvious reason, the "good" guys built an army and slaughtered them all.
Who was "good" and who was "evil" there?
2. Such a race where everyone is just waiting for half an occasion to rob or murder each other, would have never made it out of stone age. There is no way a drow culture for example would have got anywhere near where it is in D&D, as a race where everyone is born evil.
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