Game Companies Prepare for Next Console War
domanova writes "The BBC has an article up about the difficulties games companies will face in the next round of the console war. I don't play games, and my programming is in a different world, but the last lines of the article struck a cord. "Mr Hasson said games developers were beginning to realise that they had to be more business-like. 'There are still some developers who were involved in games from the bedroom coding days.
Some of them are still making games for peer group approval - that has to stop.'"
Struck a chord...
"Some of them are still making games for peer group approval - that has to stop."
i realize this is a business guy making the statement, but god...
peer group approval is what gives us the crazy stuff like katamari damacy, warioware, and others. if that stops, we get stuck with nothing but incremental sequels to racing games, sports franchises, and the army men series.
"We shall grapple with the ineffable, and see if we may not eff it after all." - Douglas Adams
Just what we need: more games designed for approval by committees of the type that think "Elektra will be a great hit movie!", and fewer games designed for game-players.
Don't blame Durga. I voted for Centauri.
The problems in the game industry stem, in large part, from being TOO "business-like".
Video Game News, FAQs, etc
I don't think the developers should ever have to be more business-like, at least not in the ideal situation. There's is supposed to be a creative job, akin to being the director of a film. Yes, there's a ton of technical aspects involved, but the main purpose of the game should be to make it as creative and fun as possible. It is the place of the producers/publishers to worry about the actual costs.
It's pretty obvious that given some freedom and a large amount of financial support, a talented team will produce a fun product, like Valve with Half-Life 2. Of course, not eveyone will have these resources, but canning games into a business-like cost-benefit ration will stifle creativity.
It's like telling a master painter it would be cheaper to just take a photograph.
Sony has run Planetside into the ground. They are so busy trying to bring in new money that they refuse to consider the current players. They have made several changes that may have brought in a few new players but still overall lost money because of the old players they drove away. Game companies need to stop thinking about making money because if the game is crap I'm probably just going to pirate it anyway....
a CHORD!
Screw you all! I'm off to the pub
Mr. Fred Hasson appears to be a bloody fool. If games are no longer made for peer-group approval by like minded peers, they'll be like movies made for focus-group approval by bottom-line conscious busybodies - bland, homogenized and utterly uninspiring.
He may have some basis in common sense though. Developing games is becoming harder and harder to do for small developers. But instead of forcing independent game developers to fold or become hollywood schlockmongers, maybe the industry should find ways to make development easier so games can be developed by people that will make great games, instead of just big hits.
It's hard to soar like an eagle when you're surrounded by turkeys.
.. Back when they decided it would be a good business move to release a game to coincide with the realease of the E.T. movie. We all know where that suave business aproach got us. Landfills anyone?
By "peer group approval" I think he means that teams and developers are getting bogged down in making the "perfect" game or a work of art that will be approved by 99% of the world instead of 90%.
It takes a lot of cost and effort to get that last 10% and it breaks the back of a lot of companies. So in business sense, it's better to ship a product that's "good enough" than to never ship one at all because it wasn't "great".
As a consumer of games, yeah that's a moronic statement! We want GREAT games!
But in reality it doesn't pay the bills. Unfortunately it also means we're going to get saddled with commodity games... like "Aviator: The flight simulator"
Hmmmm...didn't EA start out as a company interested in peer approval? I'm almost certain that Interplay did--they sold themselves that way on their packaging, anyway.
I'd much rather buy a game designed by a gamer than by an executive.
At least market competition can't stop open sourcers from doing that--just from making money doing it. Maybe this is the coming age of the artist game developer.
Singers suround themselves with other singers. Actors surround themselves with other actors. A person in any trade is going to seek the feedback of others within their profession before seeking the opinion of outsiders.
"Hey, I'm going to medical school to learn to ACT!"
"I have 20 years experience as a chef, and I want a job as a reporter."
"I work at Jiffy Lube, and I wanna write video games"
Gamers develop games for other gamers and they know what they want. And it isn't "Deer hunter".
These type of decisions are made by people who understand business but have no understanding of the gaming industry. Are they really arrogant enough think that with a 2-year MBA they understand the needs of a specific industry better than content to producers who have been in it since the 80's. Producing for their peers is exactly what they should be doing. Coders peers will be among the most discerning critics. Only by pushing each other to new levels will Game producers ever achieve the next level of realism.
I recently spent a considerable sum on a number of games I'd wanted to own for quite a while. I got into an arguement with my girlfriend about the money, and I pointed out to her that 30 pounds worth of game was likely to entertain me for about 30 hours or more, whereas a 10 pound DVD would work for about an hour and a half.
One of the major drawbacks of having games companies behave more like movie film makers is that these games are going to start reducing in play time. Just as films are manufactured to be watchable in an hour and a half, it makes more economic sense for the staff working on a game to cut back when the time to play reaches 20 hours or so, and start working on something else. At the moment, its an artists work with some of these games - the game is finished when the story is finished, never mind financial considerations.
Meine Schwester ist sehr, sehr reizvoll - Nietzsche
I hope that's a British synonym for laid off. From watching the Office, I thought the word over there was redundancy.
Don't knock it. My driveway pavement and lawn furniture are made of compressed and melted Atari 2600 "ET" game carts.
Don't blame Durga. I voted for Centauri.
This is the very attitude that is the problem with the games industry today. Funded developers are being forced to make decisions based on some bean-counters desire to make *more* money so that they can justify a big bonus or raise.
But on the flip side I must thank them for opening up more doors for people like myself to sweep in as Independant game developers. We can provide the niche products that gamers still want but the studios won't do because it doesn't automaticly guarentee a million units or more in sales off the bat.
There's a reason why the "Indie Film" industry is booming, making a lot of money, and winning a lot of awards, and it's because they're doing what the opposite of what this guy says.
I think you're going to see the same with Video Games in the future. As EA, Vivendi and the others turn into the massive "Studios" lots of little guys are going to put out some amazing stuff and make a lot of money because it isn't as someone put "Army Men 27."
Maybe there isn't enough room for a massive amount of Indie Developers, but in film, they don't sit around forever either. They shine, then disappear, then shine again in the future. Or they get eaten up and "sell out" or they have a one-hit wonder and disappear.
It doesn't help that that clueless buffoon Uwe Boll is tarnishing the industry's image by churning out one abysmal videogame film adaptation after another. It seems to further drive home the idea to the ignorant that videogames are just as bland and soulless as your average Hollywood flick.
Yes, let's make games for the broad-masses ; Just another WWII-themed FPS... or wait, let's make another race-game ripoff...
Have a look at the stuff made by the several mod-teams around for FPS's : -that- is were innovation (for FPS games) is situated at the moment : Not in the offices of EA (to take an example) where the next WWII-themed game is pumped out ; Closely on the line of consumer-safeness.
As soon as you make business your main focus, you fail. What makes these games great was the dedication that went into making them. They were great games because the designers WANTED them to be great. When you add a business man to the mix it goes from what the developer wants to be doing to something he has been instructed to do. The job that was great now becomes a 9 to 5 drudgery and it shows... ask anyone who was does anything creative.. once the work is no longer your own, you pretty much lose the desire to make it great and just count the minutes until you can get home to the projects you really love.
This business man is just wrong... I've seen it too many times... change the focus to money and you lose the soul of the product.
Some of them are still making games for peer group approval - that has to stop.
If you're a company like Electronic Arts, you've already gotten rid of the notion of 'peer approval'- you're now shooting for the 'lowest common denominator', innovation and new ideas be damned. The executives of companies like EA are modern day Scrooge McDucks- they have a vault of money that they regularly swim in, and if a game doesn't do too well because it's just "Hot Girls Drive Cars 2007", well, they're okay moving to the shallow area of the pool for a day or two.
However, how many things on the Internet are as popular as they are because someone was shooting for the general public? Not that many. Some guys thought something was cool, got together, and put it on the net to share with friends and the common person that stumbles upon it. This is how we got things like Red vs Blue. Did The Brothers Chap ever dream that Homestar runner would garner such a larger crowd?
I think that many of the smaller companies should stick to the peer group. For one, if you're trying to impress your friends, you'll go all out. You'll think of new things. And, certaintly, you wouldn't make something you hated. The more you like a project, the better the chance that your friends will, too.
For two, the best kind of advertising anyone can get these days is still word of mouth. I could see that sexy car on TV with the buxom woman standing over it licking her lips and I would just think 'eh'; but if a friend came to me and said "This is one sweet ass car," I would at least give it second thought. In the same way, a group of guys make a game for friends to enjoy; Those friends tell other friends, who in turn tell more friends, and something gets at least a cult following. And everyone knows that cults will pump out a lot more steady cash than the indifferent masses.
Smaller companies without the cash cushion have one of two options: Make a mediocre copy-cat game that has moderate-everything, and thus will sell to the masses, or make something different, innovative, that was just an idea among your peet group. The first will likely garner enough money. The second will either tank or make you rich.
I'd rather see companies take the risk of trying to make the friends happy. Plus, if they release small, free games for the 'friends', who in turn spread it around, people will come to know the brand and will be interested in the bigger, better games that cost money.
Mr Hasson is not too original, either. I remember hearing pretty much the same speech about six years ago. That time, however, I was sat across the table from former Acclaim CEO Greg Fischbach. As history shows, this is not a guaranteed plan for success.
Some of what he says is true, though. The projects are getting more complex, the teams are getting larger. Both development teams AND management need to look how large scale non-games software development companies tackle scheduling, design, documentation, feature change requests, bug tracking and other aspects. There may be some improvements that can be applied to their own projects. All too often, I've had time scheduled at the beginning of a project for game/tools code design and planning thrown aside in order to hack together a half-baked demo because someone up the chain doesn't want to spend the time reading the game design.
For the creative side of games development, this needs to be as free from business related restrictions as possible. Coming up with a game design that is well received by your peer group - other games designers/developers and gamers themselves - is key to a good game. However, good is not always successful, and who wants good when we can have success with YetAnotherSportsSim 2008, with realistic sweat physics?
Bah. I need a cup of tea.
'There are still some developers who were involved in games from the bedroom coding days. Some of them are still making games for peer group approval - that has to stop.
Enter the independant developer - liken him to the independant movie maker. He's not as big budget, might not have all the glam that comes with a big budget production, but if he executes his product well, it's going to be a lot better than anything the big boys pump out.
I've thouht for a few years now that video games were going to become a respected art form one day- and I think this is getting us one step closer.
Microsoft, Sony, and Nintendo. Stop producing more, and more expansive to develop for consoles. Actually that's not truly fair. They are, at least partially, hardware companies.
What actually needs to stop is developers and publishers getting a hard on everytime a new console comes out and jumping on the bandwagon. It takes a couple of years to get used to developing to a new platform. It's just the nature of the beast. Developers are adapting to the new hardware, seeing what they can do. Little innovation takes place in this phase, because developers are already try something new, the hardware, the graphics. Once that has been figured out, developers can (though unfortunately they don't always) then push other boundaries such as new and different gameplay. That's why a majority of what innovative games there are happen 3+ years after a console has been released.
The problem is now, a next-gen console gets released after 4 years, roughly. Like sheep, developers follow the hardware companies to the new console, instead of sticking to a stable, easier to develop platform. Where they can continue to push technical, but even more importantly creative boundaries.
What developers need to do, as a bloc, is say 'No' to the new consoles. 'We're not ready to change yet' And the big developers and publishers need to realize this to. They have more clout and actually make the hardware companies change what they are doing. There needs to be wake up call in the industry. Yes, its partially the developers fault for the lack of innovation, and publishers also share the guilt, but it's hard for developers to explore the field of possibilities when the hardware companies keep pulling them forward.
Just a guy with an opinion
When I think of the epic movies that are coming out these days, I more think of the success of Gladiator and the subsequent failures of Alexander, Troy, etc... I always thought LOTR didn't compare to these movies as much because it was the adaptation of one of the most popular fictional series, not just an epic movie where the viewers were going to embrace the characters and the stories for the first time.
..almost kept Katamari Damacy from being released in the US since "it would likely underperform".
I thought we already were. New creative games are becoming far and few between. It's sad but soon enough the "mainstream" game industry will be the same as Hollywood cranking out the same crap over and over again. Once and awhile there will be something new, but for the most part anything genuinely new will be from (or at least I hope) small independent game companies showing their thing at indie-game festivals.
I was just curious because I recently noticed how bad it's gotten so I did a poll of my games(the number of non-franchise/sequel games vs. total number of games for the last-gen systems compared with the current gen systems):
(Last-gen PS): 21/28
(This-gen PS2): 5/18
Right now I don't see that number getting any better. Any one else care to share some numbers?
I know video games being sequelized to the point of oblivion has been around for a while(I'm looking at you CAPCOM). But this year has seemed worse than most others: Metroid Prime 2, GTA: SA, HL2, DOOM 3, Halo 2, Tekken 5, Silent Hill 4, and I'm sure could go on if I wanted to. At least one good thing that sets video games apart from Hollywood sequels is that the bad sequels are the exception istead of the rule. Putting that aside, I am starting to feel tired of playing the same games over and over again.
-Shawn "If the Name Don't Rhyme It Ain't Mine" Conn
You're assuming that the aforementioned businessman wants to make great games and is deeply deluded about how they are made.
On the contrary, he wants to pump out craptastic rewrites of crap with shiny new licensed properties associated to create 'synergy' and 'vertical integration' and recieve unreasonable piles of 'money' for his 'marketing savvy.'
If games are still being made by people trying to push the envelope that's going to mess up his marketing plan, isn't it? Bad executive! No yacht for you!
Disclaimer: MINAA (Mummy! I'm Not An Animal!)
Let the budget developers produce games that stand out
How can a budget developer new to the field, with PC based playable demo of the game in hand, convince licensed publishers to even enter negotiations?
Uh, no offense guys, but I clearly remember dealing with video game companies fifteen years ago, and for the most part, developers ran them like businesses, with clear producer-programmer-art-sound relationships, timelines, deadlines and, yes, even offices. And no surprise, most games out there are indeed "canned" products with low risk, guaranteed sales, but hardly blockbusters.
Yes, the nature of the beast is that there will always be "bedroom programmers doing stuff for peer approval", just as there will always be people writing crappy autobiographical fiction. Most of that won't sell. But come on, how many developers build stuff for peer approval on consoles? Maybe I'm in an alternate universe, but slapping something on a PC is bound to be better received among peers than a bleedin' Xbox.
In any case, even the most creative developers need to adhere to schedules and coordinate among the team. Perhaps the point of TFA is just that: with increase in the technical specs of consoles comes an increase in development expenses, and hence staff. The more people that have to work on the same project, the more formal the interaction has to be. That doesn't mean you can't have "creative vision". It does mean that you can't have the art guys sitting around doing nothing until two weeks before ship date.
To write-to-meaningless-spec so that the MBA hardly has to do anything-- that's bad for the MBA. Any good MBA will want some challenge because if the company goes under today, he might be selling BVDs tomorrow and will need challenging practice. Bad MBAs can't understand that.
:)
But the very best MBAs can write crap articles
that make their peers laugh so hard they snort milk out their noses
and still manage to sell them
to idiotic trade rags
that wide-eyed slashdotters
suck up to fuel their complete and never-ending righteous indignation