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.'"
"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".
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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"
Developing games is becoming harder and harder to do for small developers.
That's just not true though. Developing games that appeal to gamers who are interested into shooting their friends from the first person perspective with cutting-edge detail is harder, yes. There are plenty of small developers that continue to do just fine by appealing to those of us who are more interested in gameplay though.
If you want to make a high profile game that is going to sell millions of copies, you can go Hollywood and take your chance that your non-movie-licensed title will be the one in twenty to make it, or you can concentrate on a smaller audience and overall game quality you can respect yourself in the morning and probably put food on the table...
The reason we're seeing comments like this is not because the independant game developer has gone away, but because as the games market has grown and tons of marketing dollars have been poured into the market, the smaller developers have slipped off the radar. Remember that the journalistic machine is lubricated with cash... I'd bet more people play independant games than mainstream games (think about all those flash games, PDA games, etc...), but the trade rags only write about the ones that produce advertising dollars.
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.
When you pull into your driveway, do you randomly fall into an invisible pit that it takes you four hours to escape from?