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Game Industry Opinion Continues to Burn

The Game Developer's Rant session held at the GDC continues to reverberate through the industry. GameDev.net and Greg Costikyan's site have more details on the session itself, while Terra Nova's original thread on the subject has been followed up by an open letter to the participants from Matt Mihaly of Iron Realms Entertainment. From Matt's letter: "Anyway, please, just stop the whining. Stop telling people about how horrible the games industry is. Stop telling them that they can't succeed without radical industry changes. It's bunk and you should know better. Are you intentionally trying to discourage people from getting into the industry?"

270 comments

  1. Before replying... by AKAImBatman · · Score: 5, Insightful

    Before anyone runs off half-cocked, this article is NOT about the poor employee treatment at development houses such as EA. This article is about one man (Can make a difference? Whoops, wrong show.) stating that Indie developers can carve a market, and that we don't really need the big boys to make good games. He agrees to the fact that most "Hollywood" style games do need big development houses, but he also points out that the Indie can create games with far more depth and interesting gameplay.

    His end point is that we should be creating games for the love of creating games. And while he doesn't say it in so many words, that's what gave us such classics as Commander Keen, Duke Nukem', Wing Commander, Ultima, Wolf3D, and Doom. That vision has been lost, and now game creating is all about making money. Why create games when the same money could be better spent on creating a blockbuster movie or a market investment? i.e. Games != money. Have to agree with him there.

    1. Re:Before replying... by aftk2 · · Score: 4, Insightful

      I agree with you, but the trouble is that customers only have a finite amount of money. So, if you have limited resources, and you have to choose between Half-Life 2 or Doom 3, and something independent, you're more likely to go with the known property, even if it isn't as creative (or even as good).

      Gone are the days when smaller companies - those that create the games for the love of creating games - could compete with funded games from major studios on the same level.

      --
      concrete5: a cms made for marketing, but strong enough for geeks.
    2. Re:Before replying... by superpulpsicle · · Score: 5, Interesting

      You don't need bigboys to make big game titles. Right, it's not about software development. However, in the unfortunate video game industry, bigboys can afford big lawyers. Which equals to buying big licenses and claiming ownership to intangible things.

      Player associations, porshe and ferrari licenses are just for starters in 2004/5. I guarantee you 10 years from now, someone company would have draw out a contract for guns. Thompson, Springfield, M16, colt handguns... these will only appear in exclusive war games. Afterwards maybe the government will impose a tax on using U.S military vechicles in games.

    3. Re:Before replying... by Rolan · · Score: 4, Insightful

      So, if you have limited resources, and you have to choose between Half-Life 2 or Doom 3, and something independent, you're more likely to go with the known property, even if it isn't as creative (or even as good).

      That's when the smart consumer reads the reviews from the people who do have the money to buy and play every game out there.

      --
      - AMW
    4. Re:Before replying... by KhaZ · · Score: 1

      Nice post. Now what's the point of RTFA? :) :D

      --
      - - - -

      KickingDragon

    5. Re:Before replying... by unixbob · · Score: 5, Interesting

      Last year I bought Doom 3 and was totally dissapointed with it. What was initially a great horror game became a repetitve formulaic (?) shooter. After that I still haven't got round to buying half life 2, halo 2, or even World of Warcraft (although I'm getting nagged by friends to get online with Warcraft)

      The only games I've spent money on in the last 12 months have been indie games. Why? Because I got bored with sequels and pretty gaming engines. Games are meant to be fun and IMHO they are becoming products to be churned out. With the indie stuff I tend to find that more thought has gone into the level design and tuning the gameplay. Thay are never going to be the prettiest titles around, but I never feel cheated or dissapointed after a purchase. Pretty graphics only go so far . . .

      --
      The Romans didn't find algebra very challenging, because X was always 10
    6. Re:Before replying... by jacksonj04 · · Score: 1

      The smart customer goes for Half-Life 2, then looks for independant mods to get different gameplay. Somewhere like http://www.moddb.com/ (sorry for the shameless plug) will find a vast swathe of changes to popular games.

      Half-Life isn't the most modded game for no reason.

      --
      How many people can read hex if only you and dead people can read hex?
    7. Re:Before replying... by aliens · · Score: 2, Insightful

      I don't think that's true. I think your level of expectation of profit is skewed. Now a game like HL2 and Halo sells millions and millions of units brining in Millions and millions of $$$. Commander Keen and Wolfenstein did not do that.

      I think that indie game devels have a chance to make money just fine. I don't mind dropping $20-30 on an Uplink or something similar. And those houses are still around. You just don't hear their tales as often. Yes lots of them fail, but lots of businesses fail too. Just because you love making games doesn't mean you will succeed. For every Commander Keen there were probably dozens of fine shareware games that never got broad notice. I'd say with the internet there's a better chance small games will make a decent profit by word of mouth.

      --
      -- taking over the world, we are.
    8. Re:Before replying... by AKAImBatman · · Score: 2, Informative

      So, if you have limited resources, and you have to choose between Half-Life 2 or Doom 3, and something independent,

      Why does the independent game have to cost as much as Doom 3 or Half-Life 2? Answer: It doesn't. Most Indie games are delivered via the Internet which cuts out the packaging, shelving, distribution, and paper marketing costs associated with the big names. This allows some good games to be available for $10-$30, quite a bit less than shrink-wrapped games.

    9. Re:Before replying... by plover · · Score: 3, Interesting
      But I think he's missed the point of the "whiners". The point is if you work in a giant corporate game factory, you're going to get treated like dirt.

      If I were a cashier at Target, I'd expect that kind of treatment. If you go into a job with no real training needed, just the ability to breathe and put barcodes in front of a checkout scanner, you probably aren't expecting a career path that goes far.

      But these are professional developers, men and women who have college degrees in Computer Science. They DO HAVE expectations of decent rewards, but they're being treated even worse than the cashiers, in terms of uncompensated mandatory overtime. A cashier in these big companies isn't allowed to work overtime, or work through their breaks. Their managers know that if the employees complain about overwork there's going to be hell to pay, because of the violations of labor laws involved.

      Sure, there are independent shops, just like there are Mom'n'Pop grocery stores. But remember, Mom'n'Pop's employees almost never get rich. Sally may have worked the register for 20 years, she might be loved like family, she probably gets invited over for dinner, but she's never going to be driving a Ferrari as a result.

      --
      John
    10. Re:Before replying... by efatapo · · Score: 1

      What games? What games are worth it? Let's see some links!

    11. Re:Before replying... by RootsLINUX · · Score: 4, Interesting

      The only games I've spent money on in the last 12 months have been indie games. Why? Because I got bored with sequels and pretty gaming engines. Games are meant to be fun and IMHO they are becoming products to be churned out. With the indie stuff I tend to find that more thought has gone into the level design and tuning the gameplay

      I could not agree more. I really miss the old games (SNES-era) where companies didn't put the majority of their focus on games looking jaw-droppingly realistic, but rather they put their effort into making the game fun. It seems that this old-spirit has been pretty much extinguished in large dev houses and replaced with the mantra "Make games faster! Make more money!". Which is one reason why I decided to take things into my own hands and start developing a RPG game with the old-spirit.

      --
      Hero of Allacrost, a FOSS RPG for *NIX/*BSD/OS X/Win
    12. Re:Before replying... by dgatwood · · Score: 4, Insightful
      That's also why the smart independent developer makes a demo version available for download with only certain levels available. Then again, so do the smart major publishers....

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    13. Re:Before replying... by 88NoSoup4U88 · · Score: 5, Interesting

      In my opinion, it's hard to distinguish a honest review from a bought review though : Defenitely if they are about blockbuster-games.

    14. Re:Before replying... by Anonymous Coward · · Score: 0

      Maybe some day I'll meet this smart consumer.

    15. Re:Before replying... by DrCode · · Score: 1

      I agree with you... But, I have money, and used to buy games when I had less; yet now I hardly buy any at all. My view is that the console games are mostly dull sequels, and getting games to work on Windows is a PITA (plus they're also mostly dull sequels).

      My occasional gameplay nowadays consists of playing classic DOS games using ScummVM or Dosbox or Exult.

    16. Re:Before replying... by 88NoSoup4U88 · · Score: 2, Informative
      Have a go at Half-Life 2 ;

      Allthough it -is- a sequel, -and- a pretty engine ; It's not all imo :
      With them incorporating the Havoc (gravity) engine, they added a great new layer to the fun the game can give.

      That, and of course the (mod)community which surrounded HL1 has almost all gone to work with HL2 , which is going to bring an entire new generation of great new games/mods/ideas on the market.

      Bit offtopic ; Mods seem to be of great influence, ifnot test-beds these days : Something that's proven in a mod to be fun/succesful, is likely to see the day of light in the next generation games.

    17. Re:Before replying... by Taladar · · Score: 1

      It is simple. I read a bought one just the other day. When they praise the (checkpoint in that case) save-system and the graphics of the game but don't lose a line to write something about the gameplay it is bought.

    18. Re:Before replying... by Taladar · · Score: 1

      It definitely isn't the most modded game because the original game is that good. It is the most modded game because the modding interfaces are actively supported by Valve but no Shooter can compare to a good deep, complex, story-driven RPG IMO. Actually the praise of the physics engine of one of the other posters in this thread just shows how easily people fall for engines with feature-bloat. Sure it might be fun in the first few minutes when playing around with the possibilities but physics engines won't make a boring game fun to play.

    19. Re:Before replying... by rustbear · · Score: 1

      This is great... Let's compare: -Movies: Bad Boys 2, Batman 3/4, League of Extraordinary Gentlemen, etc etc -Games: EA Pattern: big budget unoriginality/downright banality that's eaten up by the public -Movies: Lord of the Rings trilogy, Star Wars -Games: the Sims, GTA franchise Pattern: big-budget "pop" which has wide appeal and is well received -Movies: Lost in Translation, Charlie Kaufman movies -Games: early Lucasarts/Sierra adventure games Pattern: "indie" stuff, moderately well received, but high in artistic value -Movies: Tarantino, Spielberg -Games: Wright, Miyamoto, Molyneux Pattern: superstar directors/developers whose work is lapped up -Movies: the pavement-pounding actor who fills the "Waiting room patient #5" role in ER -Games: the programmer who spends 4 years of his life on "Generic Squad Shooter 3" Pattern: I think that what we're seeing here is that the games industry is becoming more like the movie industry (at least Hollywood). Hollywood is very conservative; the game industry is becoming likewise. In Hollywood every actor wants to be in the groundbreaking, timeless-quality lead role; in the games industry, every developer wants to be in the new genre buster/setter. I don't think that anything is "broken" at all; it's just changing. Great games are still getting produced. Original things are still getting produced (both in hollywood and in the games industry). The fact that each new FIFA or Madden gets sold means that the demand is there, and that somebody has to be out there to "manufacture" that stuff.

    20. Re:Before replying... by Taladar · · Score: 1

      Could you please post some links. I would really like to play a good game again after all those years of EA-shit (+games from companies soon to be bought by EA).

    21. Re:Before replying... by Spud+the+Ninja · · Score: 4, Informative

      Metanet has a cool 2D Ninja game: N

      --
      You can never put too much water in a nuclear reactor.
    22. Re:Before replying... by Anonymous Coward · · Score: 2, Interesting

      Soldat, Pontifex and Starscape are three of my personal favourites.

      Which reminds me, what about the Roller Coaster Tycoon games? Weren't they largely a one-man effort?

    23. Re:Before replying... by AKAImBatman · · Score: 4, Informative

      Try some of these. Starscape from MoonPod is one of my favorites. :-)

      Oh, and Cas would kill me if I didn't plug his awesome 2D Shooters. :-)

    24. Re:Before replying... by 955301 · · Score: 2, Funny

      That thing pegs my cpu. Is there any way for me to limit that in Linux? I'm on a laptop and really don't have a desire to set my pants on fire in an airport.

      --
      You are checking your backups, aren't you?
    25. Re:Before replying... by Anonymous Coward · · Score: 0

      Hey unixbob,

      Just wanted to make an honest comment here. I think almost everyone was extremely dissapointed by Doom 3. Id is still making great technology, but they just aren't in the business anymore of making great, fun games with it.

      HOWEVER, the same can not be said for Half-Life 2. Half-Life 2 looks great, but they also make a great and very fun game out of it. While doom3 is more of the same throughout the whole game, HL2 really has the feeling that each level is completely different. It's like a throwback to the 2d days when games would have a "shooter level" and a "racing level" and "water level" and "ice level", etc. If you don't like a level, at least it doesnt last too long. And the levels you DO like, aren't beaten to death by being way too long.

      So don't let Doom 3 spoil your appetite for good games. Half-Life 2 is WAY better. (Counter-strike source is pretty amazing too, and "free with hl2" - but imo is not as mature as CS1.6 yet)

    26. Re:Before replying... by Anonymous Coward · · Score: 0

      jeez, who the hell wants to play every single game that comes out on the market as it is? For every 1 good game that comes out, there's 20 pieces of crap released. Case in point the PS2, NO classic games five years after the system release. (personal opinion if you disagree that's fine with me) Also, who has the time to play all of them...wait nevermind I'm sure some /.'er somewhere does.

    27. Re:Before replying... by Thangodin · · Score: 1

      Bought reviews are actually written by the game developers themselves. In some cases this is laziness on the part of the reviewer, not paid opinion. I helped write one myself a couple weeks ago for the game we're working on. And this isn't a big studio title, but a relatively small indy game!

    28. Re:Before replying... by Thangodin · · Score: 2

      I got to experience first-hand the reason why we get some much repetitive crap. We've been working on a game that is very close to release, and some screenshots and previews were released a couple months back. On one of the sites where they appeared, a group of l33t d00ds (my guess is that the ages ranged in the early teens) took turns flaming and bashing it based upon a handful of screenshots. It was obvious from the comments that they didn't get what the game was about. But take a bunch of comments like that and show it to some marketing exec who doesn't know the landscape (or that there are quite a few idiots out on the web who can be safely ignored) and what do you get? Fear and repetition--endless version updates of sports franchises.

    29. Re:Before replying... by Anonymous Coward · · Score: 0

      I agree as well. It's fun how games that were an _escape_ from reality are ending up trying to match a boring and streamlined reality. Doom3 didnt add anything to doom1, maybe it's a stupid parallel but it's like the new star wars episodes to the old ones, they don't add anything but eye candy. Bring back the creativity of the 80s and 90s for God sake.

    30. Re:Before replying... by Anonymous Coward · · Score: 0

      Take a look at Prince of Persia, Viewtiful Joe, or Beyond Good and Evil. Nearly every review was stellar, but yet very few bought these games. Meanwhile trash like Driver 3 and the Matrix game sold pretty damn well.

    31. Re:Before replying... by Anonymous Coward · · Score: 0

      My only issue with Beyond Good and Evil was that it seemed a little reluctant to take itself seriously.

    32. Re:Before replying... by adam31 · · Score: 2, Interesting
      It's not that simple.

      Mr Spector, over a decade ago, hired a team and moved them all down to Texas for a project that was cancelled within the first week. He was in a position where he could either take a stand and invest in the project personally, or he could just fire the whole team... so he fired the team.

      Since then, he's seen the same machinery that put him in that position take over the entire industry and I think he still burns from his decision long ago. Now, he's decrying the industry and lamenting his own helplessness now that he feels he has some power. However, as the saying goes, 'talk is cheap'. When he says distribution, he's talking PC games which represent a tiny sliver of the industry... and console games have no alternative distribution, nor will they ever. That's the end of that.

      Greg and Chris's talks were very interesting. Greg said, "they tell us things will get better because poly-counts will be through the roof" and Chris said "they tell us things will get better because we'll have 256 GFlops". The common thread here is not that no one cares about gameplay... it's that because of the expectations the industry is pushing the baseline to have enough art at high enough resolution being rendered on a fast enough engine is SO HIGH and costs SO MUCH MONEY, that there are no left-over resources for tuning gameplay. Thus, content-rich fun-poor.

    33. Re:Before replying... by Tei · · Score: 1

      Actually New York has a tax for his city on movies. Why not on videogames?
      oops...!

      I suggest to un-invent this idea :(

      --

      -Woof woof woof!

    34. Re:Before replying... by unixbob · · Score: 1

      tbh, I wasn't having a particular dig at WoW (or HL2 for that matter). I was just using them as examples of recent high profile games that I've not bothered with because I've been dissapointed so much with over hyped games that aren't really all that much fun to play

      --
      The Romans didn't find algebra very challenging, because X was always 10
    35. Re:Before replying... by ptlis · · Score: 2, Informative

      Darwinia, made by the same guys responsible for Uplink is mind-bogglingly awesomely fun... I really can't heap enough superlatives and praise onto it.

      --
      There's mischief and malarkies but no queers or yids or darkies within this bastard's carnival, this vicious cabaret.
    36. Re:Before replying... by fontkick · · Score: 1

      After that I still haven't got round to buying half life 2

      I suggest trying HL2. It's the best FPS I've ever played. The story and atmosphere just pull you right in. The demo is available, too, and Ravenholm is one of the best levels in the game, but the entire game is just great. The game itself flows really well from level to level. They did a lot of work in thinking out the pacing. I was having fun playing the game, but a lot of times I just sat back and appreciated how well certain game elements were thought out, and how well crafted the game was. It's really in a league by itself, in my opinion.

      Ultimately, all FPS's are just "shoot baddies in hallways", so that's always limiting. But Half-Life 2 pushes the story to the limit. It's not perfect (the boat ride became tiresome), but it's very, very good. The nice thing is you get Counterstrike:Source along with HL2, which is also very good and a lot of fun, with a TON of online players and servers. I was playing it so much I had to uninstall it to get my work done.

    37. Re:Before replying... by Sj0 · · Score: 4, Informative

      They're pretty rough around the edges and simplistic by design, but Star Phalanx and Rambo vs. Kitty Cat are pretty fun, I've been told.

      RvK

      Star Phalanx for Windows

      Star Phalanx for Linux(requires sdllib)

      --
      It's been a long time.
    38. Re:Before replying... by Anonymous Coward · · Score: 0

      IT already happen.

      Ak-47 in counter strike for replaced with a name CV-47, even though the skin left unchanged and it is still an AK.

      good point though.

    39. Re:Before replying... by pilkul · · Score: 1
      I could not agree more. I really miss the old games (SNES-era) where companies didn't put the majority of their focus on games looking jaw-droppingly realistic, but rather they put their effort into making the game fun.

      Bah, honestly though, even in those days most of them did devote most of their time to achieving the prettiest graphics possible given the limitations of their system. This has always been the case.

      If you want new SNES-style games, why don't you buy a GBA?

    40. Re:Before replying... by Anonymous Coward · · Score: 0
      i.e. Games != money. Have to agree with him there.

      Oh THAT'S brilliant!!

      if (Games != Money)
      {
      bDontMakeGame = true;
      }

      However much I love making games, I need to eat. I make games precisely because I love it AND people will pay me to. Go read the interview in GDM with the guy's who made the awsome Darwina. They talked about how they might not make games anymore because they effectively had no funding as an indie team.

      I would rather both make and play games that have a decent budget (Ratchet and Clank, POP, Jak, Katamari Damashi, Ico, RE4) than any of the Garage Games offerings.

    41. Re:Before replying... by AKAImBatman · · Score: 1

      Hmmm... missing the point? Yeah. I'd say so.

      By Games != Money, I mean (as does the author) that games are not a particularly lucrative industry. It takes a lot of money to build a good game for a relatively small return. It's still cash positive, so that helps developers pay the bills. But it is a market that should be entered for the love of creating games and not the pursuit of profit.

    42. Re:Before replying... by Junks+Jerzey · · Score: 1

      I could not agree more. I really miss the old games (SNES-era) where companies didn't put the majority of their focus on games looking jaw-droppingly realistic, but rather they put their effort into making the game fun.

      You mean back when 80% of all games were ripoffs of Mario/Sonic featuring a lead character with "attitude"? Sorry, but you're just falling into the nostalgia trap here.

    43. Re:Before replying... by Anonymous Coward · · Score: 0
      Halo sells millions and millions of units brining in Millions and millions of $$$.
      Yet the X-Box is still unprofitable. Quite amazing how massive a money pit Microsoft has there.

      Funny thing is I've noticed all my ex-coworkers who got snapped up by various acquisitions have all left MS as soon as their annoying little "can't leave for x years or x projects" contracts were up. Every last one.

      Can't get games started, can't get games finished (projects like H2/H3 snatch up team members to be sucked away on repetitive crap for months), not allowed to actually make the game they want to make (e.g. fun), the list just goes on...

      Sure, MS just the latest symptom of the disease afflicting game development, theirs just has all those nice connotations of world domination and Neuromancer-esque corporate-driven holocausts...
  2. hm... by Worminater · · Score: 1

    Its actually kind of annoying IMO...

    I mean; come on; the industry has needed radical changes for how long? Like that in just about every industry though...

    1. Re:hm... by Monkelectric · · Score: 2, Insightful
      I mean; come on; the industry has needed radical changes for how long?

      Typical slashdotter :) The industry is making more money than ever, therefore, it does NOT need change.

      If you want innovative games instead of cookie cutter crap start BUYING innovative games and refuse to hand over your money for anything less. I own a GC, ps2, and two xboxes and between them all under 10 games. I've bought 1 pc game in the last 3 years.

      People are perfectly willing to plunk down 50$ for a crappy game, so why should they change?

      --

      Religion is a gateway psychosis. -- Dave Foley

    2. Re:hm... by Taladar · · Score: 1

      Ok, so you say it isn't the game industry, it is capitalism that screwed all this up? I tend to agree with you on that one.

    3. Re:hm... by Monkelectric · · Score: 2, Insightful
      Ok, so you say it isn't the game industry, it is capitalism that screwed all this up?

      IMHO capitalism is pretty much a race to the bottom. Its just the best system there is so far. The only way to beat the bottom is to be informed and vote with your money.

      Since people have demonstrated that they will buy *ANTHING* a corporation puts in front of them -- corporations do just that. If people en masse demanded something -- corps would respond. But as long as we allow *THEM* to tell us what we want, we're stuck with our race to the bottom.

      --

      Religion is a gateway psychosis. -- Dave Foley

  3. It's a different game, really by ackthpt · · Score: 5, Insightful
    From Matt's letter: "Anyway, please, just stop the whining. Stop telling people about how horrible the games industry is. Stop telling them that they can't succeed without radical industry changes. It's bunk and you should know better. Are you intentionally trying to discourage people from getting into the industry?"

    Funny how it was, back in the begining that games were developed at home, by individuals, who put in whatever hours it took to get the thing done, usually settled for a set price and/or small additional royalty for their work. If they were working a career job, it wouldn't have justified the hours, but a sudden flood of $30,000 can make people think they've struck gold. Dollar votes separated the winners from the losers. It was a lot like the early rock and roll music scene.

    Now, it is a career profession, so like any other line of work you do what you have to, respond to purchaser demand, follow "me-too" the market leaders and give up on actually writing something which would be fun to play. Kinda like the manufactured pop music of today.

    I stopped by EA at SDWest and asked them when they'd be re-introducing M.U.L.E. or Mail Order Monsters, while some golf and football games were sitting there. The guy didn't even know what I was talking about. That's part of what's wrong, the industry has driven a wooden stake through the heart of it's heritage and buried it.

    "Think we can work John Madden into a new version of Ultima?"
    "You see, the troll here has lots of hit points, but the elf is much faster, so he'll probably try and end-around and ...

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:It's a different game, really by peculiarmethod · · Score: 1

      That's part of what's wrong, the industry has driven a wooden stake through the heart of it's heritage and buried it.

      umm.. are you drawing a comparison between the gaming industries past and vampires.. or were you just that addicted to castlevania? hehe

      --
      ** "It's not my job to stand between the people talking to me, and the ones listening to me." -- Pego the Jerk
    2. Re:It's a different game, really by ackthpt · · Score: 1
      or were you just that addicted to castlevania? hehe

      Castles of Dr. Creep - Seriously addictive fun for masochists of all ages.

      --

      A feeling of having made the same mistake before: Deja Foobar
    3. Re:It's a different game, really by Alkaiser · · Score: 1

      Oh man...Mail Order Monsters. There's a game that needs a remake. That game taught me the word "epoch".

      --
      Netjak.com independent reviews of domestic & import video ga
    4. Re:It's a different game, really by GorkMork · · Score: 1

      A little off topic... I really truly thought I was the only one who played Mail Order Monsters - Anyone else know of it?

    5. Re:It's a different game, really by Anonymous Coward · · Score: 0

      I don't know about Mail Order Monsters, but the reason EA won't be reintroducting M.U.L.E. is the game is boring. People who get all nostalgic about boring old "classic" videogames (Zork, Rogue, other snorefests) are like English teachers who can't understand why kids would rather read Harry Potter than Henry James. They just don't get it.

  4. Discouraging the people in it for the money... by spicytuna · · Score: 1

    is a good thing. That only leaves room for the people passionate about the industry.

    1. Re:Discouraging the people in it for the money... by cliffski · · Score: 4, Insightful

      although that also populates the industry purely with kids with stars in their eyes who are prepared to work for long hours for sod all. Thats the kind of workforce EA LOVES.
      Here in the UK another developer just went bust the day they release their game. Great news for whoever makes money from that games sales (publishers, maybe some of the companies original shareholders?) but the poor sods who worked a year of crunch time on it are out of work with sod all bonus and sod all reward for their efforts.
      this sucks.
      People who make games SHOULD make lots of money. If you are an ace C++ games coder you DESERVE that ferrari and that big fuckoff bonus. You certainly deserve it as much as the pompous git in marketing who earns triple your salary.
      Im not saying you should do it JUST for the money, but good games developers shouldn't be afraid to demand a bloody good wage for their (often very good) skills.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    2. Re:Discouraging the people in it for the money... by pommiekiwifruit · · Score: 2, Interesting
      Jason Perkins perhaps? Anyway, we NDA NDA NDA NDA NDA Caledonian Road. Oops.

      The same announcement that development went down by 6% announced that employment in "the games industry" went up by some amount - I guess they mean retailers. The amount of money spent goes up but employment goes down; why is that? It's because people ignore reviews (according to a recent article in MCV) and just purchase the top few hits (another article) which are mostly sequels (another article, or just look at the top 20 any week and try to find a title that doesn't have a number in it) that marketing tells them to buy.

  5. No value by turtled · · Score: 5, Insightful

    There is no real value in most gaming nowadays. Super Mario Brother 35, or Sonic the hedghog 19, NBA basketball 2020. All of it is the same and has been played before. Sure, there are pretty graphics, but, what about game content and gameplay? I miss those years, I do. I like replay value, too. Everything now is, wow, that's cool... next.

    Also, I don't like cross-platform games... Super special secret level on the PSXboxCube version.

    --
    "I cannot think of any need in childhood as strong as the need for a father's protection." -- Sigmund Freud
    1. Re:No value by RyuuzakiTetsuya · · Score: 4, Informative

      The problem with citing Mario, is that mario's actually matured over the years in terms of gameplay. So has Sonic. Sonic 1 is not nearly the same game as Sonic Adventure or even Sonic Heroes.

      --
      Non impediti ratione cogitationus.
    2. Re:No value by Cryptnotic · · Score: 1
      --
      My other first post is car post.
    3. Re:No value by grumpygrodyguy · · Score: 1

      There is no real value in most gaming nowadays.

      Yeah, that must be why I play games all day long. Did you try Sid Meier's newest version of Pirates?

      I _loved_ the original, like a religion, it was just so masterful...but the new one is ever better. How? They took the original, and enhanced it with better graphics and music...but they wisely left the gameplay alone. The result was one of the best games I've played in years.

      There's nothing wrong with improving on old formulas by respecting them.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    4. Re:No value by JaxGator75 · · Score: 1
      What does this factual statement have to do with the Parent's beleaguring of an old and tired cliche?

      /and what's the deal with {fairly obvious observation}

      --
      Come and see the violence inherent in the system!
    5. Re:No value by Anonymous Coward · · Score: 1, Insightful

      I don't agree with you on the lack of gameplay value. Unless you're playing one of the gameboy remakes, I have yet to see one mario game that doesn't bring a new core-mechanic to the series with every iteration. Many games have been well done entries to a particular franchise that succeed in entertainment as well as introducing a new aspect that wasn't there before. I have the same feelings as you when thinking about any of the more movie-esque licensed titles. Maybe you're just tired of games in general?
      I can agree with you on the cross-platform games individual differences though. A cross platform game is essentially a good thing, since it doesn't limit someone to one particular console. But when they throw in a specific change to give one version a lead over another it's beyond irritating and usually results in me not purchasing any. That's just me though.

      Games are great, just look elsewhere for your entertainment for a while and avoid the "blockbuster" orgy-fests from bigger publishers. Those will almost always lead to disappointment.

    6. Re:No value by JaxGator75 · · Score: 1
      *ahem*

      I believe it's pronounced "beleaguering", loser. . .

      --
      Come and see the violence inherent in the system!
    7. Re:No value by Anonymous Coward · · Score: 0

      Say hello to Spore! That is, unless EA prevents content from being included so that they can produce the reams of expansion packs that they so love. Other games coming out this year like Black & White 2 and The Movies sound interesting in a pretty unique way (though Peter Molyneux tends to make everything sound interesting).

      There are some nice indie games too. One I've been looking forward to is Starsiege 2845, which will likely be released for free, though that depends on Vivendi (whose intellectual property they are using with full permission).

    8. Re:No value by SteveXE · · Score: 1

      Splinter Cell Chaos Theory...thats all I need to say.

    9. Re:No value by Anonymous Coward · · Score: 0

      Don't you mean spelled? How do you know he mispronounced it?

    10. Re:No value by Anonymous Coward · · Score: 0

      Oh, I guess I'm the loser for not noticing the poster replyed to himself.

    11. Re:No value by HumanTorch · · Score: 1

      I have to agree there - the developers are getting quite good at what they do. NHL 2005 (or 2004, can't remember) from EA had the best gameplay I've seen in a hockey game yet. The Tiger Woods golf series is amazing in terms of gameplay. Civ III Conquests is the ultimate Civ AFAIC in terms of gameplay. What the industry lacks, and will continue to lack, is originality. Of COURSE it was easier to come up with an original idea when the industry was young. But is originality everything? If you are getting bored with games, perhaps you are playing too many!

    12. Re:No value by Anonymous Coward · · Score: 0

      Mario matured until Super Mario World. It's been all downhill from there.

    13. Re:No value by Anonymous Coward · · Score: 0

      But is originality everything?

      Yes.
      Yes, it is.

    14. Re:No value by RyuuzakiTetsuya · · Score: 1

      no, the problem is that the "industry" doesn't want to throw money at things that might fail.

      Look at Katamari Damashii. It was bound to ATLEAST make it's money back in Japan. No one expected it to be a huge smash here in the states.

      --
      Non impediti ratione cogitationus.
  6. A thought by Anonymous Coward · · Score: 0

    This Matt fellow who is quoted would seem to be taking a covert stab at Nintendo, as they are they ones most pushing inovation as their marketing plan.

  7. That's crap by Anonymous Coward · · Score: 5, Insightful

    The game industry IS headed into a negative direction for developers and creative people. We're effectively pigeonholing anyone who wants to continue expereimentation with interactivity into a smaller, "indie" category, while letting the larger corporations continue to rampantly milk the larger audience with repetitious products and higher budgets. The only exception to this I can think of is Will Wright being backed by EA, and if it weren't for that I'd lost hope almost completely.

    People bitch because they see movies today, and then see the game industry embracing the mainstream-movie-esque visibility and profit of the same scene. These same people love games and the possiblities within the medium, and do not want to see the industry turn into a generic-blockbuster-factory-for-profict-only show.

    1. Re:That's crap by Sheetrock · · Score: 5, Insightful
      People need to stop bitching and stop buying while they're at it. Mediocrity thrives because the public will buy whatever's waved under their nose.

      Demand better games. Buy independent and wait for the $60 mainstream pap to hit the bargain bin before picking it up.

      --

      Try not. Do or do not, there is no try.
      -- Dr. Spock, stardate 2822-3.




    2. Re:That's crap by thefirelane · · Score: 1

      We're effectively pigeonholing anyone who wants to continue expereimentation with interactivity into a smaller, "indie" category, while letting the larger corporations continue to rampantly milk the larger audience with repetitious products and higher budgets.

      Are you talking about games, or movies?

      Yes, I know the answer... my point is that gaming is becoming a mature industry like movies, and is following the same pattern. That's because, whether the elitist in you likes it, this pattern works.

    3. Re:That's crap by Lisandro · · Score: 1

      Mod parent up!

    4. Re:That's crap by Jeff+DeMaagd · · Score: 1

      One thing I've heard from someone in the gaming industry is that about 90% of the games made lose money, and the profitable 10% pay the shortfalls of the other 90%. That doesn't sound like a good picture for those wanting to enter the field. I wouldn't want to work or invest in that industry.

    5. Re:That's crap by Anonymous Coward · · Score: 0

      You're so right. I bought that mainstream crap game called Gran Turismo 4. It's so crappy that I just keep playing it because I'm a tool like that. Us morons always play the crappiest games the most. I really wish I had bought that 15-dollar-shareware-tux-racer-based-mario-cart-rip off instead and supported some true talent.

    6. Re:That's crap by Chris+Burke · · Score: 1

      The only exception to this I can think of is Will Wright being backed by EA, and if it weren't for that I'd lost hope almost completely.

      Which is a small hope, because they're doing it for the same make-money-screw-all-else mentality. Will Wright just happens to be that kind of genius that can make "experimental, different" and "shed-loads of loot" cross paths. On the other hand, it shows market demand for cool, unique stuff (but we already knew that; the problem is few big publishers are daring enough to risk going after it).

      --

      The enemies of Democracy are
    7. Re:That's crap by Anonymous Coward · · Score: 0

      Try not. Do or do not, there is no try.
      -- Dr. Spock, stardate 2822-3.

      Sheetrock, your sig is a direct quote from Yoda, Not Dr. Spock. But what the hey, star wars, star trek....the both start with star so its kinda close right, isnt it.

    8. Re:That's crap by puppet10 · · Score: 1

      I wonder if any of that is from creative accounting like on films where almost all the films lose money, but the production/distributors seem to always turn a healthy profit.

      Although that's probably less likely in the game industry, as far as I know theres not as much profit participation to avoid paying to the talent - but I could be wrong on that.

      They also don't have as much of a long tail of further distribution to add to their take through multiple releases through various distribution channels.

      --
      -------- This space intentionally left blank --------
    9. Re:That's crap by Anonymous Coward · · Score: 0

      yhbt. yhl. hand.

      hth.

    10. Re:That's crap by MBGMorden · · Score: 3, Interesting
      Everything "independent" isn't good and not all the big-name stuff is bad. SW: KotOR, Warcraft 3, PS Torment, Baldur's Gate 1 & 2: all were made by big name companies. All were great games.

      I say that instead of "buying independent" we all just buy what we want to play. That's what's happening now, and I'm sorry that you seem to have picked unpopular games. Heck I can related myself in that I love a good 3d space fighter simulation a la X-Wing or Wing Commander (and it seems none of those are coming out these days), but if the market isn't buying your type of games, that doesn't mean that they're buying whatever is given to them: they're buying what they want. Most of today's popular games cost a fortune to develop. If the game companies could sell just as many copies of the types of games the whiners claim to love then they would do so in a heartbeat.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    11. Re:That's crap by a8o · · Score: 1

      there are enough great games not independent to keep you occupied. on the gamecube, which is really the only machine i've been playing, i can count pikmin, viewtiful joe, ikaruga, pn03, resident evil, mario tennis and madden 2003 (which is of course a fantastic game...the first time. i had never owned a madden before this one.) i havent played a game for a long time until today and they just seem a whole lot more...fresh than they did a few month ago when i was playing more often, probably three or four times a week.

  8. I am a game developer by Anonymous Coward · · Score: 4, Interesting

    I am part of a small studio who makes first party games for the playstation2. I don't work 80 hours a week. During crunch time I might get up to 60 hours, but that's rare.

    I don't understand why EA works their employees to death.

    1. Re:I am a game developer by AKAImBatman · · Score: 4, Insightful

      > I don't understand why EA works their employees to death.

      It's called "false economy". EA believes that they'll get more work out of employees for less money by making them put in a rediculous number of hours. The problem is that EA fails to take note of how that impacts inidividual performance, team relationships, and overall morale. Not to mention the amount of experience they lose everytime they pitch out a burned-out programmer.

      Unfortunately, false economy is a fairly common issue in businesses these days. Too many managers think in a linear fashion (more of this == $$$), and fail to take the hidden costs into account. That's why we have hundreds of junior programmers employed in places where there should only be a handful of midlevel to senior developers, windows machines in high reliability situations, and gamer programers working rediculous hours.

    2. Re:I am a game developer by Anonymous Coward · · Score: 0

      Must be nice to not have to think about the Xmas deadline.

    3. Re:I am a game developer by Zorilla · · Score: 1

      Ridiculous

      --

      It would be cool if it didn't suck.
    4. Re:I am a game developer by andr0meda · · Score: 2, Insightful


      I work at an Indy game dev studio and in 2003-2005 I have been in crunch phase for over a year. hours ranged from 55 to 70.. effectively the studio wants crunch phase *all the time*, on every project. Or on any project that rolls, anyway. Other colleages are mostly waiting for cash to drop in and stuff.. Big studios have much shorter crunch periods AND longer content development cycles. The turnover at our company of new people is HIGH, and some people even leave the game because they are fed up with how work is managed, but certainly NOT by the nature of their work.

      --
      With great power comes great electricity bills.
    5. Re:I am a game developer by Lord_Dweomer · · Score: 1
      I would be curious to see a comparison of profits on games and net profit for your studio vs EA. You see, while you may not have to work as hard, I'll bet they get games out faster, and that equals more dollars for them.

      --
      Buy Steampunk Clothing Online!
    6. Re:I am a game developer by adam31 · · Score: 1
      EA is different in one basic way, I think. Other developers look at the schedule, then the deadline, then start cutting features one-by-one to make the two line up.

      EA holds the same meeting, except they keep assigning more and more resources to the project until requirements and deadlines line up. (Please, spare me blahblah about the Mythical Man Month)

      Word is, EA released NFSU2 three months early because of anticipated competition with GT4 (this was a long time ago). I sure didn't notice that it was a 'rushed' title... EA releases the game they planned to make in the first place, the whole thing.

      Sure the latest Goldeneye got panned, but they've used slave-hours to produce far too many very good games to start saying they're doing it wrong. It's not just marketing, they really are good.

    7. Re:I am a game developer by Anonymous Coward · · Score: 0

      I think I speak for thousands of overworked people in saying that you are a fucking idiot.

      Feel free to put yourself in a position where you work for a company before you comment on what you think of their work practises, and why the people who complain about being treated like shit are wrong, won't you?

      Now please, go away. Us grown-ups have stuff to do.

  9. Where have I heard that before? by AnalogDiehard · · Score: 5, Interesting
    "Anyway, please, just stop the whining. Stop telling people about how horrible the games industry is. Stop telling them that they can't succeed without radical industry changes. It's bunk and you should know better. Are you intentionally trying to discourage people from getting into the industry?"

    Seems that remark resembles comments made by Henry Ford and GM's Alfred P. Sloan...

    --
    Eternity: will that be smoking, or non-smoking? I Corinthians 6:9-10
    1. Re:Where have I heard that before? by Jussi+K.+Kojootti · · Score: 1
      Could someone do the parents comparison with more words?

      Maybe I am just dense and the similarities are striking... but as I see it, Ford was against worker unions and Mihaly is an indie games developer who argues that other (non-indie) developers are unrealistic whiners. Huh?

  10. I'm not so certain about this by Urger · · Score: 3, Interesting

    While it is true that an indy developer can (and do) create great games, with excellent play and graphics and the whole whatnot, it is also true that you need big developers to bankroll games. I doubt that ,say, GTA:San Andreas, could have been created without the huge investment that was made in it.

    1. Re:I'm not so certain about this by kill+-9+$$ · · Score: 1

      Yeah, but look where GTA started out. It was an above view, mediocre graphics, simple controls type game that tapped into something great... People's desire to do stuff they'd never even really thought about. That and the ability to interact with almost anything in their environment (something that made Syndicate great as well, I fired that up *again* the other day... BTW)

      I could have probably coded the original GTA in about 2 months. But it was that idea that made it sell big, not spectactular graphics, massive 3d worlds, etc. This consequently allowed them to make some money and put out GTA 2 (not much different from the original) and I think another version before going all out with GTA3. Remember they didn't start with San Andreas.

      I still think that good concepts/ideas can stand in the face of high end 3d, professionally rendered worlds, and all star soundtracks. But getting that killer idea is tough.

      --

      -- A computer without COBOL and Fortran is like a piece of chocolate cake without ketchup and mustard
    2. Re:I'm not so certain about this by nick_davison · · Score: 4, Insightful

      I doubt that, say, GTA:San Andreas, could have been created without the huge investment that was made in it.

      GTA 1 was the kind of game you could knock out in a couple of months. It also captured the moment and was hugely successful at the time.

      GTA 2 came along, brought even more money in.

      GTA 3: Liberty City moved to 3D and all the rest of it, but probably could have been developed off the profits of the first two.

      GTA 3: Vice City could well have been developed off the profits of Liberty City.

      GTA 3: San Andreas, true enough, couldn't be developed without a large bankroll - but by that point, they frankly had one. Then again, without the experience of the earlier titles, it would probably not have merited that money either.

      To paraphrase the movie industry quote about scripts: Game ideas are like asses - Everyone has one.

      Sure, GTA3:VC was an incredible game. The thing is, most indie developers probably shouldn't try to make it - they'd screw it up.

      Making a successful game isn't about a good idea. It's about having good managers who know how to keep their programmers on track, developing good code without cutting corners. It's about actually, you know, planning milestones and such in advance so you don't have your coders crunching 20 hour days and coding while hallucinating. It's about knowing that good post-launch CS is the key to convincing players to go with your next title. It's about putting in the features that are fun, rather than the ones an obsessive developer has tunnel vision for.

      Those are all skills which take time to gain. An indie developer probably shouldn't be developing a triple-A title. They should be developing the next Counter Strike or the next Turn Based Strategy title, getting the experience while they build their bankroll. Once they have a few hundred thousand in the bank then, sure, they should move on to the next really imaginative idea - like Will Wright's Spore concept and get to the point where they have milions to their name and experience with that scale of title.

      There really isn't any reason why that should be impossible. So why don't we see it happening?

      Because taking risks sucks. Few people mind betting everything when it's just your evenings and weekends outside a real job. The problem is, once you get successful, most developers don't want to feel the risk anymore (and that's excluding those who don't even wait to be successful and simply take a job at EA or wherever in the first place). A big publisher comes along, offers them a big sack of money and they never have to risk their nice big house again. Most of them take it.

      Will Wright started with SimCity, Maxis evolved, got reasonably successful - then sold out to EA.

      Peter Molyneau created Bullfrog, released Populous, Syndicate, etc. - then sold out.

      The Roberts brothers created Origin, built up the Ultima Series, Wing Commander, Wing Commander 2 - then sold out.

      RockStar started small with GTA1 and the like, grew, and ultimately sold out.

      Westwood started small. Built some 2D RTS games, got hugely popular, sold out to EA.

      About the only big names that haven't done so are Id, Valve and 3DRealms. Id has continued, sticking to its core beliefs, much to its credit. Valve had success with Halflife which its publisher (Sierra, now a part of Vivendi) barely advertised initially, built off a bought-in game engine (Quake 1) then went pretty much silent for years. 3DRealms is a good example of a smaller firm that got too successful too fast and now has enough money it can survive having a bunch of people who really don't know how to execute ideas as big as it seems to have for Duke - hence the constant restarting of the project.

      The point is - a developer can start small and work their way big - but most decide they don't want to take the risk and sell out. The big publishers don't want to take the risks either - which is why their games are kind of boring. Still, just because m

    3. Re:I'm not so certain about this by Anonymous Coward · · Score: 0

      The Garriott brothers founded Origin, not the Roberts brothers.

      And for the record, they did NOT sell out. The Garriotts sold Origin to EA to keep the company afloat--Strike Commander went so far over budget that Origin would have gone broke before it, or Ultima VII Part 2:Serpent Isle got out the door.

      This is despite the fact that Ultima VII was a very profitable game for Origin (made back its production costs on the first day of sales). Strike Commander sold well but still lost money.

      But of course, EA in their infinite wisdom decided that ULTIMA was what took too much money and then proceeded to destroy the franchise in probably the most spectacular manner that the industry has ever seen.

    4. Re:I'm not so certain about this by Anonymous Coward · · Score: 0

      The original GTA and GTA 2 didn't bankroll the development of GTA 3. Rockstar did. DMA design was a small British development house best known for Lemmings.

      At least make an attempt to substantiate your own argument.

    5. Re:I'm not so certain about this by Anonymous Coward · · Score: 0

      When Westwood started making their RTS games, they had already sold out. They were bought up by Virgin after their successful "Eye of the Beholder" RPG series. By the time they were making Dune 2 they were already known as Westwood Studios (rather than Westwood Associates).

    6. Re:I'm not so certain about this by pNutz · · Score: 1

      Of course Valve, id, and 3DRealms haven't sold out. They've produced three of the most popular PC games ever. Every indie studio can find this kind of success? This is your arguement? Matt Mihaly has been in business for almost ten years, yet he's nowhere near capable of (financially) pulling off even the simplest 3D graphical MUD.

      Most indie developers will never have a couple hundred thousand in the bank. Few can even live simply on their game profits alone. This goes for popular indie games like digital eel's and the garagegames stuff.

      The point of the Burning Down the House panel, the point the OA didn't get and that you apparently don't get is that the distribution models that allowed the smaller and indie developers to get their games on the shelf at EB and Babbages are gone. There are only a few publishers left, and the big retailers work almost exclusively with them. They focus 90% on console releases. The very small space left for PC games holds only Activision, Atari, EA, and VU releases.

      id's and 3DRealms' first games where shareware, which is no longer viable. Valve had the financial support of a big publisher. The environment that allowed Bullfrog and Maxis (not Wright's first venture, he made atari games first) to prosper is gone, long gone.

      The only real option for creative freedom is to self-publish, as do Irrational and Bethesda. Irrational's case shows that you don't have to make a Doom or Simcity to be in a position to do so.

      --
      Death and danger are my various breads and various butters.
    7. Re:I'm not so certain about this by Dahamma · · Score: 1

      I don't think the original poster was necessarily using "sold out" as a bad term... I don't see anything wrong with working hard, taking risks, putting value into your company, and then finally getting something back from it. That's what a "startup" of any type is all about, why is a game developer any different?

      Molyneux & Garriot are good examples of those who DID "sell out" (ie cashed in!), and just used that to go start up the next venture & try to innovate again...

    8. Re:I'm not so certain about this by MadMoses · · Score: 1

      RockStar started small with GTA1 and the like, grew, and ultimately sold out.

      They did? I missed that. To whom?

      --

      Do not be alarmed. This is only a test.
  11. Common complaints by Nexboy · · Score: 2, Insightful

    The most common complaint I hear from programmers that used to be in the game biz is that the hours are long and only the bosses made a decent living. My response is that you really shouldn't go into fields like writing, singing, or game dev unless you have a burning passion to express your creativity. If you're mostly worried about your IRA, learn how to write device drivers or accounting software. Not that this is great nowadays, but it's better.

    1. Re:Common complaints by Travoltus · · Score: 1

      So what you should do is do what you like, and not care if you have no retirement to speak of in the end?

      That's stupid.

      That's why we have crappy teachers, for instance.

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
    2. Re:Common complaints by Anonymous Coward · · Score: 1, Insightful

      One of the problems, sir, is that currently a lot of game designers can't do EITHER. They get paid very mediocre wages for extremely long hours and no respect, and then get told to make Hot Game Clone #23,599 - and they're STILL better off moneywise than most indie developers, who often literally can't make a living.

      There's a big difference between wanting a third Ferrari and wanting to make ends meet doing what you love to do.

    3. Re:Common complaints by Anonymous Coward · · Score: 0

      Show me the way. I am a game programmer and all of the companies I have looked at outside the industry think I play games all day. I have not even had one interview. Not that I have applied to tons of places, but quite a few.

    4. Re:Common complaints by jazman_777 · · Score: 1
      So what you should do is do what you like, and not care if you have no retirement to speak of in the end?

      No, identify the top two things you like to do. Do the second one for a living, the first for love.

      --
      Slashdot: Failed Car Analogies. Amateur Lawyering. Anecdote Battles.
    5. Re:Common complaints by metroid+composite · · Score: 1
      The most common complaint I hear from programmers that used to be in the game biz is that the hours are long and only the bosses made a decent living.
      Having just started in such a job last month...the hours are 40 per week, and the pay is...better than most friends of mine who have been out of school for years, and competitive with my academic parents. No, I can't afford a Ferrari, but I'd be lying if I claimed I was starving.

      Now, I know companies do exist with awful hours, and I wouldn't be surprised if there were some companies with low salaries, but at least in my case it hasn't been an issue.

  12. The point is that if you don't like it.... by Anonymous Coward · · Score: 3, Insightful

    Do it differently yourself. Quit whining about what everbody else is doing, do it different yourself. Yes it will be hard work, but it can be done.

    This is true of other industries. It may be very hard, but it can be done.

    History if full of folks who tried, failed, and tried again to do it differently. The whinners are never remembered.

    1. Re:The point is that if you don't like it.... by Anonymous Coward · · Score: 0

      History if full of folks who tried, failed, and tried again to do it differently. The whinners are never remembered.

      So these folks must be the lhosers, right?

  13. The problem is... by ShamusYoung · · Score: 5, Insightful
    As time goes, the games industry is probably destined to look more and more like Hollywood. On one side, you have "fun" work (acting, making games) that lots of people want to do. There are more people who WANT to do it than are NEEDED to do it. So their pay (unless you are a superstar) is going to be low.

    On the other side is a market controlled by distributors. A great game can still do poorly if it doesn't make it onto the shelves at Wal-Mart, and lots of awesome movies get overlooked because they don't make it to the Cineplex.

    This gives the movie studios and the game publishers the power over BOTH sides of the equation. The result is a string of predictable, safe, and highly derivitive products. The industry isn't "broken". You can't fix it. The market just works that way.

    The good news is, it's still easier to make an indie game than an indie movie.

    --
    --This sig is in beta. Please let us know abut any errors you find.
    1. Re:The problem is... by javaxman · · Score: 1
      The good news is, it's still easier to make an indie game than an indie movie.

      With the declining price and high quality of HD video cameras, alongside the increasing complexity of 3D video game phsyics and graphics, not to mention the gameplay complexity people have come to expect, that's actually a debatable point...

      What's easier, creating a less-than-2-hour story and getting a few actors to do the dialog while you point a camera at them, or creating a fully imersive game world offering 40+ hours of semi-scripted gameplay ?

      I'm sure plenty of 'indie' games took a lot more resources to put together than even 'Clerks' and 'Blair Witch Project', and those indie flicks were shot on pricey film stock with you-must-rent-them expenseive cameras, which you wouldn't have to use today.

      That said, producing a movie is completely different from producing a game, and which is 'easier' depends on what you're trying to do in either field. Also, both fields have changed for indie producers - Kevin Smith himself has said that 'Clerks' would never, ever make it today. The audience has changed. Of course, he was shocked anyone wanted to see it originally as well... but somehow I think he's right. 'Clerks' released today would be just another odd little flick also-ran at some film festival, and the basic tech is so different today that it's hard to even think of what game you'd compare to 'Clerks'...

      The parent's real point is valid, though. Movie studios and game publishers are similar in that they are in a very, very strong distribution-controlling role... not unlike the music distributors... all industries where a small number of companies control the distribution channel. See the problem?

    2. Re:The problem is... by Anonymous Coward · · Score: 0

      Kevin Smith is now another fat man sitting on a couch worrying about whether he can afford a yacht. When he'd just made Clerks his opinion about independent movie making was important, now it's almost worthless.

      You can make a movie for less money than Clerks, and if it's _good_ you can get it seen by millions of people. Will you get rich like Kevin Smith? Who cares, I thought you wanted to make _movies_ ?

      How do you get it seen? Upload a torrent, tell movie fans in a few places. Wait. If your movie is actually any good a million people will watch it no problem at all. Really the problem, both for a lot of bedroom directors and for some of the biggest whiners in the games industry, is that your mother likes it but not everyone is your mother. Kevin Smith's later movies are much weaker than Clerks, and for every game designer with a string of hits there are ten one hit wonders.

    3. Re:The problem is... by Anonymous Coward · · Score: 0

      Bullshit. it takes acutal skill to make games, the actual number of people with this talent is quite small.

  14. For one who used to be interested by TLLOTS · · Score: 2, Interesting

    These comments don't give me any desire to try and get into the industry. Admittedly I did use to want to develop games etc. previously (since about the age of twelve was when I decided it), but with the state of the industry I really don't see much reason to put myself through it all. Of course I still intend to make games, just small ones with my fiance, rather than big games in a large office where I may not even get an adequate say in how many hours I get to toil away each day.

  15. Well.... by 10101001011 · · Score: 0

    Are you intentionally trying to discourage people from getting into the industry?

    Now that you mention it, yes, yes I am. The new projection D&D board industry is just soooo much more potent at the moment...

  16. Here are the key paragraphs by Obiwan+Kenobi · · Score: 5, Informative

    Here are the key paragraph's from Greg's rant. Absolutely classic stuff!

    -Start-

    As recently as 1992: games cost 200K. Next generation games will cost 20m. Publishers are becoming increasingly risk averse. Today you cannot get an innovative title published unless your last name is Wright or Miyamoto. Who was at the Microsoft keynote? I don't know about you but it made my flesh crawl. [laughter] The HD era? Bigger, louder? Big bucks to be made! Well not by you and me of course. Those budgets and teams ensure the death of innovation. Was your allegiance bought at the price of a television? Then there was the Nintendo keynote. This was the company who established the business model that has crucified the industry today.. Iwata-san has the heart of a gamer, and my question is what poor bastard's chest did he carve it from? [audience falls about]

    How often DO they perform human sacrifices at Nintendo?? My friends, we are FUCKED [laughter]. We are well and truly fucked. The bar in terms of graphics and glitz has been raised and raised until we can't afford to do anything at all. 80 hour weeks until our jobs are all outsourced to Asia. but it's ok because the HD era is here right? I say, enough. The time has come for revolution! It may seem to you that what I describe is inevitable forces of history, but no, we have free will! EA could have chosen to focus on innovation, but they did not. Nintendo could make development kits cheaply available to small firms, but they prefer to rely on the creativity on one aging designer. You have choices too: work in a massive sweatshop publisher-run studio with thousands of others making the next racing game with the same gameplay as Pole Position. Or you can riot in the streets of Redwood City! Choose another business model, development path, and you can choose to remember why you love games and make sure in a generation's time there are still games to love. You can start today.

    -End-

    Hahahaha, who's heart did he pull out? Just brilliant!

    1. Re:Here are the key paragraphs by shadowmatter · · Score: 2, Informative

      The full rant can be found at his web page here. Scroll down to his post "But It's Over Now" in big blue letters, it's just beneath.

      Good stuff.

      - shadowmatter

    2. Re:Here are the key paragraphs by Anonymous Coward · · Score: 0

      Hahahaha, who's heart did he pull out? Just brilliant!

      That's actually from a really old army joke where one recruit says to the other that the drill sargeant seems tough, but he has the heart of a child... in a jar on his desk. Stephen King made a similar joke that gets quoted a lot: "I have the heart of a young man. I keep it in a jar on my desk."

  17. Spector's comments about distribution by PxM · · Score: 4, Insightful

    We need alternative forms of distribution too. I'm not saying publishers suck, although I do believe that in many cases. [laughter] If the plane went down who would care about the marketing guys? We need another way of getting games out there and in players' hands. If any of you bought Half Life 2 at Wal-Mart, please just leave the room.
    This is one of the major gripes that people have about games. Acquiring a publisher just adds another person in the contract which brings about more legal hassle (remember Valve delaying HL2's Steam release to match the hardcopy release?) and more overhead. Given the nature of software, physical copies are completely overrated unless they have interesting bonus material. It would be much nicer if companies who make games that are primarily online (Q3, CS, all MMORPGS) just dropped the whole physical aspect. They could just tack on a BitTorrent client to a lightweight download/install program and just send it out to everyone. Then encourage people to make copies of the data files and distribute it to friends (since this is impossible to stop) and just sell the CD keys online. This would be just as effective for games that already require an Internet connection. They could also just give out the installer on DVD for free in stores and sell the CD key online or sell physical cards in stores that contain a CD key.

    One of these days, the companies will catch up with the state of technology.

    --
    Want a free iPod?
    Or try a free Nintendo DS, GC, PS2, Xbox. (you only need 4 referrals)
    Wired article as proof

    1. Re:Spector's comments about distribution by Anonymous Coward · · Score: 0

      Acquiring a publisher just adds another person in the contract which brings about more legal hassle and more overhead.

      Oh, and the publisher also pays for the game's development and marketing.

    2. Re:Spector's comments about distribution by timealterer · · Score: 1

      Going all-online for getting games into people's hands has one huge problem: Christmas. A lot of the reason so many games are bought at Wal-mart is that the gamers aren't buying them, their grandmas are. Gamer-kid says, "Grandma, I want Half-Life 2 for my birthday." If it wasn't at Wal-Mart, gamer-kid instead receives NHL 2006.

      --
      - Allen Pike
      Altering time, one time at a time.
    3. Re:Spector's comments about distribution by rsmith-mac · · Score: 1
      Given the nature of software, physical copies are completely overrated unless they have interesting bonus material. It would be much nicer if companies who make games that are primarily online (Q3, CS, all MMORPGS) just dropped the whole physical aspect.

      This is already happening, just not in the Western world. For the World of Warcraft Korean release for example, gamers simply signed up for the game by paying their first monthly fee(or if their timing was right, got in to the 1 month "beta" which rolled over in to final); there is no boxed copy of the game to buy. Granted, they pay a slightly higher fee for all of this(~USD $20 verus the norm of $15), but it's at least done. Companies selling to Western markets don't seem to be interested in dropping the physical aspect, for reasons I can't begin to grok other than that perhaps they don't think Western consumers will go for the higher monthly fee.

  18. Hmmm by Mike+Hawk · · Score: 1

    I stopped by EA at SDWest and asked them when they'd be re-introducing M.U.L.E. or Mail Order Monsters, while some golf and football games were sitting there. The guy didn't even know what I was talking about. That's part of what's wrong,

    Why would they reintroduce M.U.L.E? I have a working copy sitting on my desk as I type this. What would updating it bring? Mostly more complaints I imagine. I think nothing is wrong with the industry. Times change but sometimes people don't. Maybe its that the industry is still doing fine, and folks like you are the ones not changing with the times.

    Reference your quote about "pop music of today". Its not yesterday anymore and in my humble opinion its good that we aren't going back.

    I'll do you one better though. At E3 I'll grab some random EA employee at their booth and ask them if they would kindly start making decisions that will cost them money, cause their employees to lose their jobs and their stock holders to lose money. I suspect I'll get a reaction along similar lines.

  19. "its good that we aren't going back" by bani · · Score: 1

    Reference your quote about "pop music of today". Its not yesterday anymore and in my humble opinion its good that we aren't going back

    Yeah, because britney spears and ashlee simpson is just SO much better.

    fuck this worship of mediocrity.

    1. Re:"its good that we aren't going back" by 2short · · Score: 1

      "Yeah, because britney spears and ashlee simpson is just SO much better."

      Better than what? The best music of your teenage years and/or the best music of several past decades? No they're not better than that. But I expect in ten years or so there will be some pop music remembered from today that will be just as good as that from the good old days. I don't know what it will be, though I hope it won't be Britney.

      But, really, think about it: I know you'd quickly go crazy if locked in a room forced to listen to endless Britney Spears. But would it really take much longer if it were the BeeGees or Cindy Lauper? I'm guessing not for at least one of those. Every era has it's cr*p, and typically, that's what 14 year olds love.

    2. Re:"its good that we aren't going back" by a8o · · Score: 1

      it will be groups like tool, the nine inch nails, the foo fighters, mars volta. groups making real music/.

    3. Re:"its good that we aren't going back" by 2short · · Score: 1

      Maybe, but I don't think anyone really knows. As for me, I haven't heard anything I liked in ten years; NIN is to me in no way prefferable to Britney. Less prefferable, really, as I can ignore Britney. But what do I know; I own the complete works of the BeeGees. In keeping with my point, it's hard to think of examples of bands people don't like from 30 years ago; I had to go with one I actually do like, but was pretty sure the poster wouldn't. Then again, my appreciation of the BeeGees is a perfect example of the difference between enjoying something and thinking it's "Art" (or even "Good")

  20. Sorry to cut you off at the knees, but... by ackthpt · · Score: 1
    Why would they reintroduce M.U.L.E? I have a working copy sitting on my desk as I type this. What would updating it bring?

    Rather than respond to your whole Instant-Response-Just-Remove-Thinking-Broadly, how about a new M.U.L.E., which could be played over a network, wifi, phones, whatever? EA has latched onto these consoles, which are finally networkable, why not revive some of these old concepts and take advantage of it? Heck, as long as they don't go overboard with eye candy and music, these could have a decent ROI. The people who originally coded these games did it painstakingly in assembler, don't even get me started on what they had to do for graphics and sound (i did sound for one C64 game, it was a pain fiddling with those registers to get an auto sound right!)

    Probably is more appropriate that indies go about it, but you can't quite make money on a multiplayer M.U.L.E. without attracting the attorneys of a company which has no plans to do anything with it anyway.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:Sorry to cut you off at the knees, but... by Stonehand · · Score: 2, Informative

      You may want to have a look at "Space HoRSE", by Gilligames and published by Shrapnel Games. While I have neither M.U.L.E. nor Space HoRSE, there is supposed to be a very, very deliberate resemblance between them.

      http://www.shrapnelgames.com/gilligames/Space_HoRS E/1.htm

      Looks like there's a 42MB demo to download.

      Don't know how much the resemblance is, nor if it IS close, how that got past the lawyers. *shrug*

      --
      Only the dead have seen the end of war.
  21. Lets not forget the source. by Effugas · · Score: 4, Insightful

    Iron realms makes text adventures.

    Such games have not been published retail in approximately twenty years.

    Players of such games are wildly at the fringes, and would probably happily admit it.

    It would seem unwise to use Iron Realms' games, gamers, publication model, or general experiences as something that's generalizable in 2005.

    Not that I disagree with all of his sentiments, of course.

    1. Re:Lets not forget the source. by PCM2 · · Score: 1
      It would seem unwise to use Iron Realms' games, gamers, publication model, or general experiences as something that's generalizable in 2005.
      He admits as much in TFA. But it's no skin off his nose either way; either you believe he has some solid advice for the gaming industry based on his own experience; or you write him off as a fluke, a total genius who's able to run a profitable company using a model that no other company in the industry would be able to pull off. Take your pick.
      --
      Breakfast served all day!
    2. Re:Lets not forget the source. by Effugas · · Score: 1

      Harry Potter, the book: One author, one year.
      Harry Potter, the movie: Much, much more.

      My point is that text adventures are so aggressively different than the rest of the gaming industry that it begs the question how relevant his conclusions are to everyone else. I wouldn't say this except he makes a really big deal about "I'm successful, so who says you can't be?" It's a different world, and a few disclaimers ain't enough.

    3. Re:Lets not forget the source. by Anonymous Coward · · Score: 0

      I'm Matt, the guy that wrote the article.

      I just wanted to clarify: I'm not telling anyone that my route to success is the way for everyone to do things. Obviously, text MUDs are a different world from a game like WoW. WoW lacks the depth our games have but has graphics and WAY WAY more polish than we'll ever have.

      My point is that opportunity to make great games is out there, but opportunity isn't your bitch. You don't get to decide what opportunities exist. You simply take advantage of the ones that do rather than bitching that you can't have your cake and eat it too. Losers complain. Winners just do it.

      --matt
      P.S. I am definitely not calling Greg or Warren a loser. I just disagree with them on this issue. That Brenda woman...she's a loser.

  22. Re:75% fresh meat? by OverflowingBitBucket · · Score: 4, Insightful

    It's called "false economy". EA believes that they'll get more work out of employees for less money by making them put in a rediculous number of hours. The problem is that EA fails to take note of how that impacts inidividual performance, team relationships, and overall morale. Not to mention the amount of experience they lose everytime they pitch out a burned-out programmer.

    Management in such organisations are quite aware of what they are doing. What you say is very true in general. Unfortunately, in the games industry you have people lining up at the door looking for a way in. They can work their existing employees to death and if anyone has a problem with it, there are ten more people fighting to take their place. Hell, they could have daily whippings and there'd be someone who'd see it as a fringe benefit. Experience? They don't care. You need a couple of good developers at the top (and sometimes not even that!) and an endless rotating roster of 100 hours/week wage slaves working the oars.

    Not saying it's right, just saying how things are. I'm trying my way at indie development myself because I hate this state of affairs and deep down, I completely agree with you.

  23. Talk talk talk. by 10000000000000000000 · · Score: 1

    Just make a new game.
    If it rocks it will be played.

    1. Re:Talk talk talk. by tepples · · Score: 1

      Just make a new game.

      Which deployed video game console is friendly to independent developers who want their games distributed on that console?

    2. Re:Talk talk talk. by 10000000000000000000 · · Score: 1

      Which deployed video game console is friendly to independent developers who want their games distributed on that console?

      The PC

    3. Re:Talk talk talk. by andr0meda · · Score: 1


      Then stop cracking and start buying.

      --
      With great power comes great electricity bills.
    4. Re:Talk talk talk. by tepples · · Score: 1

      The PC

      Show me a widely-deployed $150 gaming PC with TV output and I will believe you.

    5. Re:Talk talk talk. by 10000000000000000000 · · Score: 1

      I can show you 10x that,both ways.

      both 10x as expensive and 10x as not widely-deployed

      ¦P

      http://www.maland.com/pics/plasma%20009.jpg

      Sure there are less of them (the Gaming PC), but the owner/players are much more loyal. and that was a great boon to bungie as they were growing up(the mac users). I learned this on techtv and from my friend at work who loved marathon and screams "they're everywhere they're everywhere!" and I laugh...though I've never really heard the actual audio of it.

      then of course microsoft freakin pimped them out and they wore the wigs happily. as would I have.

      long story short. Half Life 2, AKA: HL2, shows the appeal of the higher powered machine. It's just up to the developer to figure ways to tap that power.
      and that's what I mean by,
      Just make a new game.
      If it rocks it will be played.

      I buy very few games, and had actually never played the first HL (Half Life). But this one was, I can honestly say, the Roxxorz.

      That amazing feeling of controlling this piece of technology holds quite an allure. And by "technology" I mean the software and the hardware.

      I mean, look at this! there's potential out there for the small guys still. just get out there. there are still new engines to be written. all that jazz.

    6. Re:Talk talk talk. by andr0meda · · Score: 1



      If you want cute games, kids games, fun games.. then undoubtedly the console has taken over. It`s exactly these kind of games that independants could still develop with a low amount of human resources. Best example is that japanese game with the ball that rolls over everything. If you want HL2-level games, you can still push on on the PC platform, in fact, you NEED the PC platform, because it evolves much faster. (That`s where ID made a big mistake with their boring DoomIII and aging engine tech) Right now I know only a few of the games/engines that managed to outclass everything else. HalfLife2, FarCry, Unreal3, with the predecessor Unreal2 having been ported to console and powering things like SplinterCell for example. So while the big engine based games are comlpetely out of the leages of the independents (except if you have an insane kind of money to waste) the console market (where indy`s can make a difference) is powered by kids and their dumb parrents, and the console manufacturers force the 'independents' to obey the rules and see a lot of that revenue reward leak away.

      TheSims, World Of WarCrack, HalfLife2.. they all bring amazing things, but not one of them is produced by an indy developper. Signing is so much easier..

      --
      With great power comes great electricity bills.
    7. Re:Talk talk talk. by Anonymous Coward · · Score: 0

      The Mac platform is still starved for games. Remember, you don't have to make it BIG, you just have to make it. That is what a lot of people who look a the "indie" market don't understand.

  24. UK Game industry 'needs support' by mikael · · Score: 3, Interesting

    There's an article in the BBC's technology section relating to the progress of the UK games industry.

    The sad truth is that the actual number of developers in the UK declined by 6% last year. Every time a company goes bust, the animators/programmers are forced to relocate. And given the difference in the cost of living across the UK and the world, it's preferable to move abroad.

    --
    Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  25. "need more vespene gas" by Thud457 · · Score: 1

    Isn't Warcraft (et al) just M.U.L.E. on steroids?

    --

    the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

    1. Re:"need more vespene gas" by ackthpt · · Score: 1
      Isn't Warcraft (et al) just M.U.L.E. on steroids?

      Except Dan/Dani didn't want to introduce elements of war to M.U.L.E. which then head of EA wanted. Rather than take the money and corrupt a much beloved work, it was dropped.

      --

      A feeling of having made the same mistake before: Deja Foobar
  26. This quote from GameDev.net by __aaclcg7560 · · Score: 3, Interesting

    One of the questions about whether students could still make it in such an industry starting off on their own sparked a response from Jason, saying that first of all students need to stop cloning games for their school projects. He hates seeing how almost every student, when given an asignment to create a game, makes some damn Brickout or PacMan clone. Sure, they can't do anything hugely new, but this is really their chance to innovate and try something that's not the status quo.

    I think the reason why students intimate past games for their projects is they really don't have time to do something new and it's easier to code off of a working example. Creating something from stratch can be a hugh undertaking sometimes. Most students are concern with getting the project done to get the grade.

    1. Re:This quote from GameDev.net by Anonymous Coward · · Score: 1, Insightful

      Why is it so bad for a student to clone a game? Learn how the classics work by re-coding them yourself. Before you can break new ground, you need to understand and appreciate what has been done in the past.

    2. Re:This quote from GameDev.net by Anonymous Coward · · Score: 0

      I think the reason why students intimate past games for their projects is they really don't have time to do something new and it's easier to code off of a working example. Creating something from stratch can be a hugh undertaking sometimes. Most students are concern with getting the project done to get the grade.

      The real question is why we ask students to recreate technology from scratch in these courses. The game industry is increasingly about middleware, so why do we emphasize obsolete approaches to game development in academia? Not every developer is an engine or tools or AI programmer. Provide students with infrastructure on which to learn how to put games together, then later allow them to delve down into the infrastructure.

      The emphasis on ground up coding precludes most students from doing anything beyond creating clones of tired old arcade games that need to be put to rest. They have the same problem with the community at GameDev.net, and it would be nice to see an emphasis on component integration-based approaches that get to the game faster.

  27. Well hey... by jrushton · · Score: 1

    Well hey, money isnt everything. Id quite like a job I enjoy with not much stress and enough money to tide me by - so I can spend my spare time doing something I want, not slaving to some corporation for my entire life like most of the other blind sods out there.

    1. Re:Well hey... by plover · · Score: 5, Insightful
      Oh, I agree absolutely. But what I'm trying to point out is that the corporate game developers have a legitimate gripe -- they go into a job with decent qualifications, and expect to be treated like professionals. Instead, they're treated like cattle. Yes, they can leave (and most do) but that's not the point. Their point is these places should not be allowed to treat the employees poorly in the first place.

      I imagine the developers are going to form a collective bargaining agreement here, and pretty quick. This is exactly the sort of worker unrest that led to the rise of labor unions in the early part of the 20th century. It's almost scary the parallels you can draw between the game developers and the meat packers (read The Jungle by Upton Sinclair again, if you haven't recently.) Rough working conditions, aggrieved employees stirring up dissent; next thing you know they're going to be taking torches and pitchforks into the EA executive suite.

      --
      John
    2. Re:Well hey... by Nataku564 · · Score: 4, Insightful

      Bit of an exaggeration ... these people are by no means starving, and they make a decent living - which is pretty darn good for someone fresh out of college. You get treated like a guy at Target because, in a way, you are. Sure, you got a shiny college degree, but that means jack in my world. The class teaches you the technical side of programming, the job teaches you the practicality of it. Im sure most of these "EA Cattle" have little idea how to go about actually making a complete game. EA shows them - and that is something I consider to be a part of their salary. Knowledge, not just money, is gained by working - and the former can be far more valuable than the latter.

    3. Re:Well hey... by AKAImBatman · · Score: 1

      His point, however, is that EA programmers are treated *worse* than the guy at Target. Myself? I fully expect the courts to have little sympathy for EA. More likely than not, they'll rip EA a new hole in retaliation for their abuses of the labor laws.

    4. Re:Well hey... by Nataku564 · · Score: 1

      I don't know about that one. Mind you I have no legal experience in this realm ... or any other for that matter. Somehow, though, I don't expect much out of it. Unless you can prove that EA expected them to work 80 hour weeks with no overtime ( assuming they weren't salary ... if so this point is moot ) under penalty of termination, I dont see a good case. After all, you can't really make someone stay there - well, you can, but I think my point is understood. These people stayed at work of their own accord. Sure, they probably thought they were going to get fired if they didn't - maybe the atmosphere of the environment led them to believe this, or maybe it was simply the popular perception of game programmers having to work 80 hour weeks to prove their merit - but I doubt there was an official statement to that fact. I could have missed something though ... this is all based on what I remember of the few accounts of EA employees.

    5. Re:Well hey... by AKAImBatman · · Score: 1

      Unless you can prove that EA expected them to work 80 hour weeks with no overtime ( assuming they weren't salary ... if so this point is moot )

      Couple of problems there. For one, being salaried does NOT mean that you have to work ridiculous hours without compensation. All it means is that your work hours are unplanned and untracked. Businesses still can and do get in VERY hot water for "encouraging" their employees to work extreme hours without paying them sufficient compensation to warrant the time spent.

      Now as I understand it, California does have a law on the books that requites programmers to be employed as exempt. However, this exemption requires that they make at least $85,000/yr. As I understand it, most of the EA programmers do not make quite that much, so they would have a strong case for mistreatment.

      These people stayed at work of their own accord. Sure, they probably thought they were going to get fired if they didn't - maybe the atmosphere of the environment led them to believe this, or maybe it was simply the popular perception of game programmers having to work 80 hour weeks to prove their merit

      Simply convincing a judge that EA was putting pressure on the employees to work long hours should be sufficient. Granted, I am not a lawyer, but my understanding is that you don't need a "smoking gun" to prove the working environment. Unfortunately for EA, some of the accounts seem to suggest that such a smoking gun exists.

      A few links for further research:

      http://www.purdue.edu/hr/LeadingEdition/LEdi_704_e xempt_nonexempt.htm
      http://www.fairmeasures.com/overtime.html#hours (Note the 72 hour work-week in CA. 80 hrs would violate that.)
      http://www.ahipubs.com/ubb/Forum1/HTML/010030.html
      http://www.signonsandiego.com/uniontrib/20040822/n ews_1b22ot.html

    6. Re:Well hey... by Anonymous Coward · · Score: 0

      I remember that book. To this day I can't eat a vienna sausage, cause I think about all the nasty things he described that those meat guys do to it

    7. Re:Well hey... by slavemowgli · · Score: 1

      Why, you're right! Maybe the employees should pay EA for their jobs instead of expecting payment... :)

      --
      quidquid latine dictum sit altum videtur.
  28. Everyone knows publishers are scum... by aztektum · · Score: 3, Interesting
    Why don't developers make their games and sell directly online? What the hell is the point of being in an industry driven by the "latest and greatest in technology" when your distribution model is based upon last millennium foundations.

    Unless you're OWNED by Vivendi/EA/Activision (or under some long term agreement), there's no reason why you should feel you HAVE to play ball with them. If your game is good enough people will pay to download it. If it sucks, sorry Charlie, that's natural selection for you.

    --
    :: aztek ::
    No sig for you!!
    1. Re:Everyone knows publishers are scum... by Tim+Browse · · Score: 1

      Because here's the dirty secret of the games industry - well, I say secret, it's not really, but a surprising amount of people don't seem to know it:

      Publishers finance games. In general games developers have no real money - they certainly don't have enough money to finance development of a game on their own.

      Sometimes you get developers that try to change the publishing/distribution model (Valve being a well known example), but most developers just can't afford to turn around to the publishers and tell them to get lost. You've got to pay the wages somehow, otherwise you can't write the game, and then you have no game to sell, so you don't make any money, and so it goes on.

    2. Re:Everyone knows publishers are scum... by MyopicRhino · · Score: 1

      In addition to that, even if a developer could manage to scrape together the funding for a game, the chances of them recovering those costs via online distribution are very, very small. Most people don't buy games online, they buy them through retail stores, and there's no way you're going to get into a retail store without going through a publisher. And, as has been mentioned, this wouldn't work for console games, which make up the overwhelming majority of the game market.

      To be clear, what I just said applies to almost all studios doing AAA game development. There are a handful of studios that have the funds/leverage to make it without a publisher. There are also small teams working on simpler games that can survive on online sales. But those are the exceptional cases.

    3. Re:Everyone knows publishers are scum... by patio11 · · Score: 1
      More people need to go into business like Three Rings Design. They put together an MMORPG that I was willing to pay one full retail box of sticker price (ended up paying less) to play for a summer. I moved on from the game, but its fantastic and was worth every penny of the subscription fee ($25 for the summer -- perfect for the casual gaming market, by the way, one which it succeeded in tapping to a major degree).

      The indie half of the game industry needs to *grow up* if they're going to be conventionally successful. Puzzle Pirates had a $600k budget -- if you want to break into the restauraunt business you don't start with a lemonade stand, and I can't imagine why anyone thinks they're going to be successful starting from a garage in this day and age. Distribute online, take the publisher out of the loop and get 95% of every sale instead of 15%. THEN, when you have 5000 paying customers like Puzzle Pirates did the last time I checked, the publishers will come to *you* trying to get the hot new IP fix that they crave and cannot make in house, and you will get to dictate the terms because a) any publisher can make you bloody rich and b) you have the demonstrable ability to make any publisher who takes your game to wide-release a godawful amount of money.

      See Stardock for another example of a company which proves you don't have to have a $20 million budget to act like "#$&"$# professionals.

    4. Re:Everyone knows publishers are scum... by lorelorn · · Score: 1

      Why don't they sell directly online? Actually many of them do, and the fact that you don't seem to know of them is the problem - while the internet is easy to distribute on, it is very difficult to market on. The best you can hope for is people who like your product giving out your URL in a forum like this one. Check out some of the other posts here. No point sending your product to major websites to review. Like magazines, the majority of these exist in a suck-me, suck-you relationship with publishers, and approach any game from outside the 'norm' with extreme reluctance. I mean, Counterstrike spent years as the most popular game online, and websites and mags mentioned it only when Valve started to develop a retail release version. Pathetic, but there you have it. If you're an indie trying to sell over the net, expect sales in the dozens. At best. Hundreds of sales mean you are doing great. This of course may well be more sales than you'll get the traditional way, since publishers won't touch your product anyway. But to suggest that somehow people have equal access to product delivered this way, and that any kind of product selection is at work is just fiction.

  29. hm...Game Piracy. by Anonymous Coward · · Score: 0

    You forgot to add, all the game piracy that drives the small guys out of business, thereby lowering the overall pool of innovators.

  30. Re:75% fresh meat? by Anonymous Coward · · Score: 0

    Heh, think you hit the nail on the head there. Out of the CS class I graduated with in college I'd say 50% would be willing to fight tooth and nail to get a job with a game company. It will probably always be this way as long as games get people into computers - and they probably always will.

  31. Common [answers] by Anonymous Coward · · Score: 0

    "My response is that you really shouldn't go into fields like writing, singing, or game dev unless you have a burning passion to express your creativity."

    Translation: "It's OK to be used by others, as long you love doing what you're doing".

    "If you're mostly worried about your IRA, learn how to write device drivers or accounting software. Not that this is great nowadays, but it's better."

    Translation: "It's OK to be poor. You'll just be a poor guy, with a smile on their face".

  32. Consoles by tepples · · Score: 1

    This article is about one man (Can make a difference? Whoops, wrong show.) stating that Indie developers can carve a market, and that we don't really need the big boys to make good games.

    The console makers control access to the console bootloader. Therefore, independent game development firms still need the incumbent publishers if only to talk to the console makers.

    1. Re:Consoles by Taladar · · Score: 1

      See, that is the reason why consoles are, ever were and ever will be a Bad Thing (TM).

    2. Re:Consoles by tepples · · Score: 1

      OK, so how can makers of independent games persuade their customers to purchase an extra PC for the room containing the television, just to play independent games?

    3. Re:Consoles by Anonymous Coward · · Score: 0

      By beating them with sticks. And if that doesn't work, make them get laptops instead of desktop pc's.

    4. Re:Consoles by AndyChrist · · Score: 1

      The console makers control access to the console bootloader. Therefore, independent game development firms still need the incumbent publishers if only to talk to the console makers.

      How did Alien Hominid get made?

  33. Re:Before replying... read this. by Anonymous Coward · · Score: 0

    It's amusing to see game developers in the same position we musicians have been in for years.
    "Oh all I want to do is express myself, I don't care about the money and the fame, the inspiration and my love of my art is enough.."
    Suckers.

    That's how it starts, but you have to be realistic.
    If you want to make a living you have to play the game (snigger) and work. Then, once you have learnt the craft and got some cash, you can make time to produce the art that is burning within you to get out.
    It's how it goes, and it's funny to see people going through this process again, as if it never happened before.
    You game developers are artists now. Deal with it.

    Strangely enough, like us musicians you will find your best work was often done under bad circumstances, with despotic producers with unreasonable demands, and you will spend your hard earned freedom once you have made a few bucks trying to get back to the same excitement and pressure you got for free while scraping a living.

    Have fun.

  34. Game development is glamorous, marketing isn't by GunFodder · · Score: 2, Insightful

    Developing games is much more glamorous than online shopping carts or B2B data transfers. I'm sure millions of corporate developers would jump into game development if they could. The supply of game developers is too large for the demand for video games. Development studios don't have to pay top dollar to attract workers. And they can't afford to anyway. Most games probably never recoup their development expenses.

    Consistently good game developers do make lots of money, as they should. Aspiring game developers work for the love of the art, not the cash. Folks on the business side (marketing, accounting, legal, etc) never love their work. They get paid extra because their jobs suck and they wouldn't do it otherwise.

    1. Re:Game development is glamorous, marketing isn't by Anonymous Coward · · Score: 0

      BWHAHAHAHAAHAHAHAHAAAAAAA!

      Having worked in marketing for a few large companies and for various marketing firms (for which I shall, undoubtedly, burn in hell), I think I can safely say that those people in marketing who own enormous salaries do rather enjoy themselves.

      The data gathering and donkey work can be done by paid-by-the-hour peons, interpreted by middle-salaried analysts and then translated into a 'creative idea' or 'strategy' by people who earn £300k+, have nothing but contempt for us, and are frequently high on coke.

      Seriously.

  35. Re:75% fresh meat? by vsprintf · · Score: 1

    Management in such organisations are quite aware of what they are doing.

    So EA deliberately killed the MOH franchise by switching developers in midstream and leaving MOH Rising Sun to a bunch of n00bs? At first glance, that seems absurd, but having observed how managers think, you could be right. The managers got paid (and bonuses too no doubt).

  36. Independent console games? by tepples · · Score: 1

    Buy independent

    Where can I buy a new $150 box that connects to my TV and plays independent?

  37. The Internet will cure the blind... by Anonymous Coward · · Score: 0

    Is there some reason everyone on this forum sees "online" as a panacea for all the worlds ills?

    Maybe people don't have, or want broadband (or the internet for that matter)?

    Maybe people don't want to tie up their connection (BT or not)?

    Maybe people actually want physical media (the whole shebang, not just the disk).

    And last "try before buy" is easier to pull off by going to a BlockBuster, or local game store. Than it is "Quick! To the internet".

  38. Console me by tepples · · Score: 2, Insightful

    OK, without a major publisher, how is a small development house supposed to talk to the makers of the major game consoles? Or how is a small development house supposed to develop and sell its own console?

  39. Oh yeah? by Anaphiel · · Score: 1
    Yeah?

    Tell that to Looking Glass Studios.

    1. Re:Oh yeah? by JackAxe · · Score: 0

      :( They were by far my favorite developer. System Shock is one of my all time favorites, everything else I've tried that looked similar just plain sucked in comparison. Their games were years ahead of the rest. It is sad to see them gone and so much mediocrity and vomit thriving now days.

  40. Why is "passion" for the industry necessary? by ulatekh · · Score: 5, Insightful

    That only leaves room for the people passionate about the industry.


    And why is that necessarily a good thing? Does someone have to be an absolutely committed gamer to work in the video game industry? Wouldn't a more well-rounded team, with other skills and interests, lead to better results?

    I've been programming for over 20 years, and have been in the software industry for around 12 years. I've worked for a word-processing company, a tax-software company, an ISP, a defense firm doing electronic-warfare simulation, a defense firm doing 3-D battlefield visualization, and two video-game companies. It never once occurred to me that I should look to specialize my software in one particular field; the true strength of a programmer is to be able to pick up any field and program it. But your attitude is consistent with the sort of people that I've met in the gaming industry -- they genuinely don't seem to understand that. I remember when we lost our audio programmer, and the higher-ups were panicked about hiring a new one. I told them I had done plenty of audio programming, and they told me no, they needed a specialist. I gave them a little history of the sort of audio programming I had done on my own, and left them speechless. They simply weren't willing to believe it. When I was being interviewed for my second video-game job, the president of the company told me that what he liked about my resume was my console experience; what he didn't like was that I didn't have enough console experience. Talk about tunnel vision.

    I was hired to my first video-game job as a sort of "opportunity" programmer; they knew I was good, though I only had informal video-game experience, like the Quake II mod Weapons Of Destruction. I've been doing assembly-language programming and other low-level hardware tweaking since I was 12, so they gave me the (HUGE!) PlayStation 2 Hardware Reference manuals, and told me to get on with it. Within 3 months, I knew the machine well and was rewriting large sections of our code to either use the vector unit or to squeeze better into the FUBAR memory model. I was finding stuff that seemed really basic to me, but all the best "game programmer" minds that had worked at that company for 10+ years somehow couldn't find them. I even achieved an order-of-magnitude increase in performance for our physics engine. Oh, I picked up physics simulation while I was there too. (I remember being told by my boss that I was now considered the PS2 and physics-performance expert in the company. The same boss that was speechless about my audio experience. LOL!) It's not "passion about the video-game industry" that drove me to these accomplishments. I just normally act this way at work. (I act this way at play, also.)

    Besides, what sort of grown adults could be so passionate about video games? The same sort that suffer from arrested development, that's who. The social atmosphere at both video-game companies where I worked was positively middle-school. I remember being told, hush-hush, that so-and-so "just doesn't like you", as if that was supposed to be some life-altering event. It was, too: I got fired from both jobs for reasons that didn't rise very far above that. A rejection letter I received recently from a video-game company actually went so far as to admit that.

    If the video-game industry wants to improve itself, then the people involved first have to grow the hell up. The rest of what you need to do will become more obvious once you do that.

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    1. Re:Why is "passion" for the industry necessary? by spicytuna · · Score: 1

      So in other words you are saying that you enjoyed working on video games and programming? You mention you worked on a video game mod, that shows a bit of passion right there. And by passion I really meant programming + video game passion. Too many people in college, at least my college, picked computer science for the money.

    2. Re:Why is "passion" for the industry necessary? by mr+i+want+to+go+home · · Score: 1

      Have a virtual +1 insightful. a.

    3. Re:Why is "passion" for the industry necessary? by Tim+Browse · · Score: 4, Insightful

      A couple of points:

      First, I agree that some of the people in the games industry need some growing up to do. I don't agree that someone who is passionate about video games is inherently suffering from arrested development, in much the same way that I don't think someone who is passionate about, say, making films or writing children's books is suffering from a similar problem.

      The thing that most struck a chord with me though is the problems you had trying to convince people that you can do a particular job, even though you might not have 3+ years experience in it. I see this often, too. I believe that a good programmer, once s/he's been working for as long as you (or for that matter, I) have, can turn his/her hand to most things.

      The things that make me laugh is like your example of audio programming - as if it's an unbelievably arcane and complex subject. It's really not. But as you say, a (bad) manager will think they absolutely must have an 'audio expert', as opposed to someone who has a good background in engineering/computer science, and has programmed in various environments, platforms and languages.

      As I go through my career, I'm becoming less and less impressed by specific experience, and more impressed by a candidate's range of skills, approach and personality. They tell me much more than "4 years DirectX experience" does.

      Speaking of which - your journal entry about the rejection letter: I have no magical answer, but it did remind me of the section in Peopleware about hiring people (the bit where they say something like "But do you think he'd find chickens with lips funny?"). Sometimes it's just about a fit of the team, and how it gels, and if someone doesn't fit, then that's the way it goes. It doesn't necessarily reflect badly on the team or the person they decided to pass on hiring. So I guess what I'm saying there is, don't worry about it so much. It feels like you're looking for someone to blame for that (and maybe you'd prefer it if you could believe that the team are a bunch of immature jerks and that's why they didn't want you), but just let it go :)

      But yes, essentially, boy am I sick of "But you've never done X before, how can you do that?"

      I always think, "Here's an idea, maybe I could use my innate human abilities of learning, memory and problem solving to apply my experience and education to the work? Imagine that!"

    4. Re:Why is "passion" for the industry necessary? by ulatekh · · Score: 1

      I don't agree that someone who is passionate about video games is inherently suffering from arrested development

      Oh, I dunno, I would expect adults to desire more meaning out of their jobs.

      Speaking of which - your journal entry about the rejection letter: [...] Sometimes it's just about a fit of the team, and how it gels, and if someone doesn't fit, then that's the way it goes.

      And how on Earth did they figure that out so quickly? Years ago I remember seeing an SBIR (sorry, can't find it now) where the military asked for help designing a psychological screening protocol that could detect which soldiers would succeed and which would become disciplinary problems and so on. I think these people, with their apparent superior skills in this area, should track down that SBIR and go become filthy rich! Unless they're just faking it. To me, their stated reasons are obvious BS.

      It feels like you're looking for someone to blame for that [...] but just let it go :)

      Sorry, but after 2+ years of unemployment, and overly generic & inexplicable rejection letters, and that whole life-falling-apart thing, I'm pissed. Being a nerd is hard enough...but a poor, unemployed nerd? No wonder I look forward to the end of civilization.

      --
      "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    5. Re:Why is "passion" for the industry necessary? by bardothodal · · Score: 1

      I agree , "organizational fit" is BS. It reeks of groupthink.

      --
      No matter where you go , there you are.
    6. Re:Why is "passion" for the industry necessary? by Anonymous Coward · · Score: 0
      I agree with all of this but it could also be that Mr. U. is a good progammer who is also a) hard to get along with or b) a straight up asshole.

      I too have spends decades programming and one thing I've learned is that a 20 minute interview with someone can tell a lot more than a couple paragraph bit of prose when it comes to personality. No offense meant to grandparent since I don't know you and don't mean do cast aspersions, I'm just saying that our field does legitimately include a lot of very bright people who are really, really tough to work with.

    7. Re:Why is "passion" for the industry necessary? by I+judge+you · · Score: 1
      And how on Earth did they figure that out so quickly?

      Because they caught a strong wiff of your arrogance.

      You'd like to write me off as a troll, but deep down, you know it's true.

    8. Re:Why is "passion" for the industry necessary? by ulatekh · · Score: 1
      Because they caught a strong wiff of your arrogance.

      Sure I'm proud of my accomplishments and my ability. I should be. But I truly don't think I'm condescending about it. I'm willing to change my opinions the instant someone shows me where they're wrong. I care far more about being right than asserting I'm right.

      You can call me arrogant, but I think they reject me because they know I'm fully capable of replacing them, and they're too insecure about their job.

      --
      "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    9. Re:Why is "passion" for the industry necessary? by ulatekh · · Score: 1
      I too have spends decades programming and one thing I've learned is that a 20 minute interview with someone can tell a lot more than a couple paragraph bit of prose when it comes to personality.

      What sort of things could you see in someone who is otherwise upbeat and proud of his accomplishments? All I can think of is, I've noticed over the years that most programmers tend to be the quiet & reserved type; I think I come across as something between a swashbuckler and a drill sergeant. I'm the sort that will stand up to a neighborhood bully, even if he's much larger than me. (Heck, I'm asking the Slashdot crowd to explain to me what sort of loser I am...that should settle my bravery credentials, no? :-) I do sort of see other programmers cower slightly during interviews.

      Have you had experience with interviewees that sound like this?

      our field does legitimately include a lot of very bright people who are really, really tough to work with.

      You may be on to something there -- I generally find my fellow programmers very tough to work with. The number of programmers in my life that I thought were capable of real work, I can still count on one hand. Most seem like they got into CS for the money, and never saw a computer in their life until they entered college -- they really don't seem to have much insight on programming, nor are they knowledgeable on a wide swath of related topics. To me, computer science is something I study obsessively, and I have experience in more weird unconnected areas than I could ever describe. I don't see that in the vast majority of programmers. I also don't see source-code comments, design documents, or any hint that their design isn't being made up as they type the code. It's like they're taking the low road to job security, deliberately generating crap that's hard to figure out so that the company becomes dependent upon them. I find this very tough to work with.

      But I've learned to. The vast majority of my career has been spent reverse-engineering old crappy code, figuring out how it works, and then fixing and extending it. I have become really good at what I call "software archaeology", even though I never wanted to be. I also find nasty bugs in code I didn't write; I remember tracking a memory-corruption-related crash back to a C-style static cast on a multiply-inherited object done without including the header file first. That bug had been in there for over a year, and until I found the problem, their proposed solution was to block players from entering that part of the game grid. Eeek! But how else am I to work with such persistent mediocrity? All I can do is try to fix it.

      If this makes me hard to work with, I ask...is it really my fault?

      --
      "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    10. Re:Why is "passion" for the industry necessary? by Anonymous Coward · · Score: 0
      I didn't get a job after an interview recently as well. (Fortunately, I still have my current horrible job to fall back on... but I don't know for how long.)

      The feedback that I got was that my qualifications were great, but that I was too nervous and "fidgety" in the interview. Probably true, I was having a really rough week and actually wouldn't have done the interview at that time if I had had a choice. But I did my best, showed up for the interview, and I actually thought I had done well. (I was wrong, obviously, but I didn't find out until later.)

      So, basically, the person hiring me, who would have been my manager, didn't like me. (I didn't like him, either, even before I found out he didn't hire me.) But the real problem was that I was competing with twelve other applicants, and I assume most of them were equally qualified.

      One person who I mentioned this to noted to me that, "sometimes, the fix is in," and then told me the story of how my friend got her current job. Her husband was friends with a guy who was friends with the boss, who put in a good word for her. None of the other people interviewing for the position had a chance, it was decided that my friend would get it before anyone interviewed.

      That reminded me of this .COM I used to work for. Near the end, they were trying to look like a prosperous company to attract investors, and had a very prominent advertisement for a senior programmer. However, I had it on good authority that this position was just for show, and they never intended to fill it, period.

      So, anyone who applied for the position was just wasting their time. I don't know if it ever got as far as phone interviews, but it didn't matter, no one was going to get hired.

      So, I wouldn't worry about it, the IT job market sucks, but this has not led to weeding out people who are incompetent and malicious. I too have a problem with one of the people I work with. He knows he won't be fired, so he puts in the bare minimum effort to keep his job and is not very helpful when I have to work with him. However, they know if they lost him that they'd have a serious problem figuring out the applications he's responsible for. (I have a few less important applications that I've had to do code archaelogy on myself. Scary messes of undocumented spaghetti code that I would love to rewrite if they'd let me, but they won't. However, they won't fire me as long as they're using these applications and I'm the expert.)

      You probably aren't hard to work with, but as you say you are working with bad people who have taken the low road to job security. I find that there is very little computer science, or even plain old common sense in the IT business. But as long as things work "good enough" few are willing to push for change... and those who are usually have it rough.

  41. Which console is that? by tepples · · Score: 1

    If your game is good enough people will pay to download it.

    Not one of the three major consoles currently has a pay-per-download scheme, and whether the next consoles will have such a scheme is still in question at least until the next E3 expo.

  42. That's crap-Bargin bin. by Anonymous Coward · · Score: 0

    "Demand better games. Buy independent and wait for the $60 mainstream pap to hit the bargain bin before picking it up."

    You should spread this message to all the illegal P2Pers out there.

  43. rant transcript by gbdmoxy · · Score: 4, Informative
    Hey all -

    Sorry to interject - just in case it adds to the discussion I recorded and covered the rant session for Gamespot. The Wonderland transcript is great, just incomplete. If you want to see the whole thing, you can find the full transcript here.

    Galen
  44. Summary by Anonymous Coward · · Score: 0

    Old guy shaking fist "These kids today!"

    Don't be that guy. Promise yourself.

  45. Re:75% fresh meat? by Anonymous Coward · · Score: 0

    Management in such organisations are quite aware of what they are doing.

    I don't think they are, no. There's a reason the standard work week steadily moved toward 40-hour over the past two hundred years. It's the sweet spot between maximum output and reliability.

    Crunch time increases output, but only in the very short term. After one or two weeks of this, the increased error rate caused by fatigue and low morale eat up the productivity gains, with progressively worse returns.

    But don't take what I say as is -- look into the matter yourself, starting with Henry Ford and other turn-of-the-century industrialists.

  46. The scary part by ewe2 · · Score: 1

    ...when I read this stuff is how much of the computer hardware industry is dependent on these guys. Seriously, these guys are supposed to be the reason why I should fork out AGAIN for 90% of my components to participate in their next risk-averse eye-candy gameplay-numbered-in-hours DRM crap. How much of the PC industry would just go away without it? I hope all goes the way of the console world and the rest of us with other uses for our PCs can be left to it.

    --
    insecurity asks the wrong question irritation gives the wrong answer
  47. Re:75% fresh meat? by OverflowingBitBucket · · Score: 1

    So EA deliberately killed the MOH franchise by switching developers in midstream and leaving MOH Rising Sun to a bunch of n00bs?

    I'm not too familiar with the franchise, so my comment will not be terribly informed. Hence forgive my use of generalities. Having said that, when things get taken too far and too many people leave at once, the strategy backfires. As well it should.

    Of course a complete switchout of developers is going to come at a cost, and someone somewhere will have weighed up that the benefits of such a switch outweigh the costs. Or they took a bribe or got some personal benefit. ;)

    Also bear in mind that the success of a game in the eyes of their upper management is going to be measured in dollar terms, and the number of developers crying themselves to sleep at night and swearing to get out of the industry isn't going to be an issue to them. Nor the tormented cries of half the development team as they are axed on project completion. Royalties you say? Hope you got that in writing. Again, not saying it's right, just saying what the case is.

    At first glance, that seems absurd, but having observed how managers think, you could be right. The managers got paid (and bonuses too no doubt).

    Ah, upper management. The one profession where you can list spectacular failures on your resume and loot the company coffers and have them considered as positive points indicating that you are a bold risk taker. ;) I see we have the same "respect" for such people. ;)

  48. The Honor System. by Anonymous Coward · · Score: 0

    " Why don't developers make their games and sell directly online? What the hell is the point of being in an industry driven by the "latest and greatest in technology" when your distribution model is based upon last millennium foundations."

    A fair question, and there are examples out there of people across the spectrum (from movies, to books, to games) doing so. However there's one point that all the "do it online" ideas all hinge upon. "Faith"! What's that? Faith? Yes, faith that you'll have enough paying customers to not only make the initial work worth it, but that you'll earn enough to continue doing so. Think of it as the "Honor" jar you occasionally see. That then brings up the question of, are people "honorable" enough for the system to work, and are there enough of them? As well as the foreseeing question, will there continue to be enough to make this a career worth pursuing? Quite frankly there isn't enough long-term information to say so. And there's a plenty to point to people's less honorable side. e.g. there's a guy locally who was robbing those donation jars.

  49. They already discourage new people! by ulatekh · · Score: 1
    Are you intentionally trying to discourage people from getting into the industry?

    They already do that. Every gaming-industry ad I see requires a minimum of one published game. That pretty much filters out new people.

    I also like how they almost universally mention being a team player with a strong work ethic, and a passion for video games, as important. Translation: you need to love working yourself to death!

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    1. Re:They already discourage new people! by mikael · · Score: 1

      I also like how they almost universally mention being a team player with a strong work ethic, and a passion for video games, as important. Translation: you need to love working yourself to death!

      A more detailed translation would be "You don't care about what part of the game you are assigned to work on, and are willing to work long hours on low pay to fix the pile of code that the previous programmer threw together before running off to set up his own company".

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    2. Re:They already discourage new people! by hyphz · · Score: 1

      > They already do that. Every gaming-industry ad
      > I see requires a minimum of one published
      > game. That pretty much filters out new people.

      Actually, they say "at least one published title under belt". So they just have a strange dress code..

  50. Some Game Companies do suck by Anonymous Coward · · Score: 1, Interesting

    My wife works in a technical position at a well-known game company. I'm going to be a bit vague here so that she can't be identified and this is also why I'm posting as an AC.

    I am constantly appalled by the stories she tells me. It seems that the coders at her company have never worked at a real software company - by "real" I mean a company that produces specs, codes to standards, tests patches BEFORE checking them into the source tree, doesn't lose patches because of poor software revision control, and actually has more than two people in the QA group. In fact it seems that the sole function of the QA people is to record bugs as they arrive from whoever find them, send them where they need to go for analysis, and note when they are marked fixed.

    In addition the management sucks - it's mostly people who have never coded a game "but have some good ideas". They seem to have no idea just what those "good ideas" translate to in terms of implementation time and cost. There is constant bitching by the people who do the work that they get new instructions from "on high" without any warning, usually in an email, and without any chance to give feedback on the changes. They don't even get asked for a time estimate - the due date is provided also. And as there are no serious specs, everything gets messed up between the producers, the designers, the programmers and the artists.

    However, surpringly, my wife says this is better than other games companies she's worked for - at least she gets written instructions on what she's supposed to do. At a previous company she spent three weeks playing games all day because management was "reviewing work assignments" and then she had to work weekends (no overtime of course) to catch up with the schedule.

    Salaries are depressed because there are thousands of kids who want a job at a game company. Job security is nonexistant, and turnover is around 30% per year. There is a serious lack of management understanding for people who put their life before their job. There are constant issues with office politics, particularly amongst management, with everyone jockeying for a better job on the next game.

    Now I ask you, why would anyone want to work in this sort on environment? And the answer: because she loves games, despite all the agro.

  51. A mix. by jd · · Score: 4, Insightful
    The guy makes some good points (you can do a great deal on very little, if you put the effort in), some mediocre points (niche markets exist - so?), some bad points (he seems to claim indie films don't exist) and some truly horrible points (he implies that there's a fundamental difference between "commercial" ventures and "home enterprises").

    Let's start with the good point I saw. Yes, you can produce some excellent games with virtually nothing. Elite is an absolute classic, and is most definitely not a text adventure. Sierra Online started with very little money and highly risque advertising. I'm not sure if US Gold ever had any in-house developers, they seemed to work entirely through contracts with home-based coders.

    Now onto niche markets. There's a niche for text adventures, MUDs, etc. I'd say 99% of that niche is adequately maintained by the free (as in beer) free (as in free speech) software that is already out there. The standard engines meet most of the requirements a person might have for a text-based system.

    Engines that I know of fall into three rough groupings - LP-based MUDs which use a C-like interpreter and "Tiny"-based MUDs which use a simple scripting language combined with triggers. There are also engines which don't fall into any category. A brief list of common engines is as follows:

    • LP-based engines
      • LPMud
      • MudOS
      • LDMud
      • Shattered Worlds
      • DGD
    • Tiny-based engines
      • Tinymud
      • PernMUSH
      • TinyMUSH
      • TinyMUCK
      • TinyMUSE
      • PennMUSH
      • UberMUD
      • UnterMUD (distributed environment)
    • MOO-based engines
    • Others
      • DIKUMud (pre-coded gaming environment)
      • AberMUD (first Open Source MUD, also first graphical MUD)
      • LambdaMOO (produced by Xerox' Parc House research facility)

    Who, sanely and rationally, is going to try and compete in an already crowded market, where the competition is freely available and freely modifiable? There are places you can make money in the gaming market, but you need to carve your own niche, not hang onto the coat-tails of products you can't realisically compete with. If the niche you carve is any good, people will buy your products. Companies like Psygnosis started in this kind of way. They didn't start off as corporate giants.

    Bad Point! Independent products are hard to market. His example was getting them sold in Blockbusters. Well, yeah, and I wouldn't expect to do well trying to get car mechanics to sell cheese, either.

    If you want to sell indie movies, you go to indie movie theatres. That's why they are there. You sell to an audience most likely to be interested. If they're interested enough, maybe invite some movie critics along for the ride. Perhaps look at events like the Edinborough Fringe Festival and Edinborough Film Festival to circulate what you're doing. Meet the markets half-way, and you've a better chance of convincing them to do the other half. Do nothing at all, and neither will they.

    Lastly, the difference between markets. There is no difference. The nike shoes produced by a 10 year old kid in a sweat-shop could just as easily be made by a 10 year old at their home. All they need is a design, materials and energy.

    People make way too much of labels. Labels mean nothing. They used to indicate craftsmen and reliability, but companies have wormed their way out of anything approaching Quality Control and consumer protection. Especially in software, where you can buy a product and have no rights to complain if the product doesn't (and never will) exist.

    the EULAs people happily accept amount to one thing. If you now have an unusable, empty disk - or even an empty box - you have voluntarily waived any and all rights to object or demand compensation.

    They sell you a license, not a product. So long as the license is present and functionin

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
  52. Balance of Power favoours Publishers by LordZardoz · · Score: 2, Insightful

    The bottom line is that whoever controlls the money that funds the development ends up with control of all the things that matter.

    - Lions share of the Profit
    - Creative Control
    - Ownership of the IP for the Game

    Game developers want to create kick ass games that are original (as a general rule). Publishers want to create games that will generate alot of money. As long as the balance of power favours the publishers, guess what kind of games will be made?

    We would all like to see more games as original as Katamari Damacy that sell competitivly with GTA3. But under the current system, that happens extraordinarily rarely.

    END COMMUNICATION

  53. That basicly summarized his ignorance... by MMaestro · · Score: 1
    Nintendo could make development kits cheaply available to small firms, but they prefer to rely on the creativity on one aging designer.

    Or they could say 'f*** you all, let's see you top the changes of the DS.' When even the Nintendo fanboys admit that Nintendo is taking a risk by breaking the mold its hard to say Nintendo isn't trying to innovate.

    People who haven't watched the Nintendo keynote speech should do so ASAP. Compared to Microsoft and Sony's keynote speeches, Nintendo is the new radical in the video game market.

    1. Re:That basicly summarized his ignorance... by Anonymous Coward · · Score: 0
      Compared to Microsoft and Sony's keynote speeches, Nintendo is the new radical in the video game market.

      That's because Nintendo's past missteps have relegated it to virtual also-ran. Nothing's more dangerous than the guy with (basically) nothing to lose. If Nintendo doesn't make an impact in this generation, it may go the way of Sega - which, to be honest, wouldn't be a bad thing. Why do we need competing consoles, exactly?
    2. Re:That basicly summarized his ignorance... by Anonymous Coward · · Score: 0

      For the same reason why we need competing OSs.

  54. They don't think I have enough passion, apparently by ulatekh · · Score: 1

    So in other words you are saying that you enjoyed working on video games and programming?

    Absolutely! I just don't spend all my spare time playing video games. The problem, it seems, is that video-game companies see this as some sort of problem.

    Too many people in college, at least my college, picked computer science for the money.

    Yeah, I was absolutely stunned by how many of my classmates had never programmed a computer until they got to college. In both of my assembly-language classes, I was the only one that had any prior experience with it. That pattern repeated in industry...boy, were my co-workers clueless.

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
  55. Late-Undies. by Anonymous Coward · · Score: 0

    "Yeah, I was absolutely stunned by how many of my classmates had never programmed a computer until they got to college. In both of my assembly-language classes, I was the only one that had any prior experience with it. That pattern repeated in industry...boy, were my co-workers clueless."

    That's OK. I didn't learn how to do organ transplants until collage. Boy was I clueless.

    Seriously while prior experience is an asset. It isn't the make or break that turns out people good at what they do. Being willing, and able to think and do does that.

    There are people proably twice our ages, that prove that even those who get a late start can do well.*

    *Name a writer that started their career late in life?

    1. Re:Late-Undies. by FLEB · · Score: 1

      The thing about doing organ transplants, though, is that the playing field is leveled by the unavailibility of donors willing to have a pre-college amateur take a hack at them (not to mention numerous laws). Computers, however, are (comparitively) more abundant, and a particularily motivated person can learn to program long before their formal education. So, if you didn't learn earlier, that's what you have to compete with.

      --
      Information wants to be free.
      Entertainment wants to be paid.
      You just want to be cheap.
  56. Very good detailed translation. :-) by ulatekh · · Score: 1

    Oh yeah, and there's no source-code comments, no design documents, no institutional knowledge about the code, and no direction from your tech lead.

    Oh, and the code was actually written by another company, and the publisher decided to fire them and give your company the project. (Actually happened to me.)

    I wish video-game companies weren't the only ones responding to my online resume postings. Oh well.

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    1. Re:Very good detailed translation. :-) by mikael · · Score: 1

      Scary ... you must have worked on the project I joined...

      I wish video-game companies weren't the only ones responding to my online resume postings. Oh well.

      Have you tried graphics chip vendors?

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    2. Re:Very good detailed translation. :-) by ulatekh · · Score: 1

      Scary ... you must have worked on the project I joined...

      Are you about 50 miles north of Los Angeles? :-)

      Have you tried graphics chip vendors?

      At this point, I've given up looking for a software job. I don't think any committee will ever approve of offering me a job. I think I have no choice but to start my own business.

      --
      "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    3. Re:Very good detailed translation. :-) by mikael · · Score: 1

      Are you about 50 miles north of Los Angeles? :-)

      Was 200 miles North of London, but now 300 miles working at university. Nearly landed my dream job, only to have a certain console manufacturer decide they wanted the most qualified graduate to work on AI). There are software engineer positions in the UK, but they are only interested in foreign workers or entry level graduates it seems - here's a job advert.

      I had the same experience with job interviews a couple of years ago; "what can do you do that graduates can't do?" or
      "Undoubtably you could do the work of three graduates if not more, but given the economic situation, we have to take on as many graduates as possible".

      Employers are advised by financial analysts not to allow any one person to gain a monopoly of knowledge within the company, and to avoid this
      situation by taking on a constant stream of graduates, or rotate staff between departments.

      You should consider studying for a Masters degree. These days, for any kind of architect position, you need a Masters degree if not a Ph.D.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  57. Collage? by ulatekh · · Score: 1

    I didn't learn how to do organ transplants until collage. Boy was I clueless.

    What'd you do exactly, cut organs into little pieces and paste them onto a big posterboard and then show it to Dada and Andy Warhol?

    I'm gonna guess you didn't really learn how to do organ transplants in "college".

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
  58. 40-hour work week by Anonymous Coward · · Score: 0

    Most people's productivity goes DOWN, sharply, if you work them more than 40 hours a week for more than one week in a row. Doing 60 or 70 or 90 hour weeks is ridiculous. How many of those 70 hours do you spend twiddling your thumbs, zombieing back and forth between your desk and the Coke machine, or surfing Slashdot?

    I figured early on that my optimum work week is about 32 to 35 hours. If I spend much more than that at work, diminishing returns kick in fast. Of course I still show up for 8 hours a day, 5 days a week--its just that the last hour is often spent surfing the web, because I don't have enough brain cells left to do anything else.

    For more information about this phenomenon, I suggest reading these: FortyHourWeek SustainablePace

  59. Personal experience by andr0meda · · Score: 2, Interesting


    I read many comments from people related to an in the game industry, who all say the same thing: management sucks. I can only agree with this, I work in a game dev studio for nearly 3 years. I started as one of the first employees, and since then I have seen a HUGE amount of work being done by a crowd of young and motivated people. From the 25 people or so that started the studio, only a handfull remain, even if we grew up to 50 people at some point. Another studio nearby went bankrupt and the studio was only happy to acquire all those "people with experience". We`re back at 35 people. We have finished 2 games on 2 platforms, which both would make good budget titles. Alas, they have been in our closet for over a year, since no publisher wants to 'co-publish', since we don`t get title-id from mirosoft because our management fucked up some discussions with Infogrames, and because we may have serious copyright troubles with parts of the content (story, names,artwork..) That`s right. 3 years of existance, and not a penny has come in. A lot of good people have moved on to other companies, other jobs, other industries. Management is still fooling itself with good news stories every day, and frustrations sometimes run skyhigh with people exploding because they want to make things better and can`t.

    Despite all this, I must say I have enjoyed working in this industry because I learned a whole fucking lot. The knowledge that I have been with every step of the development process makes me more confident. I know what is important in the development of a giant component based puzzle, how to organise it. I can estimate my development time, I`ve researched stuff I otherwise would probably never research. I`ve had a lot of fun seeing unpredicted behavior act out on the screens, and most of all, I finished a game with my name in the creds. Not many people can say this. It was always my dream to do it. When I got the chance, I didn`t say no, and to this day I don`t regret it. The experience *I* have is not all negative. And I would do it again. But I also have the feeling that the game industry is not forever and that I should start thinking about a stable exit route.

    --
    With great power comes great electricity bills.
  60. Re:I have to admit.... by symbolic · · Score: 2, Interesting


    Two things---I have some sincere respect for the talent behind some of these games. WoW is as much a work of art as it is a game. I feel the same way about Lineage 2 - minus the apparent T&A fixation. The problem is that they all use the same premise: kill stuff, get stuff, level up, kill more stuff, get more stuff, level up some more. At least Blizzard started to introduce some variety into WoW's quests, but even they entail a lot of "kill an undetermined number x and bring y back to me".

    That having been said, I still think there's a social element that provides some cohesion, despite the gameplay, at least for MMORPGs. And, there's also the competitive aspect - get up to a higher level, and you can start to make a difference during raids, castle seiges, or whatever. What I don't like is the fact that that once the "online" is gone, the game is done. In other words, you buy the game, but it's useless without the online service. You can't play with other players individually, and you can't play solo- it's an all-or-nothing proposition. I guess that's just the nature of the beast.

    Maybe I'll consider giving a few indie games a try.

  61. Collage?-The knee bone is connected to... by Anonymous Coward · · Score: 0

    [g] Unfortunately washed out. But I did make a great lab assistant for Dr Frankenstein. :)

  62. Before replying...Beauty Bean. by Anonymous Coward · · Score: 0

    "Thay are never going to be the prettiest titles around, but I never feel cheated or dissapointed after a purchase. Pretty graphics only go so far . . ."

    So does this mean all the geek girls will have a date tonight?

  63. Gaming has always been a lot of work and hard by WillAffleckUW · · Score: 1

    And it is true that management can tend to be autocratic, but this is usually caused by:

    1. Unrealistic deadlines due to shipping and marketing requirements;

    2. A tendency to attract dreamers who can envision something that may not be reasonable to do, or at least not with the money, people, and tools available;

    3. A tendency for those who seek out gaming as a career - especially management - to push way beyond any resonable limits.

    But the pay is ok, if not great.

    --
    -- Tigger warning: This post may contain tiggers! --
  64. Building & debugging by andr0meda · · Score: 1


    Well a lot of time is already wasted because of build times. Then some more time is wasted because devkits have to be shared between developers to test their stuff. A number of hours are spent simply peddling forth and back between debugger and game, reproducing bugs.

    --
    With great power comes great electricity bills.
  65. YEAH! by Quiet_Desperation · · Score: 1
    Release another WWII FPS and tell those doofs to shut their yaps!

    Mode card battle games! And escort misssions! We LOVE escort missions!

  66. Medioctiry thrives because that's what we want by microbox · · Score: 1

    Mediocrity thrives because the public will buy whatever's waved under their nose

    I'd call you an elitist prick, except that you're right. Woe be the 10% of the population who actually use their brain right?

    right?

    Do you think marketers would be able to "create needs" in us if we thought for ourselves. Well they could, but I'm sure they prefer the model corporate citizen who fills the unhappy spaces in their lives with buying products who's images have been branded onto their subconscious cortex.

    Don't blame the induhviduals, blame the culture which places making money as more important and worthy than anything else...

    --

    Like all pain, suffering is a signal that something isn't right
  67. BioWare is an exception by Pausanias · · Score: 1

    BioWare is a company that was rated one of Canada's top employers. They also happened to make successful, kick-ass games such as the Baldur's Gate Series and the original Star Wars: Knights of the Old Republic. They also have an incredible dedication to supporting their games after release. Heck, they are still improving their Neverwinter Nights (and releasing new content for $5/download) almost three years after the game's original release.

    Gee, I guess it is possible to combine a good working environment with solid business success at a game studio.

    The biggest problem is not that there is a lack of creative talent or that Holywood-style games are driving everyone else out of business. The biggest problem, as usual in every field, is the abundance of jackasses in power.

    1. Re:BioWare is an exception by daVinci1980 · · Score: 1

      So was EA a few years back. I'm not kidding.

      Although I couldn't find a source, I worked at the company when Larry Probst sent around the article.

      I believe it was in Fortune 500 or Forbes.

      --
      I currently have no clever signature witicism to add here.
  68. Very good detailed translation. :-)-Architect. by Anonymous Coward · · Score: 0

    "At this point, I've given up looking for a software job. I don't think any committee will ever approve of offering me a job. I think I have no choice but to start my own business."

    Become a home (or business) architect.

    1. Re:Very good detailed translation. :-)-Architect. by andr0meda · · Score: 1


      Funny that. I have the same idea bout starting anew and on my own. The question is: shall I delve myself into the mess that is J2EE and/or .NET, or shall I do what I love and can do best: create fun games.

      --
      With great power comes great electricity bills.
  69. You noticed... by ulatekh · · Score: 1

    Ah, you noticed the reference to The Fountainhead, I see. :-)

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
  70. Re:Before replying...Distribute widely. by Sj0 · · Score: 1

    Game content wants to be free in the same fashion that gasses expand to fill the available space.

    --
    It's been a long time.
  71. Economic fascism? by ulatekh · · Score: 1
    I agree , "organizational fit" is BS. It reeks of groupthink.

    Exactly. Apparently, what they really want is for everyone to get along fabulously as they run the company right into the ground.

    I'm starting to believe that the CEOs of Enron, WorldCom, Tyco, etc. are the harbingers of the new reality in American business -- economic fascism. Under this model, creating a viable business is not the priority -- now it's all about conning investors into giving you money, paying yourself handsomely, and skipping out before the house of cards comes crashing down. I don't know how else to explain what I'm seeing.

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
  72. Legacy of the Ancients by CrazyJim1 · · Score: 1

    That was my favorite RPG of all time. But Mail Order Monsters was sorta fun too, same with racing destruction set.

    I have it in my portfolio, but if you could do a real-physics race game, and allow users to create their own tracks with splines for loops/cylinders/elevation, then kick it on the net with rankings for tracks, you'd have a game that'd own super awesomely.

    1. Re:Legacy of the Ancients by CrazyJim2 · · Score: 1

      Brilliant! Now that I think of it, a lack user-made race tracks is probably the only thing preventing games like Gran Turismo 4 from being popular. If people could build their own tracks and kick it online in s super awesomely way, Gran Turismo 4 might sell a few copies, and racing games could leave their obscure niche market behind and become popular like they deserve! I've often thought it's de super awesome if I could play Project Gotham Racing 2 online and get ranked on tracks! Oh man, if properly marketed this could be the best and most original idea, ever!

      --
      "But theres things mightier than a sword, and there are things mightier than pens. Guns and rap." - CrazyJim1
  73. "Life sucks, let's jump in the abyss" -Heathers by ulatekh · · Score: 1
    There are software engineer positions in the UK, but they are only interested in foreign workers or entry level graduates it seems - here's a job advert.

    Yeah, we have a similar problem here in the United States too. My understanding of the scam is, some company find a foreign worker they'd like to import on an H1-B visa, but first they have to advertise the job, so they do so, and the ad features a mind-numbingly long list of nitpicky requirements that happen to exactly match the H1-B applicant, and when no one can match those criteria, they get to import their guest worker.

    I had the same experience with job interviews a couple of years ago; "what can do you do that graduates can't do?"

    Gee, I dunno, how about your ability to apply experience and spot problems before they start, instead of stupidly running right off the cliff? The problem is the managers too don't have enough insight to avoid running right off the cliff.

    "Undoubtably you could do the work of three graduates if not more, but given the economic situation, we have to take on as many graduates as possible"

    Uh...er...huh? I don't even begin to understand that. Are you more expensive than 3 graduate students put together? Or is there a London in Japan these days? :-)

    Employers are advised by financial analysts not to allow any one person to gain a monopoly of knowledge within the company, and to avoid this situation by taking on a constant stream of graduates, or rotate staff between departments.

    WHAT?!?! How about avoiding the situation with proper documentation and proper technical oversight??? Oh yeah, that would require brains and skill. Can't have that.

    You should consider studying for a Masters degree. These days, for any kind of architect position, you need a Masters degree if not a Ph.D.

    Get a higher degree in a subject where there already aren't any jobs? You sure about that? I'd love to get my Ph.D. in Computer Science, but don't see the point.

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
  74. Re:A mix. [MOD UP, READ, and REMEMBER] by Arren · · Score: 1

    Just a quick affirmation and approbation directed toward jd's superlative post. Insightful, interesting, and informative all at once. Tres bien!

  75. Re:Before replying...Distribute widely. by Anonymous Coward · · Score: 0

    Oh, baby, I can't wait to fill all your available space. Just look at this container, the curves...so nice and warm. Is it above STP in here or is it just me? I can feel myself expanding.

  76. Re:I have to admit.... by jp10558 · · Score: 1

    What about things like Neverwinter Nights? That have both as possible?

    --
    Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  77. The game industry is already dead by Anonymous Coward · · Score: 0

    The game industry is trying to make itself look like Hollywood II to attract people to the field. But Hollywood II is located somewhere in China. China is simply in a better position to mass produce video games. The US game industry has nowhere to go but down, and all this bitching isn't going to do shit about it.

    I don't care if you think I'm flaming, because I know I'm right and you're wrong.

  78. Fun Games don't need to be very pretty by Anonymous Coward · · Score: 0

    Seriously, Lately I've grow further and further from the ultra pretty, super realistic looking games that everyone seems to be making nowadays.

    There are tons of indepenant flash games which are much more fun than most of the big release games I've played.

    The game community needs to get back to basics and remember that games were just as fun if not moreso without the glitz and glam.

    1. Re:Fun Games don't need to be very pretty by hyphz · · Score: 1

      > The game community needs to get back to basics
      > and remember that games were just as fun if
      > not moreso without the glitz and glam.

      Sure, but glitz and glamour *sell*.

      I actually agree with the plight of developers, but "hey, let's stop making better consoles so that we can forevermore use the technology limits to excuse games with weaker graphics" isn't the answer.

  79. Appeal to Authority. by mcc · · Score: 4, Insightful
    I do not know anything personal and direct about the games industry. I am not in it. But I do know three things.
    1. The people who were complaining and worried about the state of video games at GDC were people I respect. People who have made worthwhile and interesting games, people whose work I admire. This "Iron Realms" guy getting pissy at them? Uh, I've never heard of him or his company. It looks like they make MUD engines? Gee.
    2. The people who were complaining and worried about the state of video games at GDC are not merely passively whining. They are actively trying to buck trends and find other ways of doing things.
    3. I just, like an hour or so ago, got home from a long and unpleasant plane trip. I spent the better part of this time getting myself acquainted with a Nintendo DS game that came out this week called "Yoshi Touch and Go". This game is about as far from both the EA-style philosophies the GDC participants railed against and the "mainstream" as you can get, and it looks like the mainstream is going to shrivel up its nose confused at this game and ignore it completely. It ignores the conventional logic of the contemporary games industry at nearly every level.

      And it is the most wonderful game I have played in years.

      Now, I don't know if the games industry is going to take some path WIl Wright and Warren Spectre drag it down kicking and screaming, or if the EA megacorporate megabudget idiom will take over the industry completely; and either way, I don't know if "innovation", whatever the fuck that is, will result, or if it's a good thing. But looking at my Yoshi Touch and Go cartridge, I think that if what the game industry wants to go with the EA path rather than the Yoshi T&G sort of path, then it can fuck off and do it without me as a customer.
    1. Re:Appeal to Authority. by MilenCent · · Score: 1

      (On Yoshi Touch & Go)
      And it is the most wonderful game I have played in years.

      Now this is really weird. I bought that game today, and similarly thought it was absolutely great, and I saw this story and was going to post about it, then figured, naaaah. Then I read your post. It's reassuring to see someone else thinks the same way about it.

      I can't explain why it's so addictive. It doesn't have a large number of levels (or any!). There doesn't seem to be any bosses. It's got a stiff difficulty level to it, and the game's always ready to hand out a beat-down to a momentarily-careless player. It's just a really pure arcade-style game, with a novel control scheme.

      I don't know if the game is a fluke or if Nintendo plans on making the DS a haven for these kinds of deceptively complex, weirdly addictive little things, but it's a good start at least.

  80. Re:"Life sucks, let's jump in the abyss" -Heathers by mikael · · Score: 1

    Uh...er...huh? I don't even begin to understand that. Are you more expensive than 3 graduate students put together? Or is there a London in Japan these days? :-)


    Entry level graduate salary in the UK starts at 18K pounds (27K dollars). A senior engineer/applications developer in London could earn 50K pounds (80K dollars).

    I frequently see jobs advertised, but the skill set is typically customised to whatever university the lead programmer/head of research came from.
    On one telephone interview, they were only interested someone who was from Oxbridge and had written a book on Computer Animation.

    Get a higher degree in a subject where there already aren't any jobs? You sure about that? I'd love to get my Ph.D. in Computer Science, but don't see the point.

    For me, it was the first paid employment position that allowed me to continue working with 3D graphics hardware and have free access to research publications. Not forgetting being able to rent my own flat, live in an area with broadband and pay off my credit card debts, and get a free state-of-the-art PC.

    --
    Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  81. Elasto Mania and beyond by Fussen · · Score: 2, Interesting

    That's exactly what happened to me!

    I got DoomIII, and was all geared up for it, but after a while it was just filler. Sure moving those barrels around with that cargo gripper was pretty spiffy, but once I hit "Hell" and was just shooting dead babies.. it sort of fell apart.

    Now I'm being presured to get HL2, but from the recent dissapointments, my motivation to shell out the cash just hasn't been there.

    And then I look at awesome indie games. For example one of my all time favorites is Elasto Mania. I swear I've lost months of my life from swinging ledge to ledge with my front tire. This stuff reminds me that a game can rock, even when it doesn't have music!

  82. Re:"Life sucks, let's jump in the abyss" -Heathers by rollingcalf · · Score: 1

    "Entry level graduate salary in the UK starts at 18K pounds (27K dollars). A senior engineer/applications developer in London could earn 50K pounds (80K dollars)."

    Not 27K dollars and 80K dollars ... that should be $35K and $96K. It's called devaluation of the US dollar. 1 UK pound = 1.922 USD.

    --
    ---------
    There is inferior bacteria on the interior of your posterior.
  83. Personal experience-Trojan wood. by Anonymous Coward · · Score: 0

    "But I also have the feeling that the game industry is not forever and that I should start thinking about a stable exit route."

    Architect.

  84. meh by Anonymous Coward · · Score: 0

    games have been getting worse for 10 years or more now.

    moving from a quality product to a mass produced product created ONLY to make more money.

    Its ok tho. Piracy is also on the rise.

  85. Re:I have to admit.... by symbolic · · Score: 1


    I've heard mention of that game, but never played it.

  86. Re:75% fresh meat? by OverflowingBitBucket · · Score: 1

    I don't think they are, no. There's a reason the standard work week steadily moved toward 40-hour over the past two hundred years. It's the sweet spot between maximum output and reliability.

    No offense meant, but I don't believe this for a second. Are you saying that the optimal output for all desired values of reliability and all work functions (from hard labour to deskwork) all fall at 40 hours? Even roughly?

    People work 40 hour weeks because people work 40 hour weeks. They work 40 hour weeks because everyone else works 40 hour weeks. People are told they should work 40 hour weeks and so they see 40 hour weeks as what they should work. And who tells them this? People who work 40 hour weeks. ;)

    Try this experiment sometime. I've done this a few times. Say to someone that there is no reason for anyone to work more than a 2-day work week unless they want to. Whatever the answer, ask why. Disregard the "0-day work week" answers of course. A lot of people will say the 5-day work week (40 hours) is needed but can't explain why.

  87. Re:75% fresh meat? by OverflowingBitBucket · · Score: 1

    Heh, think you hit the nail on the head there. Out of the CS class I graduated with in college I'd say 50% would be willing to fight tooth and nail to get a job with a game company. It will probably always be this way as long as games get people into computers - and they probably always will.

    A large google-like company with a decent reputation would probably cause a big shakeup in the industry. Until then, I think we're stuck with things.

  88. Re:"Life sucks, let's jump in the abyss" -Heathers by mikael · · Score: 1

    Not 27K dollars and 80K dollars ... that should be $35K and $96K. It's called devaluation of the US dollar. 1 UK pound = 1.922 USD.

    Whoa! I didn't realise the dollar had fallen in value that match.

    --
    Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  89. It's still $536 by tepples · · Score: 1

    OK, so even if the Mac platform is starved for games, how can independents convince their customers to buy a $500 "Mac mini" console, a $20 TV-out adapter, and a $16 adapter for their PS2 controllers?

  90. I can't afford Flash by tepples · · Score: 1

    So if you're claiming that Flash games like this one can become console games, the problems remain that 1. a lot of un(der)employed indie developers have to work on near-zero startup capital, which means no spending $499.00 plus shipping plus tax for Macromedia Flash, and 2. I haven't seen one Flash game that tries to read from my USB gamepad.

    1. Re:I can't afford Flash by AndyChrist · · Score: 1

      It was released for the Gamecube and Playstation 2. I don't know if you missed that part.

  91. why am i feeling so charitable? by I+judge+you · · Score: 1
    But I truly don't think I'm condescending about it

    You don't have to be condescending for people to have a problem with arrogance.

    You can call me arrogant, but I think they reject me because they know I'm fully capable of replacing them, and they're too insecure about their job.

    That's pretty condescending, even if you are only thinking it.

    You clearly are very arrogant, and are incapable or undesiring of hiding it. Until you learn to do so, you aren't going to have much luck getting along with other programmers. I hang out with a lot of very smart game developers and none of them have any real tolerance for arrogance. I guess there's no good way to convince you to be less arrogant or beat the arrogance out of you online, but I hope you realize that it's a problem if you want to work with other people, and somethings gotta change if you want to get work...

    One more thing: Sure I'm proud of my accomplishments and my ability

    Strong pride is a sin, especially during interviews. If you are not comfortable with letting your accomplishments speak for themselves, then maybe YOU are insecure...

    Hmm, I'm starting to think I have been trolled...

    1. Re:why am i feeling so charitable? by ulatekh · · Score: 1
      You don't have to be condescending for people to have a problem with arrogance.

      Eh? Isn't "scornful/condescending pride" the definition of arrogance?

      Strong pride is a sin, especially during interviews. If you are not comfortable with letting your accomplishments speak for themselves, then maybe YOU are insecure...

      Again...eh? If I don't sell myself, who else will? And if the accomplishments I list on my resume "speak for themselves", then why is the interview needed at all?

      --
      "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    2. Re:why am i feeling so charitable? by Anonymous Coward · · Score: 0

      And if the accomplishments I list on my resume "speak for themselves", then why is the interview needed at all?

      I guess to see how arrogant you are? :-)

  92. What to do by ulatekh · · Score: 1
    shall I delve myself into the mess that is J2EE and/or .NET, or shall I do what I love and can do best: create fun games.

    If you can land a job at a game company, and they're not working you to death, then I'd certainly say do that. I would if I could.

    I know what you mean about J2EE/.NET. There's a lot of open-source business-management software out there, and I'm sure I could start a business installing and customizing such software for other businesses. I could start in my local area with personal contacts, and grow as much as I wanted to. Everyone else could do it too, and we wouldn't even be competing with each other until our reaches started to intersect. Great idea, right?

    Well, first, it means you have to slog through a bunch of open-source packages, figuring out what they really do, how they're architected inside, and whether they're lame-brained piles of crap. Not an easy task. I'm immersed in only one open-source project right now, and one is enough! The next hurdle is figuring out how to make a profit on a service that's going to require a lot of customization and support. Plus, you have to be willing to throw yourself into what can be a really boring topic. I once worked for a tax-software company -- I loved the people I worked with, the software was well-written and documented, and they did their best to make it a fun place to work, but having to write tax software all day still eventually drove me buggers. I dunno, maybe the slow economy and tight job market would keep me focused this time. :-)

    Is that the sort of dilemma you're wrestling with?

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    1. Re:What to do by andr0meda · · Score: 1



      Is that the sort of dilemma you're wrestling with?


      Yep, that`s it exactly! I have some friends working at the EC (European Commission) doing the software side of things. They work primarily in J2EE on top of Sun`s and HP`s, among other things, but when I discuss with them, I never get the idea that I would actually like that kind of a job. If I don`t have the power there to change things around if I see them go bad, I won`t do it.. On the other hand, 9 to 5, and it earns 3 times more than I have now, and I can have the weekend and evenings to work on my own stuff. I once started a venture with other coleages, and stepped out of it when they were also going into some kind of cahs-register-order-software-in-java direction. That company still exists, but I`m glad I`m in creating games and not in selling furniture.

      The daily talks and discussions with artists and other top software people that want to push envelopes, the access to research.. it`s all so much worth it, you know.. and the extra unpaid hours sometimes are also fun.. the only thing to watch out for is to make sure your sociallife is manageable and healthy.. when that is in some way under stress, I won`t have any hesitation to quit anymore. I lost my previous relationship primarily because of a crunch period that started to stretch, and once is more than enough!!

      --
      With great power comes great electricity bills.
    2. Re:What to do by ulatekh · · Score: 1
      I never get the idea that I would actually like that kind of a job. If I don`t have the power there to change things around if I see them go bad, I won`t do it..

      I think that last quality varies company to company. The last game company I worked for most definitely gave me no power to change things. The boss went on and on about how he considered the company a "meritocracy", but it seemed merit was measured solely by duration of chair-warming. I tried to fix conditions around me, starting as basic as I could: source-code comments, design documents, and version-control notifications. As my boss fired me, he told me how the company was never going to do any of those things, that he'd never seen it done that way in the game industry, none of the other programmers wanted to do it that way, and so I was being let go. Although you're probably right in thinking a business-software job would be more regimented.

      On the other hand, 9 to 5, and it earns 3 times more than I have now, and I can have the weekend and evenings to work on my own stuff.

      Wait...doing business-software pays 3 times more than game programming? I can be bored for that much money! Sure, I got bored doing tax software, but I was in my mid-20s, and employable, back then...

      --
      "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
    3. Re:What to do by andr0meda · · Score: 1



      I think that last quality varies company to company. The last game company I worked for most definitely gave me no power to change things. The boss went on and on about how he considered the company a "meritocracy", but it seemed merit was measured solely by duration of chair-warming. I tried to fix conditions around me, starting as basic as I could: source-code comments, design documents, and version-control notifications. As my boss fired me, he told me how the company was never going to do any of those things, that he'd never seen it done that way in the game industry, none of the other programmers wanted to do it that way, and so I was being let go. Although you're probably right in thinking a business-software job would be more regimented.


      Sounds like I`d hire you! Your boss is a nitwit. I heard of practices in an E.A. Sports Games division where the source consisted almost entirely of evolutions of evolutions of yet more evolutions of c and assembly code, with some scripting in between, somewhere.. god knows where.. but it works, doesn`t it!? That anekdote constantly reminds me that game code is something that changes so often that designing it is almost a waste of time. Sill. You can only work that way if you have good source control and then either good overall design rules or up-to-date comments. Pesonally I like to write less comments and have more design, but that`s where time becomes a player.


      Wait...doing business-software pays 3 times more than game programming? I can be bored for that much money! Sure, I got bored doing tax software, but I was in my mid-20s, and employable, back then..


      Well this is the E.C., you see, it`s a cow that needs milking desperately.

      --
      With great power comes great electricity bills.
  93. What I think you should do by ulatekh · · Score: 1
    Sounds like I`d hire you!

    Too bad you're in Europe :-)

    I heard of practices in an E.A. Sports Games division...

    Hmmm, this was a Sega Sports sub-sub-contractor. And the boss' other 2 video-game credits on MobyGames were a sports game and a pinball game. Maybe it's a sports-game thing? LOL

    ...game code is something that changes so often that designing it is almost a waste of time.

    For game-play code and AI code, you're right. For rendering, physics/collision, and vehicle dynamics, that should be made game-nonspecific and reusable.

    Thankfully, third-party libraries for physics & rendering are coming up to par. 2 1/2 years ago, the internal code at my 1st video game job beat the pants off of Havok and RenderWare in our evaluations.

    Well this is the E.C., you see, [business software is] a cow that needs milking desperately.

    Apparently so! Wow. I don't think we have the same salary differential over here. My games-programming jobs were both well-paid.

    Based on what you've told me, I think you should stick with your current game position. Work you love will always be worth more than work you hate, no matter how much you're paid. The stress of work you hate will spill over into the rest of your life. And, with the demand for business-software programmers, those salaries will probably remain there for a long time. No need to hurry.

    --
    "Once we've identified and embraced our sickness, we'll have strength...and that's when we get dangerous." - John Waters
  94. A license means it's a bad game by Merk · · Score: 1

    There are a few exceptions to that rule of thumb, but not many. Take cars though. My all-time favourite car game is Interstate 76. They had all fake cars with names suggestive of the real thing. That just added to the fun. Same thing with the Grand Theft Auto games. Using non-licensed things is better because you don't have to make it fully realistic, and because you don't have to treat the licensed things with "respect".