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?"
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.
Javascript + Nintendo DSi = DSiCade
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
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
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.
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
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.
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!
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
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