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BioWare Holds World Design Contest

grayblob writes "BioWare is holding a World Design Contest to find talented level designers to work in Austin on their first MMORPG. To enter you must create a module with a 20-40 minute playtime in the NWN1 toolset. The module should include 'a cut scene, intricate puzzles and interesting NPC behavior.' The contest ends July 20 and like the writing contest doesn't guarantee employment for the winners."

29 of 93 comments (clear)

  1. so let me get this straight by timmarhy · · Score: 3, Interesting

    they want to create this artifical environment of competition to make people think it's a priviledge to work for them or something? people, it's a highly competitive employment market - and i mean for employers, not you. they need to be begging you for the chance to explain why you should want to work for them, not the other way around.

    --
    If you mod me down, I will become more powerful than you can imagine....
    1. Re:so let me get this straight by TheLazySci-FiAuthor · · Score: 4, Insightful

      they need to be begging you for the chance to explain why you should want to work for them...


      I've always had a bit of a problem with this line of reasoning. It rings too much like: "When opportunity comes knocking, just wait until it's begging on it's knees before you answer the door."
    2. Re:so let me get this straight by timmarhy · · Score: 4, Interesting
      i've always had a problem with contests like this for many reasons.

      firstly i promise it'll have a clause in it stating they will own your idea's and submissions.

      In addition, employers like this like the breed this idea that you will need to accept any terms and any pay they offer because clearly they are doing you a favour.

      employment is not a favour, it's an arrangement. your labour and idea's are VERY valuable. without people these companys make nothing, always remmeber that.

      --
      If you mod me down, I will become more powerful than you can imagine....
    3. Re:so let me get this straight by Babbster · · Score: 2, Insightful

      firstly i promise it'll have a clause in it stating they will own your idea's and submissions.

      Such a clause would be absolutely critical. If they don't include something like that, then down the line if one of their designers has a similar idea - even if it's truly, independently generated - to one of the submissions then they could be sued.
    4. Re:so let me get this straight by Grr · · Score: 4, Insightful

      It's not hard to find people who want to make video games.

      But it's very hard to find people that can. That's the reason for this contest. For graphics artists and programmers there are art and computer science schools to ensure a minimal level of competence (enough for a junior positon). For level designers there is often talent that floats to the top of the mod community. For gamedesigners the problem is most apparent, because everyone involved in gaming has the basic requirement: a strong opinion of what is fun.

      Making games is fun, no doubt about it. It's the ultimate employment benefit and I think many gamedevelopers make their overtime out of passion and pride. That bioware can also introduce this extra hoop to jump through is not because it's a buyers market. Having a portfolio is often one of the few requirements to get hired. That bioware has to create a contest to get people to send them their portfolios actually suggests that they're having somewhat of a hard time filling the positions.

      Now if you will excuse me, I'm only at 40 hours so far and it's already friday ;)

    5. Re:so let me get this straight by dave1791 · · Score: 2, Interesting

      Ideas are worthless without an implementation. There are more ideas than people in the game industry. People go into that line of work becasue they have an idea; sometimes more than one. This article is an interesting read for anyone under the illusion that ideas alone are worth anything.
      http://www.sloperama.com/advice/idea.htm

      As for accepting whatever pay terms and work hours. The fact is that making video games is one of the "passion" things. Jobs that people love can pay less than being say an actuary, database programmer or professor.

      I might re-install NWN1 and take a look at it just for fun.

    6. Re:so let me get this straight by aussie_a · · Score: 2, Insightful

      As far as I'm concerned, if one of their designers coincidentally comes up with an idea very similar to one submitted for the contest, they deserve to be sued. Because clearly one person should own an idea for a particular amount of time, even if others come up with the idea independently. That sounds fair to me [/sarcasm]
    7. Re:so let me get this straight by Aladrin · · Score: 3, Insightful

      It goes even further than that, though.

      Design a World Contest: You design a world and it's yours to keep! Unfortunately, that means that we won't have anything to do with it afterwards and it won't get published.

      Oh yeah, that makes sense. People could design a world any time they want to, especially with the NWN toolset. The could certainly create a cutscene, a puzzle, and interesting NPC behavior without this contest. The key here is that BioWare is looking for future employees via this contest. The real winners are the ones that get hired, not the ones that 'win' the contest. And BioWare will probably want the new employee to expand upon the idea they already had, rather than start from scratch on a new one immediately. That means owning the results of the contest.

      People also forget something about art: Giving a little of your work away is a GREAT advertisement. Baen.com has pretty much proven this with their free library. The first book they -gave away- is now their all-time best seller. Yes, seller.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  2. Contests alway produce winners! by TheLazySci-FiAuthor · · Score: 4, Interesting

    I absolutely love this kind of thing. Contests seem to inspire innovation. My favorite contest in recent years was the x-prize - that result was great!

    After all, competition made life: Just so long as it does not become conflict, it is healthy.

  3. timezone by Anonymous Coward · · Score: 5, Funny

    July 20, 2007 by 11:59 PM Central Standard Time (the time zone of Austin Texas)
    Uhh... Austin's time zone in July is CDT, not CST. Will you hire me? I can fix all your time zone errors full-time.
  4. Good way to get new ideas by Anonymous Coward · · Score: 5, Interesting

    Good way to get new ideas. Wasn't there a band that held a similar contest to find a new guitarist and just copied all the good riffs they heard on the day?

    Who retains copyright over submitted works? No mention of it in the agreement.

    I like this bit:
    VGH Austin is under absolutely no obligation whatsoever to:

    (a) acknowledge receipt of the Materials and/or this Agreement;


    So you have to sign an agreement which they can deny ever receiving. Nice.

    1. Re:Good way to get new ideas by spootle · · Score: 2, Informative

      The band was Limp Bizkit

  5. Re:Lesson should have been learned by Anonymous Coward · · Score: 2, Interesting

    How about having the individual option to skip the cut scene. While the others are watching them, the skipped players could be doing something else tangentially tied to the game (reviewing strategy, modifying inventories, etc., etc.) Heck, evan spawn a completely stupid game like a Tetris-clone to pass the time while the others are watching... The possibilities are pretty cool. ~g

  6. A common tactic these days, it seems by muntumbomoklik · · Score: 3, Interesting

    The benefit of going this route instead of the dreary old slog-through-the-demos route is that you might find a one-in-a-million inexperienced young hack out there who can knock together some impressive stuff, is surprised that he has any skills marketable to a game company, and then pay him a crap salary for the "opportunity" to work for them.

    So the company gets a cheap, eager, bright eyed new recruit for a few years while the product goes through its life cycle and the guy either moves on once he figures he's got enough experience to get a decent gig somewhere else, or the whole project flounders and the entire development team gets laid off anyway. I'm not sure if this is a profitable business model or not, but I do know that it will probably suck to be on the lower end of things.

    1. Re:A common tactic these days, it seems by Anonymous Coward · · Score: 5, Interesting

      As one of the so called 'inexperied young hacks' that was hired about 4 years ago by BioWare, I'd like to offer a few observations on the topic.

      - The community member to hire ratio is more like 10-12 out 2.000.000 active members or so, which is slightly better than 1 out of 1.000.000.

      - None of out projects has yet gone 'flounders' and no development team has ever been laid off at BioWare. In fact, there have never been lay offs as a result of a project ending or due to 'operational circumstances' at BioWare.

      - The 'young, inexperienced hacks' you're talking about have mostly worked in other high tech industries before coming to BioWare to do more interesting, rewarding work. Most taken a paycut for moving into this industry - in return for higher job satisfaction and a great work environment.

      - That said, I'm paid a competitive salary and I wouldn't trade my job for a job paying twice as high in vanilla IT anytime soon.

      The benefits of going this route for us are:

      - We get applications from people that have a background with Bioware games and understand what our games are about.

      - We get people from outside the industry to think about applying. Especially making an MMO, it is important to have people who have an outside view on things instead of having been shaped by the 'establishment'.

      - We get people really interested in the job, not burned out people looking for another quick assignment.

      As mentioned in the article, we ran a contest for a writer position a while back and hired a great writer as a result - from outside the industry.

  7. I'll take Stephan Gagne for 800, Alex by RickRussellTX · · Score: 2, Insightful

    If he can write The Hex Coda, he can win this contest. But I'll give The Rose of Eternity series due credit for its awesome use of cutscenes and music.

  8. Re:NWN!?? by LurkerXXX · · Score: 3, Interesting

    Probably because it's a story/puzzle/level design contest, not a texture/physics/lighting contest. The NWN2 is extremely stable, and well known, so lots of folks are already familiar with it. If you can make an interesting level/story/puzzle in it, then it will be all the better when tied in with the latest engine of the day.

  9. You didn't play NWN2, did you by Rix · · Score: 2, Funny

    It wasn't even stable enough to run the included module, let alone community development.

  10. Re:NWN!?? by Anonymous Coward · · Score: 2, Insightful

    They are using the NWN1 engine / toolset because it is well known and has a learning curve that doesn't look like a cliff. You can pick up the NWN1 toolset very quickly if you have any sort of the ability they are looking for.

    The NWN2 toolset on the other hand... well the first guide I found for it is called "Don't Panic: The Hitchhiker's Guide to First Opening the Neverwinter Nights 2 Toolset"

    Turing Word: smother

  11. Re:NWN!?? by Anonymous Coward · · Score: 5, Informative

    Bunch of reasons.

    Some of them

    - NWN is a very mature, very stable game development platform.
    - Everyone at BioWare has NWN installed on their machines. Makes it easier to review.
    - It has more copies out there (3.x M+)
    - It has much lower systems requirements.
    - It is cheaper (15 USD vs 49 USD for NWN2)
    - The people reviewing the modules are much more familiar with the NWN toolset.
    - It encourages people to stick to gameplay over eyecandy.
    - Faster to create a NWN module. NWN2 levels are much more complex (and better looking :) )
    - The NWN toolset is more friendly (less complex) to beginners
    - The documentation for NWN is much more complete after 5 years.

    hope that helps

    Georg, BioWare.

  12. Welcome to hell.... by Lorean · · Score: 2, Funny

    ...you must create a module with a 20-40 minute playtime in the NWN1 toolset.
    Sounds more like a cruel form of punishment than an opportunity.
  13. For the whiners... by lena_10326 · · Score: 5, Insightful

    It's just a contest. You're free to decide whether it's worth it or not. You're also free to decide whether the terms are fair or not.

    --
    Camping on quad since 1996.
  14. Comment removed by account_deleted · · Score: 3, Insightful

    Comment removed based on user account deletion

  15. Re:Lesson should have been learned by VagaStorm · · Score: 5, Insightful

    What if they don't really want a cut sceene, but want builders to demonstrate their ability to create scripted events in the NWN toolset?

  16. Re:They need a contest? by l3mr · · Score: 2, Informative

    He refused, he wants to keep making modules a hobby.

    --
    The world always seems brighter when you've just made something that wasn't there before. - Neil Gaiman
  17. Re:You want me to buy your game so I get employmen by RSKennan · · Score: 2, Interesting

    Do you get paid for writing your resume, or getting an artist's portfolio together too? People said the same things about the WotC Setting search a few years back, and even though I didn't win the contest, I placed in the top 11, which was enough to get me my first book deal and to give me a career in writing. Don't be so quick to be cynical about this kind of contest. Or, you know, do, and those who are willing to work for an opportunity won't have as many people to compete against.

  18. Re:Lesson should have been learned by someone1234 · · Score: 2, Insightful

    Puzzles also suck in multiplayer, unless they are specifically designed for MP. So, i guess this contest isn't targeted at MP.

    --
    Patents Drive Free Software as Hurricanes Drive Construction Industry
  19. Re:You want me to buy your game so I get employmen by kjart · · Score: 2, Insightful

    Yeah, about as reasonable as:
    You want me to buy a suit for the interview to get employment? You're supposed to pay me!
    You want me to buy gas to drive to the interview to get employment? You're supposed to pay me!
    You want me to pay for university and get a degree to get employment? You're supposed to pay me!

    Sometimes they do, but more often then not you have to do some things for yourself. Get used to it.

  20. Another young hack by PIPBoy3000 · · Score: 4, Insightful

    A year or two ago I participated in Bioware's writing contest, winning the community voting. I actually did it for the swag they were giving away - I use their coffee mug every day and that Bioware wool cap kept me warm all winter. They'd already offered me a job some time ago, mostly after my NWN modules came out. It was extremely flattering, though the move, disruption to my family, and pay cut made the decision pretty easy. I have a great job in healthcare and a somehow find the time to continue to work on my module building even still. Working for a gaming company can be difficult, though Bioware is one of the best in the industry. I think my decision was to stick with a quality, stable job and having game making be a hobby. For the most part, it's lower stress and I can take the story whatever direction I want.

    In terms of the winning module from last year, I actually did two versions. The first was way too linear. The second had lots of choice, from evil to crazy to several flavors of good. There was drama and humor, quality scripting, and polished writing. For folks trying for this contest, I'd keep the cutscenes short, give the player as many choices as you can manage, and make your NPCs memorable. Less is more for these sorts of things. Don't plan an epic module spanning dozens of areas. Just make a couple, with a simple storyline. Play to your strengths - writers should write and scripters should script. You'll have to do both, but emphasize what you're best at.