Irrational No More
An anonymous reader writes "Cory Banks at Gamers With Jobs has an interesting look at Irrational Games becoming '2K Boston'/'2K Australia' on the eve of the Bioshock release. It's not just about 2K and Irrational, publishers re-naming independents to generic studio names has obviously been going on for a long time. 'Rockstar Games is often credited with the Grand Theft Auto series, but the games were developed by Scottish developer DMA Designs, who were bought by Rockstar in 2002, shortly after GTA III came out, and quickly renamed Rockstar North to build up the brand recognition associated with the mega-blockbuster. Rockstar isn't even a development company at all, but a collection of development studios owned by Take-Two, sharing one brand name. The general public hardly knows the difference.'"
I don't think it's quite as bleak as all that. Yes, it takes larger and larger teams to produce the full-immersion virtual worlds of GTA, Elder Scrolls, or Gears of War. But that doesn't necessarily have to be as depressing as you make it out to be.
For one thing, the full-on AAA title can still take its direction - its flavor, focus, feel, and maybe another word that starts with f or two - from one person. I think we can, as we so often do, look to the movie industry for the logical end point of this sequence. It takes a massive army of people to produce a modern movie. But that doesn't mean that you can't have individual people make names for themselves. Peter Jackson, Guy Ritchie, the Wachowskis, etc. all put their distinct stamp on a work. The key is to have someone making the top-level decisions who has a good vision to work towards.
The other encouraging thing, of course, is that we aren't at a point yet where it's impossible to make a quality, even popular, by yourself or with a small group of people. Geometry Wars and Line Rider come quickly to mind as examples. The bar is higher than it used to be, of course: the hobbyist/garage developer is forced to compete solely on gameplay, since they have no hope of competing with iD's, Epic's, or Valve's latest engine (although the availability of a product like Torque makes even this statement not as damning as it could be).
But I don't think we're at a terribly high risk of entering an era where individual names are lost to a sea of undifferentiated product. Your Mark Reins, CliffyBs, and Peter Molyneauxs are and will continue to be pivotal figures in the industry. I think we're going to continue to see such names come up.
The only risk I see on the horizon, really, is if PC gaming eventually dies. Right now, there is no real publishing barrier to entry into the market. If your game really is good enough, all you need is a web site and a file host. Consoles, however, change that dynamic. Maybe Microsoft's nascent foray into user-produced games will eventually turn into a real option for hobbyists, but if it doesn't, there's still no way to break into the console games industry unless you're already established.
Which is a shame, because there could be fantastic potential, there.
Reality has a conservative bias: it conserves mass, energy, momentum...