Game Developers Becoming Similar To Hollywood Studios?
CNet is running an article that looks at the growing parallels between the major movie studios and some of the most successful game publishers, which have gradually turned into the juggernauts of the industry as they've absorbed a variety of smaller developers in recent years. "If we consider Hollywood — the model to which the video game industry is always compared — it doesn't take long before we realize that it's dominated by a handful of studios that effectively control a large percentage of the industry, while the independent studios are left trying to defy the percentages and get their innovative and artistic films to the masses. Since most fail, it's the big studios that enjoy profits as the independents try to find some way to stay alive." Gamasutra has a related piece suggesting the opposite trend: "Smaller, less expensive games made by smaller, more agile teams seem like a very logical step, now that the industry structure is better able to support it, with no less than three venues on which to distribute content as a small team. These are downloadable console, direct to consumer PC downloads via Steam-like services, portals, or direct sale, and iPhone and potentially DSi downloads."
I think "Steam-like services" are a step backwards.
If we consider Hollywood -- the model to which the video game industry is always compared ...
Sure it is...
Yes. I agree with both points.
the marketing! I know I will be cursed, booed, spit on and generally carried out on a rail after being dipped in oil and feathers, but i work in marketing. The need for large entities in the business will still be there since marketing costs a lot of money. Sure you can self-publish a game but it will almost certainly drown in the flood of games that are released. A bad game with marketing will almost always outsell a good one with no marketing. The almost part will always be the luck factor.
I was comparing the two more than a decade ago, and discussing it with friends who agreed. The parallels are, dare I suggest it, obvious.
Or does the author of the submission assume that game developer = game publisher?
This is administration or politics. What is it doing on Slashdot?
Wait, sorry, was I supposed to answer the headline or read the submission?
I don't think those two articles are really pointing out opposite trends at all. The CNet article claims the market at large is consolidating into fewer major studios, and the Gamasutra article claims new opportunities for independent studios. These conditions can exist concurrently and in fact do now exist in the movie industry. The majority of the film market is produced by major studios but film-making is still becoming increasingly attractive for independents.
The diffence is that in the movie industry, independents have thrived because of the decreased barrier-of-entry (film-making is now potentially cheaper than ever before) whereas a growth in independent game studios will, I think, come mostly from growth in the gaming market.
Yes, both think more of themselves than the should, the love sequels and remakes and hate innovation and thought in their stories.
Hollywood can sell the same content six times (cinema, pay-per-view, pay cable, free cable, terrestrial broadcast, DVD -- not to mention airline sales, overseas licensing, etc.). Videogames only run on the machine(s) they're made for.
Movies can continue to be shown for decades. With a tiny number of exceptions, a game is dead meat within a year.
Movies have star power. The general public doesn't care who made the game.
Filmmaking is very nearly turnkey if it doesn't require special effects. Every game is a unique piece of software engineering.
A big film is 3 hours tops. A big game is 40-50 hours. That's a lot more content.
The economics of the two are very different, and the production models can never be the same.
I piss off bigots.
Given that one of the largest studios in the industry, Activision Blizzard is owned by Vivendi Universal (one of the largest media companies on earth and, last I checked, owner of Universal Studios, one of the largest film production/distribution companies on earth)
Also, we have Sony who seem to have their fingers in media of all sorts (including games) AND the devices to play it back on.
EA arent a film studio (FMVs for Red Alert 3 not withstanding) but they act just like one.
Marketing baby!
developers != publishers
publishers are 9 times out of 10 owned by larger media conglomerates.
the few who aren't, have abandoned the art.
They're using their grammar skills there.
Hollywood can sell the same content six times (cinema, pay-per-view, pay cable, free cable, terrestrial broadcast, DVD -- not to mention airline sales, overseas licensing, etc.). Videogames only run on the machine(s) they're made for.
You haven't been on the online marketplaces lately huh?
Seems like every time I show up at my buddy's house he's playing a 15 year old game on his 1 year old Wii.
Movies can continue to be shown for decades. With a tiny number of exceptions, a game is dead meat within a year.
Only a tiny fraction of 1% of movies are in theatre for longer than two months.
How long has WoW been sold?
Movies have star power. The general public doesn't care who made the game.
Games have star power. Star voice actors, their likeness, and Spore sold mostly based on the big name of the man who made the Sims.
Filmmaking is very nearly turnkey if it doesn't require special effects. Every game is a unique piece of software engineering.
Reusing the same engine and concept is a videogame tradition.
A big film is 3 hours tops. A big game is 40-50 hours. That's a lot more content.
You haven't been looking at the bonus material, huh?
The economics of the two are very different, and the production models can never be the same.
The economics are nearly identical.
You can't take the sky from me...
the same as any other big business.
Automotive started with 100's of small companies 1890-1910. Soon there was a handful. Then just 'Three', then a global handful. Soon to be a few again.
Game development takes a lot of resources over an extended time to produce content. Somewhere that cash has to be available to fund those resources.
So most games will be produced by large production houses; who will be in constant consolidation.
(On the star-comment, look at the Lara Croft series.. reversed direction of star power.)
But it doesn't need to be this way. The internet, with open source routines, can ruin the consolidation movement. If a lot of small developers re-use open code for most of the heavy lifting (essentially trading or bartering work) then small developers can compete and expand. Look at the music industry too, don't need record labels to publish.
A little cash and a lot of passion and organization has created success with Ubuntu - that has major OEM's pre-installing on hardware now. A different model that seems to be working.
This is great news. The puritanical and backwards thinking of the W years has hurt America while other countries not hindered by superstition have moved ahead to become leaders in this field.
No wonder America has lost it's edge.Maybe we can get back to the godless heathen science that made us so great.
Game publishers are becoming just like the movie studios.... except aren't the movie studios supposed to be dinosaurs from a bygone age, their empires being slowly chipped away as they fail to adapt to the new reality of cheap distribution, mainly because they dare not slight the theaters or WalMart? Does this mean the age of epic scale games with budgets in the tens of millions is coming to a close as indie developers buck the system by distributing their own games while pirates sap the publishers remaining profits?
Film at 11?
You're carefully choosing what appear to be exceptions but aren't on closer examination. You're just being argumentative.
Your buddy's 15-year-old game had to be rewritten for the Wii. The director, actors, editors, etc. have to do NOTHING to take a movie to another medium. Yeah, you can use a emulator -- but how many real people, i.e. Wal-Mart shoppers, use emulators?
When a movie leaves a cinema, then its REAL economic life begins. When a game leaves the shops, it's done. And don't even think of comparing WoW to a movie. Their economics are completely different, as I said. Do you pay to see the same movie monthly (jokes about the Friday the 13th series aside)? No, you don't. Does a movie require a huge live team to be working all the time to be generating new content? No, it doesn't. They are entirely different. Casablanca continues to make money for Warner Brothers without them doing anything at all.
Star power: you're gonna compare Will Wright to Angelina Jolie, are you? If you think that's star power, you're severely deluded. Will Wright will be lucky to earn over his lifetime what Angelina Jolie can earn in a single movie. She's a star. He's a well-respected game designer.
Reusing a game engine and concept doesn't change the fact that every game is a unique piece of software engineering. Does a movie have to be tested for months by dozens of people to make sure it works in the projector? No. Either you don't know anything about software engineering or you're pretending, quite successfully, to be stupid.
40-50 hours of bonus material with a movie? Not in any cinema I've been to. When I buy a game, that's what comes IN the game.
The economics are NOT nearly identical. Not in what people are paid, not in how long they work, not in what gear is required and how it is used, not in how games are sold, not in how they are marketed, not in how they are financed, not in how they are licensed, not in how the accounting is done. Movies routinely cost tens of millions of dollars -- a $25 million movie is a cheap movie. A $25 million game is an expensive game.
You really don't know what the fuck you're talking about. I have a feeling you're not in the game industry at all.
I piss off bigots.
Ironically, indie developers aren't innovative either ! Indie developers chase the mythical 'casual' audience. They seldom release something that's not a simple arcade game or a platformer. In particular, there are virtually no turn-based strategy games, multiplayer games, or rpg games. Most indie FPS are clones of Quake 1 or some other popular game like Tribes. Currently the trend in indie gaming is 'physics', especially construction games. They're all basically the same game in different clotching, be it Line Rider, Crayon Physics, Phun or World of Goo. There are also Guitar Hero clones, Audiosurf clones... clones of clones...
b0rsuk
Your counterexamples are too insignificant to refute the general principle: the economics of games and movies are very different. Repetitive hallways in Halo don't change that basic fact.
Go down to Main Street and ask how many people have heard of George Clooney. Then ask how many people have heard of Carmack. Then go away. Only fanboys and industry veterans have heard of Carmack.
The economics of many things which have similar production models are very different.
Um... did you ever take any classes in logic? This has exactly what to do with my point?
Once again, I suspect I'm dealing with a person who either isn't in the game industry or hasn't been there very long.
I piss off bigots.
He didn't say what 15-year-old game he was talking about. Fine -- there are emulators on the Wii. It doesn't change the basic point that the game industry's economics and the movie industry's economics are not remotely like each other.
When it takes as much money to make a big game as a big movie, and that game earns for the next 50 years, then they'll start to have something in common.
I piss off bigots.
If the gaming industry was like Hollywood, you would have to sleep with some producer, just to get your foot in the door.
It almost is that way with the console makers. They have historically cared more about the trappings of a business than about the product. Nintendo in particular states on warioworld.com that it still requires the Wii and DS devkits to be kept in leased office space, not a home office. If your team isn't rich enough to relocate to one location and set up an office, you're restricted to PCs running Windows, Linux, and Mac OS X. The big drawback of PCs is that the screens hooked up to those usually aren't big enough for four people to fit around; unlike consoles, most people don't have a PC next to the TV.
Given that one of the largest studios in the industry, Activision Blizzard is owned by Vivendi Universal (one of the largest media companies on earth and, last I checked, owner of Universal Studios, one of the largest film production/distribution companies on earth)
Vivendi sold an 80 percent stake in Universal Studios to General Electric's NBC in 2004 but kept Universal Music Group.
Games are different. When a new game comes out, no matter how obscure the developer is, I'll have no problem getting and playing it (as long as it's released for my platform, but that's a different matter).
Unless it's region coded to the USA and you live in the UK or vice versa; that would be the closest to your "no cinema near you" situation.
Other situations that hurt obscure developers: It doesn't come out at all because the company holding the digital signing key to the platform rejects all titles produced with clever workarounds for a shoestring budget. (I'm looking at you, Nintendo, and your ban on home offices.) Or unless the platform that it does come out on isn't very popular. For example, a game designed for the Pandora handheld system won't sell because there probably won't even be 10,000 Pandora systems produced, and indie PC games in the "party" genre wouldn't work well because there aren't a lot of gaming PCs connected to a TV-size monitor.
on a console, not a TV
should have been "on a console, not a PC running Windows, Linux, or Mac OS X"
Unless the support consists of "expansion packs", or additional games that run on the same engine. Look at Super Mario Bros. 2: The Lost Levels: it's the same game as Super Mario Bros., just with different maps. With an appropriate scripting system, it's possible to make a Free engine designed for proprietary everything-but-the-engine, and some games recommended by the FSF use this approach.
One person with some skill in game design and programming can make a living from their own wares if they are willing to do what it takes to start *ANY* small business *ANYWHERE*.
Can anybody recommend a good guide to starting a software development business and growing it past the home office stage? In particular, Nintendo platforms require developers to keep devkits in a separate office.
bullshit. i havent read 3 manuals or booklets since 1986. if a game requires extensive booklet/manual reading, it means that it has failed in terms of user friendliness.
if i need ANYthing, i resort to online forums, communities, guilds. it is high chance that someone had exactly the same problem with me before. i dont have time to waste while solving/learning specific stuff through an arduous booklet.
yes its a fucking great way to buy a game. i dont waste gas, i dont waste time, im with my family, in my pajamas. yea. people can shove physical media up their butt all they way to their neck. no offense.
Read radical news here
grab and go. easy. and ONE problem comes up with your fuckiing cd, a dent, a scratch, even some incompatibility with your particular dvd/cd reader and that cd they printed, you drive back to the fucking store.
with the download, if i have to redownload, computer does it itself. i can spare that time to other things.
Read radical news here
Everyone interested in indie games should sign up to computer graphics world and Game Developer mag. They give away subscriptions if you're a developer. You know, basically anyone who fills out their form. Their online articles are decent too.
One of the best features of Game Developer is the postmortem, the what went right, what went wrong. Fascinating stuff about the industry for an indie publisher or an outsider to read.
The Indie Games show off some of the best out there.
While there are some very good indie works out there it is like the movies. You can tell the difference between a hollywood movie and a indie film, just like a AAA game title and an indie title. Although there are enough gems in both indie movements to make it interesting.
"This is an oft-repeated statement with little proof behind it, but lets assume it is true"
The same could be said of piracy's "But I'll pay for it...eventually" so I guess we take our truths were we can.
Shai Schticks:"You don't make peace with friends, you make peace with enemies"
The geek sees everything as code.
Rapture must first be imagined before it can be built. The "heavy lifting" has nothing to do with how to animate water.
It has to do what role water will play in the game.
That is why the underworld of Grim Fandango seems more real and compelling than the generic fantasy lands of the high tech shooter or RPG.
Your buddy's 15-year-old game had to be rewritten for the Wii.
No it did not http://en.wikipedia.org/wiki/Console_emulator You clearly have no clue what you're talking about.
The director, actors, editors, etc. have to do NOTHING to take a movie to another medium.
Wrong again http://en.wikipedia.org/wiki/Remaster
Do you pay to see the same movie monthly (jokes about the Friday the 13th series aside)? No, you don't.
Cable movie channels.
Does a movie have to be tested for months by dozens of people to make sure it works
Yes it does: Focus groups.
40-50 hours of bonus material with a movie? Not in any cinema I've been to. When I buy a game, that's what comes IN the game.
The bonus material are on the DVD you buy, you imbecile.
You can't take the sky from me...
The economics of the two are very similar.
How much does Will Wright get paid? How much does Will Smith get paid?
END OF DISCUSSION.
I piss off bigots.
I hate moaners. Have a super day.
---
Its allready gone Hollywood - Its all sequels Anybody up for EA Games Fifa 2044 - David Beckham gets his bus pass?
The main article was about business model convergence. When I go to computer graphics conference like SIGGRAPH the two technology appear to borrow more of each other's ideas. The movie animation house are leverage the cheap and ubiquitous gamer hardware, i.e. GPUs. The gamers are employing more visual and story arts in solidifying their products.