How I Saved the Gaming Industry
Jamie found a nifty blog entry where indie game designer Jeff Vogel writes about game engine and art re-use. He is criticized for not rewriting his core engine for a decade. It's an amusing little rant with thoughts that actually might apply to anyone working in engineering.
Most people will dismiss this idea out of hand, saying that I don't know anything about the realities of the business. And they are probably right. I'm just a dumb, little nobody. But I am running a profitable game company. But Electronic Arts and Activision (the company that owns Blizzard!) are losing bazillions of dollars.
Maybe you should pay yourself $15 million a year and then hire a bunch of middle management and pay them more than the developers that do all your actual work. Be sure to insulate yourself from any actual work. That's when you can be considered "in the know" about the gaming industry or more specifically "in the money laughing as consumers suffer through your titles." Then you too can siphon off funds while your company languishes in the red just like the big guys.
My work here is dung.
I was going to post my blog entry on how I single-handedly saved the porn industry.
Here we have a game developer that noticed that good gameplay and good stroy > fancy technology. If only the major studios would come to the same conclusion :-(
I, for one, know what it's like to try to save an entire industry as well.
Before I arrived here as BadAnalogyGuy, I saw Slashdot sinking quickly into an ugly morass of old car analogies.
I try to bring a broader perspective to Slashdot analogy making. And I like to think that I've been successful so far.
It's a tough job, but god knows if left to your own devices, you slashbots would simply keep talking about cars and roads.
It's not just games. In the finance industry I've witnessed many failures of projects to re-write systems from scratch. Some of the best teams just keep updating their old lumbering system, occasionally slapping a web interface or window dressing on it. But it works! And they ship on time! And they make money! And that money goes to fund these colossal re-write failures.
He is criticized for not rewriting his core engine for a decade.
So he's on the far end of the spectrum making it work. I guess if I where him I'd point out the (far opposite end of the spectrum) Duke Nukem Forever style of business where you couldn't settle on a damned engine if your company depended on it. But the truth is that there are plenty of in between companies among the big fish that are using the rehashed Unreal engine or some Flash game engine for a social game. They are probably closer to him than the "must rewrite everything" crowd. I'm impressed with this situation and profits but I'm not sold that this extreme is the best answer. Everyone has a happy medium where they feel most comfortable and big companies probably feel differently about rewriting pieces since they are expected to produce wildly new things with their large revenues. I certainly grow tired of the rehashed music game that seems to be the same damned thing to merely a different song every title.
My work here is dung.
Reminds me of the excellent Write Games, Not Engines.
A lot - and I speak from experience - of prospective games developers get so wrapped up in tweaking their engines that they never actually get around to writing one game, let alone a series. And that's why the Intartubes are littered with the sad corpses of hundreds of open source game engines, some of them rather good, in various states of disrepair and abandonment, and so few really outstanding open source games.
If you were blocking sigs, you wouldn't have to read this.
The Quake engine is the canonical example, it's powered more first-person shooters than anything else. It's the basis of Source, fer chrissake, if you go back far enough into the past. And then let's not forget that there's probably more total conversions for Quake than for any other game, and with pretty amazing scope considering their QuakeC limitations... Battletech Quake and Quake Rally come to mind immediately... and wasn't there a jet fighter "sim"?
But then you have to think about the Final Fantasy and Gran Turismo series... While there are some major leaps here and there it's clear that we're not talking about total code abandonment except when quantum leaps in hardware technology are made. Platform games also spring into my head immediately; numerous platformers had sequels based on minor codebase revisions, especially Mega Man. For that matter, Super C didn't exactly appear to replace the code from Contra. And then we can bring up Metal Gear. Don't get me started on Madden or NHL or any other sports game.
Or in short, this is a very valid point, but it's SOP to reuse an engine and fiddle with it eternally. I know I'm not the only one who played through all the Quake mission packs.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
If they can get the storyline and gameplay right, create great immersion, reduce bugs, loadtime, need for 'farming,' etc, then I have absolutely no problem with buying games from that company.
This guy has it exactly right. I don't need a new engine, just new levels or a new story. I would LOVE to pay for new high quality episodes for the original Doom engine. Game after game comes out on the Adventure Game Studio engine, and I love it. I never heard of this guy before, but the Avernum series seems to be supported by Wine (platinum!) so I'm going to give it a shot. When your formula is good, "more of the same" is a great thing.
Give me Classic Slashdot or give me death!
I'll take an ugly but fun game over a pretty but boring game any day. I like high-end graphics as much as the next guy, but not at the expense of gameplay.
I can imagine something looks better than it does...I can't imagine it's more fun to play than it is.
Living With a Nerd
... the defining method to determine if a game is an RPG or not is if game engine itself penalize someone by denying access to some game content. No joke:
"Where then does that leave the modern RPG? The game where making choices actually results in missing out on things? The game where you don't get to use the best axe because you're focussing on guns instead? While RPG becomes a modern marketing phrase to slap on titles in the hopes of selling additional units and some companies are making real efforts, the truth is, the core mechanics of the most successful RPGs released by the main-stream developers are becoming less and less RPG like."
Two more gems:
- Games that use the same game engine are not new games, with the implication that they are therefore not worth playing 'again'.
- the claim that any company that produces a game labeled as an RPG will go out of business in short order because of that decision.
I could do a point-by-point, but there's no ...erhm... point. I'd just ignore this posting if I were Jeff.
Actually he did rewrite 5 games at least once, the first 3 Exiles games were re-hashed with his "new" engine and his "new" (and crappier) game mechanics as Avernum I-III, and he also re-did Nethergate, which I actually originally liked as being a nice change from his bland Exile world. OK, he did add some things to the "new" versions of Exile aka Avernum, but still... give me a break here. Oops, I said 5, and the one that I haven't mentioned yet is Blades of Exile cum Blades of Avernum.
Same so-so graphics for years, same tired old engine when it would/should have been entirely possible for him to move along to something a little more modern. e.g. Minions of Mirth using the Torque Game Engine and licensing a good deal of art, graphical effects, and commissioning other pieces is leaps and bounds ahead of Jeff's stuff yet still not entirely graphically pleasing, but good enough for more CRPGers I think. (Music was donated for Minions of Mirth AFAIK.) If he wanted to he could EASILY pick up any one of several OSS engines(e.g. Torchlight showed off OGRE pretty well IMNHO) or for little cost, license an engine like Torque(preferably the newer one), and given MoM's art he should be able to get good enough artwork to justify his grossly inflated prices for what is a VERY OLD creaky engine with artwork from the late 80s/early 90s. i.e. IMO Jeff is just being lazy and cheap. He's comfortable with crumbling old game engine, meaning that he has to spend little effort with each game actually programming, along with the endless re-use of the same graphics. (OK the graphics bit isn't so bad as you would expect some continuity in tilesets between games set in the same geographical region(s), however I've grown more and more to appreciate first person centered single character CRPG games, and 3rd person for party based all with 3D graphics.)
Actually given his commentary about re-writing the oldest portions of his engine every game, I'd bet that using some other OSS or other game engine would enable him to spend even LESS time on it once he got things going the first, as he could rely on commercial or OSS updates along with more testing. (Apparently he's never even bothered to look at other engines given his commentary on their "costs", yet apparently quite of few of these AAA games can afford expensive 3rd party engines, have a price point $12 or so about Jeff's and MANY of them still turn a profit, sometimes a VERY good profit.)
A new engine would allow him to implement a FAR more robust scripting engine than what he has, making something like the Blades games actually useful and possibly actually getting some people to create mods for it.
Anyways, my beef beyond the technical/art/mechanics aspects was the way he moved to his "new" engine re-releasing old games that I had already purchased while simultaneously jacking up his prices to unreasonable levels given the quality. (I stopped caring, mostly about Spiderweb after being burned by Avernum I. Go look at his current prices for his games, I paid little more for Drakensang which was a FAR better CRPG than any of his efforts, and better looking to boot while being produced on a budget which amounts to peanuts today.
Geez! He's just so arrogantly full of himself in that article, that it's er... disconcerting... I think that in the end is that he is so 1-person company centric and afraid to take any sort of risk that his commentary is just marginalized. I'm surprised he didn't work in something about PR and hype while he was rambling on there. OTOH Minions of Mirth was also made by, primarily, 2 people. Jeff really just comes off as a whiny wannabe in the post.
(End note: as to graphics, I still play alot of older CRPGs, and alot of roguelikes generally in TEXT mode, although for some I will use a graphical tileset if there's something halfway decent avilable, so graphics aren't everything but once you start putting yourself into a certain price category you WILL be compared to other games in the same general range, e.g. Drakensang v. Avernum/Geneforge.)
Give me game play OVER pretty any day.
Of course, the issue is that different people have different expectations for gameplay. You obviously prefer the more realistic physics as part of the game. Others prefer for the game portions to be interesting, rather than realistic.
For example, racing simulators versus racing games. The sims (the hardcore stuff, like SimBin) often have very little game attached to them beyond 'here are cars and tracks, and all the physics and race rules to use them'. This appeals to your hardcore drivers who care more about lift-throttle oversteer and their tire temperature and pressure, but not to your typical 'gamer'. They want a career mode, the ability to purchase and install vehicle upgrades, and a compelling reason to race the tracks (beyond dropping a lap time by 0.005s). Both are gameplay, but very different types.
I guess what I'm saying is that unlike what you seem to be implying, realism != gameplay. Sure, we're seeing a lot of games which merge the two (you could say the first one was Asteroids), but just because an FPS is more realistic than TF2 or Quake doesn't mean it has better gameplay.
Write your representatives! Repeal the 2nd Law of Thermodynamics!
Corporate America.
I'm surprised the shareholders aren't out in the streets with pitchforks.
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