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BioWare On Why Making a Blockbuster Game Is a Poor Goal

BioWare co-founder Greg Zeschuk spoke at the 2010 Develop Conference about the current focus within the video game industry on making huge, blockbuster titles, and why that is the wrong approach. Quoting Gamasutra's coverage: "'While blockbuster game creation is everything that most game developers working today growing up wanted to do, it's precisely the wrong thing to chase in gaming's contemporary landscape.' Risk-taking from publishers and investors has dramatically declined in recent times, the Mass Effect and Dragon Age studio-runner noted: 'As a result, innovation and creativity [are] being squeezed. Where the bottom of the market had dropped out at one point, now it’s the middle of the market has dropped out. Unless you can be in the top ten releases at one given time, it's unlikely that a triple-A game is going to make money.'" Zeschuk also commented that consoles aren't necessarily the future of game platforms, and that BioWare is experimenting with smaller scale MMO development in addition to working on their much larger upcoming Star Wars title.

192 comments

  1. Translation by prionic6 · · Score: 1

    "Stay away from our turf"

    1. Re:Translation by Anonymous Coward · · Score: 2, Insightful

      Correction: "Making a blockbuster is harder than you think and if you screw it up you won't make a profit therefore doing something innovative yet unproven is sort of risky so your publisher would prefer if you didn't do that and instead stick to what has worked in the past so basically creativity in the sense of doing something new gets thrown right out the window and you'll just be making an iteration of something you've already done."

    2. Re:Translation by uncledrax · · Score: 3, Funny

      No, more like 'Bioware doesn't aim to make a blockbuster game.. we've just been remaking KOTOR ever since we discovered it was a smash hit!'

      --
      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    3. Re:Translation by Xphile101361 · · Score: 1

      Except that they didn't make the second KOTOR game. If you consider "The Old Republic" the third installment of KOTOR, then you may have a point. I'd argue that most aspects of the game are going to be different, as you can't really take KOTOR and make it an MMO since the focus is on you being the hero of the galaxy.

    4. Re:Translation by phanboy_iv · · Score: 1

      Hell, they've been remaking BG2 over and over too. Some of ther character archetypes/story arcs haven't changed at all since then.

    5. Re:Translation by Hatta · · Score: 1

      Jade Empire, Mass Effect, pretty much the same as KOTOR. Different setting, same game. Not that that's a problem. It's a great formula, I hope they keep plugging different values into it.

      --
      Give me Classic Slashdot or give me death!
    6. Re:Translation by Anonymous Coward · · Score: 0

      You mean it's been remaking Neverwinter Nights since it was a hit? Or maybe you meant Baldur's gate?

    7. Re:Translation by Anonymous Coward · · Score: 0

      I think you mean: Get off my lawn!

  2. Typical Slashdot drivel. by Anonymous Coward · · Score: 0

    So games that aren't in the top X aren't going to make top X bucks. Is there any actual information being given here?

    1. Re:Typical Slashdot drivel. by TheRaven64 · · Score: 2, Insightful

      Not really any news - it's been known for several years and there have been other Slashdot articles to the same effect. It costs a lot to produce a top of the line game, which means that you need to sell a lot of them at a high price to make any profit. If a game costs several million to produce, you need several hundred thousand sales at $40 to break even. If a game only costs a few thousand dollars to make, you can make a profit selling a few thousand copies for a couple of dollars. There's a lot more room in the bottom of the market for making a profit than in the top. Companies like PopCap have shown this, but new entrants typically want to aim for the top, even though it's not a good business strategy.

      --
      I am TheRaven on Soylent News
  3. BioWare has thrived with "blockbuster" games by allcoolnameswheretak · · Score: 2, Interesting

    Strange that it should be BioWare of all game studios to claim such, as they are one of the few creating huge games with a 40+ hours time investment, such as Mass Effect and Dragon Age. Also these games have been performing very well.

    1. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      There is a difference between making a game with mind to be a blockbuster game, and having a game end up being a blockbuster even though you haven't created it that way.

    2. Re:BioWare has thrived with "blockbuster" games by IBBoard · · Score: 1

      40+ hours time investment

      What? As in 40+ hour "play time"? Is it just me, or do those estimates always seem like rather poor value for money?

    3. Re:BioWare has thrived with "blockbuster" games by sortius_nod · · Score: 1

      Thing is, before they made them, they didn't know it'd work. Probably not as much with Dragon Age, but definitely with Mass Effect. SWKOTOR wasn't a blockbuster, but you could see the direction BioWare was going.

      Thing is, for me, "blockbuster" aimed games are the ones that interest me least. Gears of War, Halo, and others like them really haven't held my attention as much as SWKOTOR, Mass Effect, and Dragon Age.

    4. Re:BioWare has thrived with "blockbuster" games by mcvos · · Score: 4, Insightful

      Depends. If you see it as an investment (it costs you, and you want something back for your precious time), then it's poor value. If you see it as "play time" (you pay $50 to enjoy yourself for 40+ hours), then it's excellent value for money.

    5. Re:BioWare has thrived with "blockbuster" games by Robert+Zenz · · Score: 1

      Well, I for my part measure games on how long they kept me interested. If an eight hours game could keep me interested the whole time, it was better then 40 hours game which I just finished for the sake of it. On the other hand, if a 40+ hour game can keep me interested over all that time, then that's even better.

    6. Re:BioWare has thrived with "blockbuster" games by allcoolnameswheretak · · Score: 1

      Yeah, I also prefer games I can really sink my teeth into, such as BioWare games or Bethesda games (Fallout, Oblivion). Sure, there are a lot more casual gamers out there, but I think that the "hardcore" gamers are the ones from which a studio scoops a solid fanbase they can count on in the long term for some guaranteed sales. And many hardcore gamers are drawn towards big "blockbuster" games.

    7. Re:BioWare has thrived with "blockbuster" games by allcoolnameswheretak · · Score: 3, Insightful

      Yeah. I got Oblivion shortly after it was released (4 years ago, I think), and with all expansion packs and mods, I'm 120 hours into the game, and I still have completed only half the quests and not even the main storyline (my second playthrough, so I wanted to check out all the sidequests and skip the main quest).
      So for me, a 50$ investment has bought me 120 hours of entertainment and I'm still into it after 4 years. If you compare it to cinema, or bubble gum, that's unbeatable value, from a "blockbuster" game.

    8. Re:BioWare has thrived with "blockbuster" games by Tei · · Score: 4, Insightful

      Strange not. He is talking about the industry. He say that if you are not already here (on the bioware position), is bad strategy to move to that position, because will probably get you killed.

      Lets say the bridge that companies like Bioware have crossed, has burned. Anyway, why I am saying things like this? read the article, or better, assist to these conferences for a direct version and not a second hand one *lowbrownface*

      --

      -Woof woof woof!

    9. Re:BioWare has thrived with "blockbuster" games by allcoolnameswheretak · · Score: 4, Interesting

      I think it's pretty obvious that BioWare has always intended to create blockbusters. Fully voiced games, professional actors, impressive game worlds, fleshed out storyline, excellent writers... "blockbusters" are BioWares success formula, which is why I'm so surprised about Zeschucks statement.

    10. Re:BioWare has thrived with "blockbuster" games by itlurksbeneath · · Score: 2, Insightful

      That's actually not too bad. Forty hours of certain types of "play time" could run up to 10,000 to 15,000 dollars, depending on what area of the country you are in.

      --
      Have you ever considered piracy? You'd make a wonderful Dread Pirate Roberts.
    11. Re:BioWare has thrived with "blockbuster" games by allcoolnameswheretak · · Score: 4, Insightful

      You're absolutely right of course. The question now is, what is the purpose of life? To indefinitely create more value, or to have fun and enjoy yourself?
      At some point in my life I decided that life is very enjoyable without being a millionaire and that being immersed in fantastic game worlds is something I enjoy. So my equation is: enjoyment > more value than necessary.

    12. Re:BioWare has thrived with "blockbuster" games by Tei · · Score: 1

      Blockbusters is a ad hoc definition, so we all have a different one.

      To me a blockbuster title is a big budget game that cater to the more popular taste. Is my opinion that only recently the game indistru has started to make real blockbuster games. Everything created before has ben "training", "growing the industry" and exploring what works better to make a blockbuster. It seems the formula has been found, and is a rail shotter like MW2.

      --

      -Woof woof woof!

    13. Re:BioWare has thrived with "blockbuster" games by MBGMorden · · Score: 1

      I don't know. It's still strange to me. Kinda like walking up to a bunch of kids playing ball on a playground and telling them "You know kids - statistically almost none of you are EVER going to make it to the NBA, so you really shouldn't even try.".

      While the fact that very few will make it is undeniably true, if no one tries it, we never will get those rare breakthroughs like BioWare or Blizzard.

      I say they should go ahead. If they're really THAT good, then they will make money.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    14. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      From an economical standpoint, you could've spent those 120 hours into creating more value which would exponentially enlarge your initial investment and pay someone 50$ to be entertained in your place, so you could free up those 120 hours for a decent return-investment.

      If return on investment is the ultimate goal, why pay someone for the entertainment? If you only work and never do anything else, you make even more money.

      Just saying...

    15. Re:BioWare has thrived with "blockbuster" games by Jaysyn · · Score: 2, Funny

      I bet you are fun at parties.

      --
      There is a war going on for your mind.
    16. Re:BioWare has thrived with "blockbuster" games by bigstrat2003 · · Score: 1

      Yeah, but I bet the people he pays $50 to enjoy themselves in his place love him.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    17. Re:BioWare has thrived with "blockbuster" games by commodore64_love · · Score: 1, Interesting

      >>>If you see it as "play time" (you pay $50 to enjoy yourself for 40+ hours), then it's excellent value for money.

      I severely disagree. Unless there's a strong compelling story (like Final Fantasy), I think most 40 hour games are boring. For excample I thought Zelda the Wind Waker was dull. Like sitting and watching a 40 hour version of the Matrix. Zzzz.

      For me the best games are usually the 10-20 hour ones, like Metroid Prime or Eternal Darkness. Short, to the point, but edge of your seat fun. And in terms of "what developers wants" if I was designing a game I'd rather do Pitfall or Populous or Metroid-type games. Easy to learn but hard to master.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    18. Re:BioWare has thrived with "blockbuster" games by tophermeyer · · Score: 2, Insightful

      I'd like to play devils advocate for a moment...

      If every game maker shoots for blockbuster games, the vast majority of them will fail and the companies will fold. This could lead to a "mediocrity vacuum" where there are no decent developers putting out games that are simply ok. This is bad for the industry, and bad for consumers.

      To translate this to your example it would be as if every kid on the playground is aspiring to play in the NBA, and the ones that fail quit basketball altogether.

      While this dude sounded really condescending in his statement, I think his point is valid. Not everyone can be top dog. Not every game can be Game of the Year. There is a market for lesser games.

    19. Re:BioWare has thrived with "blockbuster" games by Calinous · · Score: 1

      It's more like going to a boxing ring and telling all the people there that pay everything they earn that at most one of them will become world champion, and they'd better not try.
            Usually a bunch of kids playing ball on a playground "play" for "fun", and aren't even training or really trying to be the next quarterback or whatever in the next winning team.

    20. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 5, Insightful

      Millionaire asks Fisherman, "Why do you just sit there fishing and relaxing, making just enough to get by, when you could apply that time toward something profitable?"

      Fisherman replies, "What would that get me?"

      Millionaire says, "It would expand your business, bringing in even more money."

      Fisherman asks, "To what end?"

      Millionaire tells Fisherman, "As you bring in more money, your business expands further. Your initial time investment will bring in exponentially more value."

      Fisherman prompts, "And then?"

      Millionaire states, "Once your business is large enough, it can stand without you. The money you make just by having the business exist means you can just sit back and..."

      Fisherman finishes, "Relax? That is what I'm doing now."

      And Millionaire was enlightened.

    21. Re:BioWare has thrived with "blockbuster" games by Mongoose+Disciple · · Score: 1

      What I take away from the article is that Bioware can make games like that because they have a proven track record of making games like that financial successes, but that a development team with a less powerful resume probably couldn't get it done. Not because the team wouldn't be up to it creatively or technically, but because in the current market, management/investors wouldn't have enough faith in an unproven team to let them take the time to do it right.

    22. Re:BioWare has thrived with "blockbuster" games by osgeek · · Score: 2, Insightful

      40 hours of video game costs $50 (I only usually buy games after they drop down below $35, but anyway).

      40 hours of movies at the theater costs: $200
      40 hours of rub downs costs: $2,000 (happy endings not included)
      40 hours of watching television costs: your soul

      So, the video game thing actually seems like a bargain.

    23. Re:BioWare has thrived with "blockbuster" games by John117 · · Score: 1

      Just because it's not his particular niche, that doesn't make him wrong. I see a lot of low priced indie games available on Steam and if they're even vaguely interesting I'm much more likely to pick one of them up for $10-20 than if they were $50-60. If I'm going to pick up a game for the higher price it had better be damn good. Speaking of which, Steam is an excellent method of content delivery for bargain bin type games. Easy access and low overhead.

    24. Re:BioWare has thrived with "blockbuster" games by osgeek · · Score: 2, Funny

      ugh, replied to wrong post.

      40 hours of my being stupid: priceless

    25. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      a strong compelling story (like Final Fantasy)

      Mod parent troll.

    26. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      What is the purpose of life?

      I actually know this one. The dual purposes of life are to learn and to have fun. Anything that anyone does as a willful act of a "this-is-something-I-consciously-want-to-do" will fall into one of those two broad categories. Making millions? It is fun for some people. That is why they do it. Studying linear algebra? Either the person finds it fun or they want to learn it because they want the knowledge.
       

    27. Re:BioWare has thrived with "blockbuster" games by mcvos · · Score: 2, Informative

      From an economical standpoint, you could've spent those 120 hours into creating more value which would exponentially enlarge your initial investment and pay someone 50$ to be entertained in your place, so you could free up those 120 hours for a decent return-investment.

      Just saying...

      Just saying that the only value in life is in making money? Personally I prefer to see money as a tool to make my life enjoyable, rather than a goal that requires the sacrifice of all joy in my life.

    28. Re:BioWare has thrived with "blockbuster" games by Hatta · · Score: 2, Insightful

      Because it is. A good RPG can keep you busy for 80 hours or more. A good strategy game will offer nearly unlimited replay value. A good shmup may take hundreds of hours before you get that 1CC. I like the 40 hour cinematic game format, but it's hardly the epic some people make it out to be.

      --
      Give me Classic Slashdot or give me death!
    29. Re:BioWare has thrived with "blockbuster" games by commodore64_love · · Score: 0, Offtopic

      a strong compelling story (like Final Fantasy)

      Mod parent troll.

      Anonymous Coward just demonstrated the flaw with /.'s mod system. Obviously he disagrees with me that FF has compelling stories, which is fine. Not everyone likes Final Fantasy. But the way to express that disagreement is through REPLIES which say, "I disagree" not through using the mod system to make the post invisible (0) or (-1). Not through censorship.

      I also suspect AC is the person who did the -1 Overrated on my post. Thanks. :-|

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    30. Re:BioWare has thrived with "blockbuster" games by Monkeedude1212 · · Score: 1

      The problem is that "Fully voiced games, professional actors, impressive game worlds, fleshed out storyline, excellent writers" is not the blockbuster success formula. Especially as Dragon Age was not fully voiced. But either way, games like Halo 3 and Grand Theft Auto have been considered blockbusters without being fully voiced with professional actors, (And one might say that GTA doesn't have an impressive game world or a fleshed out storyline, but w/e). And games like Oblivion, which also featured professional actors and such, didn't quite fair as well as Fallout 3, despite having pretty much the same formula.

      What similarities they might have between them, the only thing constant is that they are all Sequels. There are rarely any blockbusters for original ideas, and thats something he touches slightly. When you aspire to make a blockbuster, what you're really aspiring to is being locked into a sequel of a well selling game, and that chokes any creativity you might have in mind.

    31. Re:BioWare has thrived with "blockbuster" games by Hatta · · Score: 1

      And then the millionaire dumped millions of barrels of oil into the fisherman's waters.

      --
      Give me Classic Slashdot or give me death!
    32. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      You are technically correct, the best kind of correct!

    33. Re:BioWare has thrived with "blockbuster" games by bertoelcon · · Score: 1

      It seems the formula has been found, and is a rail shotter like MW2.

      MW2 isn't a rail shooter, its a FPS. Wouldn't a rail shooter be more like Star Fox.

      --
      Anything can be found funny, from a certain point of view.
    34. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 1, Funny

      Lucky Ducky!

      http://www.boingboing.net/2010/05/26/tom-the-dancing-bug-4.html

    35. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      I wanted to play Oblivion, but three attempts at the "Install Oblivion and the right Mods" quest were unsuccessful.

    36. Re:BioWare has thrived with "blockbuster" games by sortius_nod · · Score: 1

      Funny you say that. I'm a hardcore gamer and have no interest in them.

      Maybe it's the definition of hardcore gamer that's changed these days. I grew up gaming, still game all the time (at 30), play anything from TF2 through to Peggle... I think BioWare's ability to tell a story is the big thing, they don't focus on getting the mechanics squeaky clean, but they do get the gameplay and plot spot on.

      I recently played through Mass Effect 2 and loved it. They are refining the play style while still having fresh ideas, which is almost unheard of in the gaming industry these days.

    37. Re:BioWare has thrived with "blockbuster" games by Original+Replica · · Score: 1

      What is the purpose of life? To procreate with the highest genetic value partner(s) possible. That is the purpose, but what is the meaning of life?

      --
      We are all just people.
    38. Re:BioWare has thrived with "blockbuster" games by SleazyRidr · · Score: 1

      Except of course, when the fisherman's boat sinks he's screwed, but if the millionaire's boat sinks it's no biggie.

    39. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      For he found the Fisherman to be a fool. The Millionaire could now relax indefinately off of his hard labor. While the Fisherman had to countinue working for the rest of his life.

    40. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      No, it's saying "Kids, statistically none of you are going to make it to the NBA. So don't devote all your time trying to get there." That's probably good idea for most kids.

    41. Re:BioWare has thrived with "blockbuster" games by GameboyRMH · · Score: 1

      An FPS? I'd say it's more like a simulator, even if based in science fiction.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    42. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      because the fisherman didn't work hard, because if you work hard you become a millionaire. Only millionaires worked hard everyone else is lazy.

    43. Re:BioWare has thrived with "blockbuster" games by Anonymous Coward · · Score: 0

      Rail shooter is also used to describe FPS games that follow a narrow path, sort of like the rail shooters of old.

    44. Re:BioWare has thrived with "blockbuster" games by Mongoose+Disciple · · Score: 1

      I don't know. It's still strange to me. Kinda like walking up to a bunch of kids playing ball on a playground and telling them "You know kids - statistically almost none of you are EVER going to make it to the NBA, so you really shouldn't even try.".

      While the fact that very few will make it is undeniably true, if no one tries it, we never will get those rare breakthroughs like BioWare or Blizzard.

      I didn't get that out of what he said -- to keep with your analogy, I felt like he was saying: you shouldn't try to get drafted into the NBA straight out of junior high. Maybe you want to play some high school or college ball first, get a little more experience, build a name for yourself.

      Blizzard couldn't have made a WoW (I pick that because it's the biggest financial success, which is an objective and easy standard, rather than trying to haggle over the relative merits of their other games) for their first project -- they needed (as a company) experience first, and they needed the kind of reputation that would make getting the money to do it right/well without too much outside interference possible.

    45. Re:BioWare has thrived with "blockbuster" games by mcvos · · Score: 1

      I severely disagree. Unless there's a strong compelling story (like Final Fantasy), I think most 40 hour games are boring.

      Tastes differ, apparently. There are several games without much story that I've played for hundreds of hours. Civilization 2, Master of Orion, Stars!, Alpha Centauri, to name a few.

      Strategy games have higher replay value than story games.

    46. Re:BioWare has thrived with "blockbuster" games by PastaLover · · Score: 1

      Thing is, before they made them, they didn't know it'd work. Probably not as much with Dragon Age, but definitely with Mass Effect. SWKOTOR wasn't a blockbuster, but you could see the direction BioWare was going.

      They've been going the same direction ever since Baldur's Gate. Don't get me wrong, I love their games, but Mass Effect was pretty much the same formula as the games before it. You can clearly see them releasing a game, thinking about what worked and what not, then incorporating that into the next game. Iterative improvement, not leaps of faith. Execution matters of course, and you never quite know whether a game will work. But Bioware as major risk takers? Nah.

  4. Hypocrite by Oscaro · · Score: 3, Insightful

    Well, they are remaking the same exact game since Knight of the Old Republic. Take a look at KOTOR, Jade Empire, Mass Effect. Always the same mechanics, always the same basic plot. While they are very good at it, they are not very "creative".

    1. Re:Hypocrite by njen · · Score: 2, Insightful

      Maybe they are ironically highlighting the fact that they their own best example of this...?

    2. Re:Hypocrite by MemoryDragon · · Score: 1

      Heck it is mostly even the same limiting engine, just ramped up...

    3. Re:Hypocrite by Anonymous Coward · · Score: 0

      Is Jade Empire engine UE3? Nope.

    4. Re:Hypocrite by julesh · · Score: 3, Insightful

      Which is exactly the guys point: when you're spending that much money on a game, you can't afford to be creative, because if your new idea tanks you're left with a huge bill for developing it. Much safer to make something like another game that was previously popular.

      Spend a tenth as much developing a game, and you can afford to take ten times as much risk, and maybe you'll get a runaway hit. Probably not, but it doesn't really matter that much...

    5. Re:Hypocrite by El_Muerte_TDS · · Score: 1

      KOTOR: Odyssey Engine
      Jade Empire: "Jade Empire engine"
      Mass Effect 1+2: UE3
      Dragon Age: "Dragon Age engine"

      so, only for Mass Effect did they use an off the shelf engine.

    6. Re:Hypocrite by roachdabug · · Score: 1

      Well, they are remaking the same exact game since Knight of the Old Republic. Take a look at KOTOR, Jade Empire, Mass Effect. Always the same mechanics, always the same basic plot. While they are very good at it, they are not very "creative".

      By utilizing the same engine and mechanics, they can invest the majority of their development time and budget on art, story, and content, which are not-so-coincidentally the places where Bioware excels.

    7. Re:Hypocrite by rpillala · · Score: 2, Interesting

      Here's some support for your argument: BioWare RPG Cliche Chart.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    8. Re:Hypocrite by elrous0 · · Score: 1

      If it ain't broke, don't fix it.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    9. Re:Hypocrite by kanuac · · Score: 0

      when you're spending that much money on a game, you can't afford to be creative

      Work in the construction industry then.

    10. Re:Hypocrite by Labcoat+Samurai · · Score: 1

      Well, they are remaking the same exact game since Knight of the Old Republic. Take a look at KOTOR, Jade Empire, Mass Effect. Always the same mechanics, always the same basic plot. While they are very good at it, they are not very "creative".

      Guess that depends on what you mean by "mechanics". Certainly not gameplay mechanics. KOTOR is a point and click menu based game in semi-real time (turn based underpinnings) based on 3rd edition D&D, Jade Empire is a real time action game, and Mass Effect is a shooter. They do share some similarities in the conversation mechanics, though Mass Effect's is different.

    11. Re:Hypocrite by Labcoat+Samurai · · Score: 1

      That is pretty amusing... but it tries to fit a number of square pegs into round holes. Also, it cherry picks plot/story characteristics to strengthen its point.

      The evil organization cliche is stretched a lot. Cerberus hardly has any impact on the first game at all unless you engage heavily in side missions, and then it's *you* trying to stop *them*. They pretty much leave you alone. The darkspawn are hardly an organization, and the fact that you have enemies is hardly surprising for a game... As for KOTOR, the Sith are the primary antagonists. They're an evil empire more than an evil organization, and it's hardly surprising that a Star Wars property will feature the Sith. Jade Empire fits it well enough, though.

      The humble origins one is a good point.... but you start at level 1, what should we expect? At least the recent games have been mixing it up. And it's not technically as good a fit for KOTOR as they make it out to be. You have *mysterious* origins.... and as it turns out, decidedly *non*-humble origins.

      The magical and martial prowess one is a decent point... on the other hand, I think that's just because they want you to have a balanced party. They do want you to be able to use the mechanics they've set up. Though really.... Dawn Star isn't as good a fit as they make her out to be. She fights with a sword, and never uses magic. Her focus ability restores your chi, but that's as close as it gets. And Bastila is a jedi sentinel, which is a hybrid fighter/force user.... and you don't get her until after you've picked up Mission Vao and Zaalbar, one of whom is a rogue and the other is a heavy fighter.... soooo...... actually, that one's just wrong.

      Yeah, so I don't know... lots of spin to make them all seem as similar as that table does.

    12. Re:Hypocrite by Anonymous Coward · · Score: 0

      Bioware specializes in characterization and storytelling, rather than game systems. While their releases share common traits (which, incidentally, are defined as the cannon of "epic" stories in literature throughout history), their creativity goes into fleshing out the different details of each world, the characters in particular.

      Bethesda, on the other hand, does excellent game systems while absolutely sucking at characterization. Their stories also lack presentation value (Elder Scrolls games are, in fact, quite creative in establishing all the lore, except that there's little enjoyment in experiencing that due to horrible presentation), something that Bioware excels at.

      Now, if only somebody managed to merge the two...

  5. In other news.... by demonlapin · · Score: 3, Insightful

    Meanwhile, billionaires say it's not all about money, and Hollywood stars say it's not all about looks.

    1. Re:In other news.... by Anonymous Coward · · Score: 1, Insightful

      It's not. Look at Mount & Blade, hardly a blockbuster, but they're making money, and it's a fun game.

    2. Re:In other news.... by elrous0 · · Score: 1

      "But I want to be know for my acting skills"

      "Just take off your shirt and shut up, Mr. Pattinson"

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  6. "small scale MMO"? Jumbo shrimp! by Rogerborg · · Score: 0, Offtopic

    When your self-delusion prevents you from eliding the contradictions and just saying "multiplayer game" then you've abandoned any attempt to communicate clearly what it is that you're trying to achieve. Can you imagine being given a design brief or a development spec for a "small massive" game? You'd waste half your time just trying to reveal the egomaniac who insists on calling it that as the Buzzword Bingo 'tard that they clearly are.

    --
    If you were blocking sigs, you wouldn't have to read this.
  7. Re:"small scale MMO"? Jumbo shrimp! by selven · · Score: 1

    The term MMO doesn't just mean that it's multiplayer and there are lots of players, it also implies that there's a persistent world and players spend all their time in it. You can have that kind of game with as little as a few hundred players.

  8. Not 'Why try?' by Aladrin · · Score: 5, Informative

    This reads like 'Don't even bother trying to make games that are awesome.' They are actually trying to say, 'Don't overspend and try to make a blockbuster game just by spending money.'

    It's perfectly possible to make and amazing hit game without the budget that Bioware and Square Enix put into games. Do games care about graphics and cutscenes? Yes. Do they care more about gameplay and controls? Absolutely. It's just a LOT harder to come up with good gameplay and refine the controls, so they throw money at the pretty pictures instead. It's never been a good idea, but they do it anyhow.

    The #1 killer for videos games (for me) is bad controls. If controlling the character doesn't feel like an extension of myself, if the character doesn't always do what I think it'll do when I hit buttons, if the character is slow to react or I have to wait on its actions, it's absolutely killer for me. It's the reason I now rent games instead of buying.

    Some of the better games, like Fallout and Resident Evil, I've never played because I felt like I was fighting the controls instead of fighting enemies. It's just not fun.

    A coworker was just saying the other day that Sonic on the iPhone sucks because the controls are so bad, even though it was one of his favorite games. And that Street Fighter is amazing because the controls are perfect. Not a word about graphics or gameplay, just controls. (2 separate conversations, too, so it's not like he was comparing them.)

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Not 'Why try?' by lennier1 · · Score: 1

      Have to agree with the control issue. On the PC it can sometimes be tracked down to games being designed with consoles in mind.
      Recent victims of such crippling controls would be Prototype and Dead Space.

      Actually, the first thing the summary reminded me of was Duke Nukem Forever.
      The company started development in the wake of great successes and the fans were really looking forward to the game. Nonetheless the studio managed to bet the farm on pipe dreams in their chase of the perfect game and successfully developed itself into oblivion.

    2. Re:Not 'Why try?' by Dachannien · · Score: 1

      Poor controls are also the biggest reason why ports of console games to the PC frequently suck huge donkey balls.

    3. Re:Not 'Why try?' by Anonymous Coward · · Score: 1

      I actually found Prototype to be not-that-bad, albeit I don't own the game and have only played it on a friends PC. I did buy Dead Space though, and it has been just about the most frustrating set of controls I've ever played - not even the arcane things you have to do with the mouse to actually fire your gun (who thought that "useless melee swing" should be higher in priority than "fire the damn gun"?) but the simple fact that wsad doesn't do what you think it does. I've largely strayed away from calling this a fault of the game, however, because the clumsiness seems completely intentional, especially considering the fact that you need to look at your own back to see health. It's more like a well-executed feature that nobody actually ended up liking.

    4. Re:Not 'Why try?' by elrous0 · · Score: 2, Insightful

      The big problems with developing games on the cheap isn't that you can't afford all the "pretty pictures," it's that you can't afford the *promotion*. I would be willing to bet that modern A-list games spend almost as much these days on marketing as they do on raw development. If you can't afford that kind of money for advertising, promotion, hype, press junkets, etc. then you're most likely not going to be making much money (if any at all). That's all well and good if you're a small indie, doing small games. But you're not going to make the next Gears of War, Halo, or World of Warcraft on a small budget. Even if you could make a great FPS or MMO without all the pretty pictures (and it has been done), it's not going to sell in those kind of numbers at $50-$60 a pop if no one has heard about it.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:Not 'Why try?' by apoc.famine · · Score: 1

      It's not poor controls that are the problem. There are two big ones:

      1) Not re-doing the menus. Assuming that people have a red 'X' to go back, etc. UT3 did this. Their menus might have been good for a console, but on a PC, they sucked ass.
      2) Not allowing customized controls.

      If you let a PC user customize, there won't be an issue with poor controls - they'll just set it up like the controls for their most played game of that genera. If you don't allow the user to customize on a PC, they're most likely going to be unhappy unless they are a wasd fan, and you set it up wasd.

      Personally, from 15 or so years of playing FPS, I've transitioned to a "sdfc" key config so I have plenty of keys surrounding my movement keys. If I can't customize my movement to those keys, I'm never going to be happy playing a game. Those are burned into my muscle memory.

      --
      Velociraptor = Distiraptor / Timeraptor
    6. Re:Not 'Why try?' by Slime-dogg · · Score: 1

      The big problems with developing games on the cheap isn't that you can't afford all the "pretty pictures," it's that you can't afford the *promotion*. I would be willing to bet that modern A-list games spend almost as much these days on marketing as they do on raw development. If you can't afford that kind of money for advertising, promotion, hype, press junkets, etc. then you're most likely not going to be making much money (if any at all). That's all well and good if you're a small indie, doing small games. But you're not going to make the next Gears of War, Halo, or World of Warcraft on a small budget. Even if you could make a great FPS or MMO without all the pretty pictures (and it has been done), it's not going to sell in those kind of numbers at $50-$60 a pop if no one has heard about it.

      You have to look at where they originally started. It's a bit like houses - you start small, and graduate into the next size. Once you have a cash pool, then you can support bigger development. Fame also follows.

      Shattered Steele wasn't an epic game. It built a foundation, though, which allowed Bioware to work on the Infinity Engine, which led to plethora of RPGs. Once the engine was "done," it became a matter of writing story, scripting events, and artwork. There might be some engine refinement as time goes on, but the cost of development is lower for subsequent titles than the first one. That's sensible business.

      Blizzard had even longer to wait before a real success. They did a number of video game ports and games like the Vikings and Blackthorne (platformers, pretty simple games) before releasing the first Warcraft title. Even Warcraft wasn't a massive hit at first - it took some time before sales took off. Diablo and WC2 is when Blizzard really exploded and went "epic."

      The main problem is that new development studios bite off more than they can chew. They end up owing to VC, feeling stressed over deadlines, and releasing buggy, unfinished, or poorly designed products. You can get to development of games on the scale of Bioware or Blizzard once your company has built itself a decent foundation.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
  9. Gaming must go back to its roots by Robotron23 · · Score: 3, Insightful

    Bioware needs to jump ship from the cinematic epic and graphics shell game and take stock of the history behind RPG gaming.

    If the Indie gaming scene is anything to go by, funds and personnel do not a great game make. Why don't Bioware practice what they preach and make a low-budget series, with the chief emphasis on hiring talented personnel with experience playing the finest RPGs of the past twenty years. It sure beats hiring expensive singers for your musical score, scores of artists and programmers, not to mention the marketing bill which inevitably follows big budget titles.

    Gaming ought to, to some extent, go back to its roots by abandoning the constant, unending improvement of graphical quality to the neglect of gameplay. I started gaming as a kid in 1991 and have more memories from the 1991-1997 time bracket than 2005-2010. The only outstanding memory of Mass Effect I have is of Shephard emerging, alive and well, after a boss battle with a soaring musical score playing and stoical gaze on the part of the character - I wasn't awed or impressed, but amused as it outcome was obvious even before the tension of "Where's Shephard gone?!" played out for a minute.

    On the contrary, Chrono Trigger, a simple RPG with graphics not much beyond classic Link to the Past, has so many memories with its 16-bit score and pixelated graphics. The budget and levels of personnel are dwarfed by these cinematic titles out today. I could ramble on about more titles as example but I believe most readers browsing games.slashdot can fathom a few personally.

    1. Re:Gaming must go back to its roots by TheThiefMaster · · Score: 1
    2. Re:Gaming must go back to its roots by ultranova · · Score: 1

      On the contrary, Chrono Trigger, a simple RPG with graphics not much beyond classic Link to the Past, has so many memories with its 16-bit score and pixelated graphics.

      If you have played Chrono Trigger, you already know the answer to all your suggestions:

      "But... the future refused to change."

      Besides, with the filters available in modern emulators, those old SNES games aren't pixelated anymore, but actually look pretty sharp. Hint, hint :).

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    3. Re:Gaming must go back to its roots by Draek · · Score: 1

      That's only due to which one you experienced first, I'm sure there's plenty of guys who feel the same with Ultima compared to your Chrono Trigger.

      And, honestly, even though I've been playing videogames just as long as you have I consider Dragon Age to be the finest RPG ever made, with only Baldur's Gate 2 (another Bioware big-budget title) coming close. Now, it doesn't mean that low-budget titles will necessarily suck, but it does mean that having a big budget doesn't make your game automatically inferior to a low-budget one as you seem to imply, *and* that if there's anybody who knows how to make a great RPG it's Bioware themselves.

      --
      No problem is insoluble in all conceivable circumstances.
    4. Re:Gaming must go back to its roots by GauteL · · Score: 4, Insightful

      "Bioware needs to jump ship from the cinematic epic and graphics shell game and take stock of the history behind RPG gaming."

      Bioware needs to do no such thing. They are among the successful ones competing in the overcrowded £35+ game segment. Mass Effect was my least favourite Bioware game for a very long time but it was massively successful.

      What they are really is saying is that unless you are as good as them, you are unlikely to make any money in the Blockbuster game segment and you might as well focus on smaller, simpler titles in the £20 range. This is clearly self-serving (they'd make more money with less competition), but it is also true and it probably would be in the interest of gamers.

      There are too many games and games studios that fail and go bankrupt, striving for that epic. If they had just taken a somewhat narrower and leaner approach, they might have survived. And us consumers might have gotten a great (although less flashy) game instead of a pretty but bug ridden mess released in desperation.

    5. Re:Gaming must go back to its roots by Robotron23 · · Score: 1

      If by the future you mean Bioware's future then you may well be right. But since Bioware is one company among many, and other RPGs with less flash and more moderate graphics like The Witcher (once it got its bugs fixed and was expanded) beat the epically-styled stalwart Dragon Age in plot and gameplay terms...I do not think Bioware's pigheadedness (should it stand) will be all that much of a loss. This is my opinion; but in the Witcher with Geralt I saw more appeal than with any of DA's characters.

      There's obviously a comprimise between a small Chrono Trigger type production and the massive budget, overelaborate epics. It will be economic conditions that play the biggest part rather than the voices of individual gamers; people have whined about gameplay getting sacrificed over graphics for a long time.

      Doing away with the compulsion of graphics-focused games only needs to occur with one gaming house and for them to then attain success with a modestly budgeted title. Though the fixation on polygons is pretty entrenched, there is a hope that some will jettison that outlook and embark on making quality content.

      The indie games do hark back to about twenty years ago, often having a single, original concept that keeps one interested or even addicted for a time. It may be that indie developers play a part in reversing the 'progression' towards lifelike graphics with their own titles.

    6. Re:Gaming must go back to its roots by Robotron23 · · Score: 2, Interesting

      I agree with most of what you say; I remember suffering through Dragon Age's RAM-eating problems in which over time it would consume increasing RAM...before loading times ended up around 10-20 minutes on even the most powerful rigs. That this wasn't patched for months was pretty awful, and left a lot of customers wondering why this hadn't been ironed out during pre-release playtesting.

      Economically yes they don't 'need' to abandon their cash cows at the top-end. Survival is likely if they remain there. But for reasons we've both elaborated on it would be better for gamers as a whole if they at minimum experimented with modest budgeting and graphics and bring out some new games.

      I applied the term 'need' in the sense of that it would be for the good of the RPG genre. For RPGs on any platform to improve the need is for less focus on filmlike production and multimillion dollar budgets, and more on what has always made RPGs what they are; storyline, character-driven dialogue and novel elements unique to each game: I've already outlined reasons this would be beneficial, as did you in your fine post.

    7. Re:Gaming must go back to its roots by Robotron23 · · Score: 3, Insightful

      Did you enjoy Dragon Age before or after the bugs that were not fixed until late February; close to four months after release in a patch which itself caused further issues?

      My beef with DA is that it lacked a convincing villain. We had a big bunch of orc-like Darkspawn, led by an infested dragon who periodically rose up to take over the world. The motives therein were not addressed at all; apparently motives were revealed in the expansion but since I never bought that having heard mixed reviews about...the plot.

      None of the richness of the Jon Irenicus character; he was just one elf with prodigious talent who had been treated appallingly by his own people and as such became evil and sought revenge. But he felt a lot more intriguing and threatening than the thousands of darkspawn. His dialogue was a major driving point for Shadows of Amn - far more compelling than the grunts of darkspawn and the mighty roar of its Old God dragon.

      Don't get me wrong, DA was a good RPG. I got over 100 hours out of it; but it never got me thinking like Shadows of Amn. You're entitled to your opinion, but you have to admit that there's an argument that DA's plot was inferior to Baldur's Gate 2's.

      Also BG2's budget was small in comparison to DA's; true it was big budget at the time. But the time was 2000; a decade ago when things hadn't got quite as out of proportion in spending/graphical terms as they are today in 2010.

    8. Re:Gaming must go back to its roots by Edge00 · · Score: 5, Informative

      Chrono Trigger is a really bad example of the point you are trying to make. Today it does seem like a rudimentary game, but when it was released in 1995 it was anything but. The game was released by the biggest RPG maker in the world at the time and was made by a "Dream Team" of developers, including Akira Toriyama (creator of Dragonball Z). The graphics, gameplay, music, and multiple endings all went way over the top of what was expected in a game. This game was designed, ground up, to be a blockbuster...and it was.

    9. Re:Gaming must go back to its roots by Robotron23 · · Score: 1

      That's entirely correct; however we're not talking about the situation with big titles in 1995 here, we're talking about the present day which is different by a long shot.

      I don't understand why we divorce the concept of a blockbuster (in the financially well-performing sense) title and the potential success of a title which constitutes a 'modest' budget in 2010:

      I think you'd find what qualifies as modest now would certainly be in the realms of Chrono Trigger's production budget and given technological and operational advances over 15 years would look more advanced anyhow. Your 'Dream Team' could be assembled from gifted artists and story writers, and the emphasis could be on a unique appearance rather than being a juggernaut graphics-wise. I've no doubt that with a relatively small team, this hypothetical game would have enough money left for a decent marketing campaign.

      The Wii has shown us that big markets can thrive with games that have 'primitive' graphics. The reasons why this principle cannot be taken up by developers in the RPG market in earnest across the board are complex, but to me add up to a sobering reflection on the pigheaded mentality of gaming houses in this age of disproportionate budgets.

    10. Re:Gaming must go back to its roots by silanea · · Score: 1

      Call me greedy, but I want both: The picturesque, photorealistic graphics and the soundtrack that carry you through an amazingly detailed, almost lifelike world, and the deep, catching storytelling, the ever developing characters, the immersion into a different universe where anything is possible. CoD 4 and 6 have left me a spoiled brat of a consumer. I will not go back to ugly graphics and crappy MIDI sound, no matter how good the plot. At the same time I lived and breathed through both parts of KOTOR and the Elder Scrolls and Gothic series. I don't do Far Cry 2, and I regret to this day ever lending Prototype. Eye candy is nice, but not sufficient to get me to open my wallet.

      That said, there certainly is a market for what you describe, and for something in between your and my expectations. I love Scorched Earth, and the Worms games still get me. I regularly play Day of Defeat (both Source and the old one) and Insurgency, so "technical" games with little plot and rather superficial immersion still end up on my machine.

      --
      Rudolf Hess edited Mein Kampf. He was the very first grammar nazi.
    11. Re:Gaming must go back to its roots by BenevolentP · · Score: 2, Interesting

      Interesting facts: Chrono trigger cost 80 bucks in 1995 in the US (http://www.fantasyanime.com/squaresoft/ctabout.htm). And it took just 3 years for (at least) 30 devs to finish it (according to wikipedia, "Kato and other developers held a series of meetings to ensure continuity, usually attended by around 30 personnel").

    12. Re:Gaming must go back to its roots by SuiteSisterMary · · Score: 1

      Each of the Origins had their own motivations for doing what they did. My human noble warrior was avenging the slaying of her family. She joined the Wardens as a means of getting power to further that goal. Quite honestly, the whole time I was playing that character, the Darkspawn were more of an annoying irritant on her path to that end. When it came time to deal with Loghain, there was no question; he died.

      My city elf mage, on the other hand, started out as an idealistic young mage at the Tower, but quickly became disillusioned and bitter. He was out to basically throw his elfyness, and mageiness, into the faces of people. And defeating the Darkspawn was a great way to do that. 'Sure, it's a horrible evil out of legend, but you know what? Hey, a little elf, and a mage no less, made that evil be my bitch. Screw you all, humans.'

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    13. Re:Gaming must go back to its roots by Anonymous Coward · · Score: 0

      hiring talented personnel with experience playing the finest RPGs of the past twenty years.

      Just find the people who did Wizardry 7 (aka Wizardry Gold) and Wizardry 8. The voice acting alone (and the interactions between NPCs and party members) sold me on Wiz8. One of the few RPGs I've owned that still gets played through every couple of years.

    14. Re:Gaming must go back to its roots by Anonymous Coward · · Score: 0

      Actually, I'd tend to disagree. There isn't a whole lot of space for real innovation in the RPG genra. What they need is high production value (good story, good graphics, good voices, good music, etc.)

      Now this doesn't nesesarily mean high budget, but there's going to be a corelation between budget and production value, and in the end your RPG will live or die by it's production value. And it certantly doesn't applie to every genra of games either.

    15. Re:Gaming must go back to its roots by ultranova · · Score: 1

      There's obviously a comprimise between a small Chrono Trigger type production and the massive budget, overelaborate epics.

      No, not really. If you have small budget, go for sprite-based graphics; don't do 3D unless you have the budget to do it well. Chrono Trigger still looks OK nowadays, while early 3D games look horrible.

      Of course you can still leverage modern technology, for example use SVG to create your graphics so they can be scaled by resolution. However, it's only very recently that 3D graphics have caught up with 2D sprite-based ones - and arguably still haven't.

      Or you could do like Okami did: they originally wanted realistic graphics, but the target platform simply didn't have the power to do that, so they went to an extremely stylized ones instead.

      What I'm trying to say is: don't make compromises. Decide what you can do, do it well, and mercilessly scrap everything you can't. A Finnish game magazine once compared making a game to rearing a child Spartan style: everything that doesn't contribute to make the game better should be ruthlessly pruned. Everything that makes the game worse should definitely be pruned.

      And, frankly, Chrono Trigger is about as epic as it gets :).

      Doing away with the compulsion of graphics-focused games only needs to occur with one gaming house and for them to then attain success with a modestly budgeted title. Though the fixation on polygons is pretty entrenched, there is a hope that some will jettison that outlook and embark on making quality content.

      Alternatively, we could expand the already-adopted graphic engine licensing to asset licensing. Is there any rational reason why everyone needs to redo textures, character models, animation and AI over and over again? Good old Neverwinter Nights spawned thousands of user-made modules, some of them true classics (Dreamcatcher comes to mind, as well as Demon and Kunoichi). Heck, Witcher used a modified version of hte engine.

      Maybe the open source community should start developing a game engine; and I don't mean just the graphics engine but a "virtual actor" one, together with an asset library, so the game developer could simply say: "this character is an old Kung Fu master with a tick in right eye"?

      Good graphics don't inherently require lots of effort per-game; it's simply that we are still doing things in low abstraction levels, where every game maker must worry about polygon count.

      The indie games do hark back to about twenty years ago, often having a single, original concept that keeps one interested or even addicted for a time. It may be that indie developers play a part in reversing the 'progression' towards lifelike graphics with their own titles.

      I hate to say this, but graphics matter. They, along with sound, help draw you into the game. That doesn't mean that you need extremely cutting-edge photorealistic graphics; if you did, manga would never have gotten popular. However, whatever style you choose, you have to do well within that style. Nethack can get away with text-mode graphics, because it's a roguelike (but I still prefer IMBgraphics charset, and back in DOS days there was a program that you could run prior to Nethack and made the whole thing look much better). Chrono Trigger still looks good today, because it's 2D sprite graphics, does that well, and modern filtering techniques enchance it further. However, early 3D games look horrible, because you can't help but compare them to modern ones.

      What I'm saying is: graphics matter, so think very carefully what kind of graphics you can do well.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    16. Re:Gaming must go back to its roots by jgtg32a · · Score: 1

      I agree with you completely but my belief is that its because Chrono Trigger was a plot driven story and Mass Effect was a character driven. I'll take a good plot over good characters any day, the best stories merge both of them (The Usual Suspects)

    17. Re:Gaming must go back to its roots by thesandtiger · · Score: 1

      I don't find it self-serving because, as was pointed out, making a AAA game to be a competitor to them costs a FUCKTON of money; anyone who has that kind of money and wants to make games is going to do it anyway if that's what they want to do. And their advice might, actually, help other game makers.

      If they wanted to be self-serving they would have said "by all means, please, competitors, spend tons of money on games where you're extremely likely to fail unless you get incredibly, phenomenally lucky!"

      Personally, I think their advice is very good - if I were going to try to maximize risk vs. reward, it's a no-brainer that I'd try to create an inexpensive game and focus on the "cheap" stuff (creative stories and gameplay are more difficult to get right than graphics, but actually less expensive to develop, and will DEFINITELY help sell more games through word of mouth than pretty pictures ever will at this point in time). Worst case scenario, I invest $X in development costs and come up with a game that fails to deliver; best case scenario I invest $X in development costs and come up with a game that winds up being heralded as groundbreaking and kickstarts a genre. Contrast that with AAA development where I invest 10-30X as much $$$ and I have the same odds of success - why would I spend 10 to 30x as much money when I have roughly the same risk of launching a game that fails?

      Maybe 5 years ago I would have said it's possible to create a smash hit game on graphics and heavy marketing, but I just don't think that's likely now. The AAA titles are too expensive for most people to think of them as impulse buys, gamers are savvier about reading between the lines with regards to hype, and in the case of a complete newcomer to the AAA scene, unlikely to buy until lots of reviews are out, and even then to rent or buy used instead of new.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    18. Re:Gaming must go back to its roots by Slime-dogg · · Score: 1

      what has always made RPGs what they are; storyline, character-driven dialogue and novel elements unique to each game

      Don't forget character progression. RPGs feel the way they do because your character becomes stronger as a result of your play. Every RPG has this in some form or another. Zelda did it through gear and hearts, Deus Ex through mods, skills, and so on.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    19. Re:Gaming must go back to its roots by Robotron23 · · Score: 1

      There was some character driven content in Chrono Trigger but broadly speaking you are right. But I can't think of any games from the 16-bit era that acheived this end.

      One of the first games I remember that attempted character driven plotting was PC game Wing Commander IV from 1995, which had full motion video sequence shot on actual sets with no bluescreen. That worked alright but the massive cost of the sets, actors and development (circa $12 million dollars) made the game unsuccessful but a notable turning point: The plot was nothing too special, but the portrayals by Malcolm McDowell and Hamill made the story.

      Funnily enough, Hamill was given dialogue that to me (an adult too young to have experienced the first Star Wars trilogy first hand) was overall superior to his lines from any of the Star Wars films. With that game we had a decent tale told, but the outlandish budget made it a massive risk for Origin Systems. Fortunately it paid off.

      In the context of this topic I suppose you can take stock from the events around Wing Commander IV. FMVs are generally pricy and were used mainly in the 1990s, but actors who do only voice can lend plenty of character to who/what they portray without FMVs being necessary. Any animated game or film (recent Toy Story being an example) attests to that.

    20. Re:Gaming must go back to its roots by Robotron23 · · Score: 1

      Hate replying to my own post to correct what I've said but...WC4 was actually moderately successful despite the huge budget, and these days is considered the pinnacle of the series and sort of a culmination of the Blair character by Hamill.

      That said WC4 wasn't really a role-playing game, although there was an element of that right through the game that had you choose dialogue to determine which video sequences you'd be shown and ultimately the ending to the entire plot.

      I admit that I'm a little nostalgic for FMVs in games, but probably because I was young and more of an avid Win95/PSX gamer at the time. These days FMVs aren't favoured, and it appears to me that many game developers are striving to make their sequences more like an FMV in terms of characters appearing human (mimicking Avatar). But why do that when you could just shoot traditional film anyhow? Or abstain from all the expense and focus on the plot, writing, and development?

    21. Re:Gaming must go back to its roots by Anonymous Coward · · Score: 0

      I beat Dragon Age on PC and only remember having one or two buggy momentary issues. It was a great game albeit I felt a little stretched. I think the lack of monster variety didn't help that point.

    22. Re:Gaming must go back to its roots by Anonymous Coward · · Score: 0

      Bioware is doing just fine. And as far as this comment:
      "Gaming ought to, to some extent, go back to its roots by abandoning the constant, unending improvement of graphical quality to the neglect of gameplay."

      - Let me introduce you to Nintendo. I think you're gonna like what they have to offer...

    23. Re:Gaming must go back to its roots by Mongoose+Disciple · · Score: 1

      Well, two points:

      1) Bioware doesn't need to practice what they preach, because they're in a position where they can make profitable high-budget games -- this is due to a combination of their expertise in developing these games, their reputation in the market (that is, anything they do at this point automatically draws a certain amount of interest simply because they're Bioware), and their reputation to owners/investors/management/etc. (it isn't hard to get people to essentially bet, financially, that Bioware can make another successful game.)

      The point of the article, I think, is that some dev houses would like to make the kinds of games Bioware makes, but they haven't worked up to it yet and don't yet have those three big things going for them that Bioware does.

      2) There's no accounting for taste, but I really like Mass Effect and consider it to be about as good of a story as has been told in a video game. That's not to say that I didn't play Chrono Trigger and Link to the Past in the SNES era and enjoy the hell out of them too; they're just each different kinds of games and I do appreciate each on their own merits. For example, I think it's fair to say that CT is much more linear than ME -- that's not a criticism, it's a design choice that has both upsides and downsides.

        It'd be great to see another game with the imagination of a Chrono Trigger (and I don't really consider Chrono Cross as equal to that task) or a Link to the Past (still probably my favorite Zelda), but that doesn't mean I can't really enjoy a Mass Effect for what it is, too.

    24. Re:Gaming must go back to its roots by Jarnin · · Score: 2, Informative

      My beef with DA is that it lacked a convincing villain. We had a big bunch of orc-like Darkspawn, led by an infested dragon who periodically rose up to take over the world. The motives therein were not addressed at all.

      You must have ignored all the codex entries you pick up throughout the game.

      The dragons taught human barbarians how to use magic. Eventually this leads to the foundation of the Tevinter Imperium, which is sort of like Rome led by mages. The people of the Imperium worship dragons. Eventually the dragons influence the mages to invade the golden city of the Maker, and all hell breaks loose, literally. The mages corrupted hearts taint the golden city and it turns black (The black city in the fade). The Tevinter mages are cursed, becoming the first Darkspawn, and then cast into the deep roads. The dragons are cast to the deepest parts of the world for leading humans astray. Part of the Darkspawn curse is that they can hear their former gods calling to them psychically, which causes them to seek them out, but, also due to the curse, as soon as they come into contact with one of their former gods it is immediately cursed as well, turned into an Archdemon. This archdemon then leads the horde of Darkspawn to the surface and there's a blight, which only a Grey Warden can end by killing the Archdemon.

      The blight in Origins is the 5th. There were only 7 "Old Gods" the Tevinter Imperium recognized. This means that there can only be two more blights. Sounds like the makings of a trilogy, doesn't it? One Archdemon to kill per release. But that went out the window when Awakenings came out. I'll let you discover out why that is.

    25. Re:Gaming must go back to its roots by Draek · · Score: 1

      I enjoyed Dragon Age right on its release day. Guess I'm lucky, then, but other than some slight memory leak preventing me from playing over ~7-8 hours straight on the release version I've yet to experience a bug with the game, pre- or post-patch.

      And personally, I think comparing Irenicus to the Darkspawn is apples vs oranges. The Darkspawn is, I believe, meant to be seen not a single threat per se but more of a force of nature, a natural disaster you have to be perpetually fighting and while that means it can't be characterized as strongly (how do you give motivations to a tsunami or a hurricane?), it does add IMHO to the feeling of the whole setting.

      Besides, Baldur's Gate 2 was heavily villian-oriented. Other than Minsc, Imoen and *maybe* Aerie your party was a forgettable walking trope of cliches and remainded so for the entirety of the game (and Minsc was hilarious, but still fairly shallow), so most of the plot and development *was* Irenicus, his character not being merely an example of BG2's greatness but its only cause.

      By comparison DA is far more companion-oriented, and while your party does initially look like a walking trope of cliches as well, once you start using them, witness their interactions, their views on the darkspawn and plot events they become unique characters, far more developed than their BG2 counterparts IMHO. Well, other than Zevran, he's a perverted bisexual elf assassin and that's it for him.

      --
      No problem is insoluble in all conceivable circumstances.
  10. Oh my! by Dr.Syshalt · · Score: 1

    Gaming companies start realizing that it probably makes sense finding *your* market, sticking to it, keeping your customers happy and loyal - instead of that childish "we make kewl product with tons of features and everyone buys it!" attitude? What's next? Realizing that draconian DRM contradicts with this idea and getting rid of it? I can't believe it, this can't be true!

    1. Re:Oh my! by lennier1 · · Score: 2, Insightful

      Why waste your money on developing an add-on and hence an additional source of revenue when you can develop an out-of-control DRM system which adds problems for the paying customers and will be cracked within days???

  11. You misunderstand by Moraelin · · Score: 5, Insightful

    So games that aren't in the top X aren't going to make top X bucks. Is there any actual information being given here?

    If it was that strawman, yes, that wouldn't be much information.

    What he's saying is that is that of the games that try to be the biggest, baddest, most epic ever, only the top X will be making a profit at all. Most will actually make a loss.

    And that is something that seems to escape most people, sad to say. From people going into making games with delusions of being paid a million like Carmack, to kiddies who think that pirating a game is some kind of act of resistance to some uber-rich fatcat who's only charging 40$ for it because of greed, to people starting some monumental epic as some mod and expecting to finish it with 5 people in a few months, to fanboys arguing that a publisher is the incarnation of pure Evil if they had an upper limit at all for budget and didn't give the team an infinite limit on money and time to produce the perfect game, to ultimately the devs end publishers who increasingly compete only in that segment. The fact that there's a finite amount of money to chase in that segment seems to be genuinely news to most people.

    It's not even a matter of "get off my turf" as some other poster made it sound. We have the equivalent of, say, 90% of the car makers deciding they want to compete only at the Bugatti Veryon end of the market. Or 90% of the computer manufacturers deciding they want to make only supercomputers. Sure, it's great if you do manage to sell the next Bugatti Veryon for 1 million a pop, but there are only so many buyers who will buy at those prices. If actually all major companies, from Ford and Fiat and Volkswagen to Bugatti and Ferrari decided to make only supercars in that segment, that most _will_ make a loss. Same here. There simply isn't enough money in the market to cover the costs of _everyone_ who wants to make the next super-game.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:You misunderstand by PopeRatzo · · Score: 1

      Most will actually make a loss.

      Do you have any data supporting your statement that most of the games that try to be blockbusters, most will lose money?

      Thank you for the car analogy, but there are boundary conditions in effect when talking about a 2.5 million dollar Bugatti Veryon vs. a 40 dollar copy of Prototype.

      --
      You are welcome on my lawn.
    2. Re:You misunderstand by AlamedaStone · · Score: 1

      Do you have any data supporting your statement that most of the games that try to be blockbusters, most will lose money?

      I confess that I don't, and of course I haven't actually rtfa yet, but isn't that the point of this whole article?

      Games off the shelf are generally $60, and a title with paid content add-ons can easily double in price. Compare this to some great titles from smaller developers which have narrower focus but only cost $20-30, or small-scale MMOs that are only $5-10 (hrm, actually I can't say I've seen any, but it's a good idea).

      There are only so many families that can fork over $100 every month for a game, or $120 for two games. Hell, I'm single and I can't squeeze a new game into my budget every month. Yes, they aren't porches, but then there aren't any free flash hondas either. You can't download a car. (but yes, I would...)

      Looking back, I have consistently been more satisfied longer with smaller games with sharper focus and vision. That satisfaction is what develops into brand loyalty.

      I think the whole DLC thing is a bad idea on its face, and as a matter of principle I won't buy games built around this model - although I generally don't have an issue with expansions that feature new mechanics as well as content. Dragon Age was trying to squeeze users for money the way online games have done, say with WoW's virtual pets, or dofus's... hats? Or whatever. It's a model which some users resent, and the market for these games is small enough as it is.

      It would be a good idea for the game industry to take a hard look at the movie industry right now and decide if "Cheaper by the Dozen 2" is a sustainable model.

      --
      "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
    3. Re:You misunderstand by Drakkenmensch · · Score: 1

      To put it simply - people who make a huge game to be entertaining (like Dragon Age) tend to be succesful, while people who make huge games out of some ego trip (like *ugh* Daikatana) will hit a brick wall going 100 mph.

    4. Re:You misunderstand by CommieLib · · Score: 1

      That's a very interesting analogy, vis a vis, the Bugatti Veyron. Competing only in that space also means that there's a lot of useful ground unexplored - you're never going to worry much about gas mileage, or fitting a lot of people into the car, or producing the car very efficiently.

      That last one is a particularly interesting topic to me...I don't have any personal experience in the space, but by all accounts working for game companies is an absolute grind. The death march is standard operating procedure, and management seems actively hostile towards its employees. I'm sure there are exceptions, but that seems to be the standard.

      What if you focused on creating a company and a team where everyone felt good about the work, worked forty hours a week and went home? What if you could build up a wealth of experience and insight gained from past projects, good established communication between longstanding colleagues? What could they produce?

      I always looked at the whole Duke Nukem thing as a matter of utter managerial incompetence. Once the project ran 100% over schedule, cancel it and license the material to a company that is able to find their ass with both hands. Of course, the schedule was always "when it's done", which was probably the problem. That kind of schedule is project management malpractice.

      Anyway, I'm digressing a bit here...I think what we're talking about here is an industry shift towards the kind of behavior that Dubner and Levitt talked about in Freakonomics, whereby a few hypersuccesses are underlied by the vast majority of brutal, grinding, near-failures. The particular industries that they were looking at in that case were illegal drugs and Hollywood, so I think there's a good joke / simile to be made there.

      --
      If your bitterest enemies are people who hack the heads off civilians, then I would say you're doing something right.
    5. Re:You misunderstand by Bakkster · · Score: 1

      I don't think it's particularly a price point issue, but a quantity issue. AAA games sell for the same price as non-AAA games, for the most part: $50-60. There's an anecdote drifting around from Spore's development that is costs 4x more to make a game that looks 2x better. If we assume that to be the case (diminishing returns on development when you get into AAA game range), then this all makes sense. If you spend double the money improving a AAA game, but those improvements only gain 50% more buyers, then that game shouldn't be polished to AAA levels for economic reasons.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    6. Re:You misunderstand by ACPosterChild · · Score: 1

      In other words, they are spending too much money creating their titles. It's perfectly clear that money can be made for lower pricepoints. Look at the data from Steam's super sale early this year (late last year?) as well as iPhone.
      People are willing to buy $5 games and I don't think they expect them to look like $50 games.

  12. Milking by Bensam123 · · Score: 1, Insightful

    So, developers are starting to realize that they nickle and dimed the hell out of everyone to the point where no one has enough spare change or simply cares enough to buy better games. The gaming industry is literally hanging itself with its own rope.

    Indies are never going to make a huge impression because for the most part they simply don't have the 'wow' factor to add to their games, even if they're good concepts. So they're stuck making good little games, which don't really account for something more then a 'cool little experience', but the gamers where the money is don't want just that. So indies end up needing investment anyways to make anything really great.

    That aside, I'm pretty sure a AAA game WILL make oodles of money. It will not be a regurgitated game from Blizzard which now just excels at milking people, it'll be made by a little no name company that was able to pitch their idea to the right people. Too bad Relic botched DoW2.

    And yes, sometimes unheard of games are really sweet. I still have not played a game so far that beat the experience I had playing Tribes 2.

  13. mod parent up, please. by Tei · · Score: 1

    Re:You misunderstand

    --

    -Woof woof woof!

  14. Re:"small scale MMO"? Jumbo shrimp! by Rogerborg · · Score: 2, Funny

    The term MMO doesn't just mean that it's multiplayer and there are lots of players, it also implies that there's a persistent world and players spend all their time in it. You can have that kind of game with as little as a few hundred players.

    It doesn't "just" mean that it's Massively Multiplayer, but it does mean that it is. Massive. And if it's not Massive, then pick a different word to describe it, you or you might as well just start speaking in your own personal lexicon, you chuwero muptard.

    --
    If you were blocking sigs, you wouldn't have to read this.
  15. Whatever happened to simple, awesome games? by Anonymous Coward · · Score: 0

    PSN, XBLA, WiiWare games, and similar systems on the computing side, as well as countless thousands of indie dev games.
    All of these work, all of them are great to play, simple to make, easy to distribute.
    And at a low price, more people would buy it, and a good chunk of the profits will go directly to them rather than advertising, (usually) greedy publishers, stores, etc.

    How many would kill for some kick-ass classic RPG games on these services? I'd love for some old-style FF games being reborn on these services.
    Or how about some physics-heavy FPS games, like that LEGO one i remember seeing a while back, and another of a similar style.
    Just nice, simple game systems, no story is even required, multiplayer games are great for keeping people interested in the series.

    If you throw out a whole bunch of games all the time, all pretty unique from the previous, throw your name somewhere in the title (needs a good company name of course) so people recognize it. (see Archer Maclean's Mercury as an example, very recognizable name, even if it isn't the company name)

    1. Re:Whatever happened to simple, awesome games? by GrumblyStuff · · Score: 2, Interesting

      I find myself infatuated with Fantastic Contraption. It seems simple enough but once I got through the levels and was able to view other player's designs, I'm just staring at my computer muttering, "No fucking way.... Ju- oh what. the. fuck?"

      Simple. Awesome.
      Simply awesome.

    2. Re:Whatever happened to simple, awesome games? by Anonymous Coward · · Score: 0

      Damnit... Now you've given me another time sink...

      Well, at least it's cool and fun to play.

  16. Maybe by Charliemopps · · Score: 1

    I think studios have started to catch on lately that most consumers have given up on the graphics card wars. Sinking $50 million into a game, and having 90% of that be due to the fact that the graphics are cutting edge is a stupid way to make a game. A very small percentage of gamers want their game to be so cutting edge... It's expensive to maintain a computer of that quality, usually the games buggy and constantly being patched, and in truth the graphics quality isn't all that much better than if they had let their tech lag behind a year or more. Unfortunately most studios also go cheap on content once they go cheap on graphics.

    1. Re:Maybe by roachdabug · · Score: 3, Insightful

      I'd say it's the studios that have given up on the graphics card wars. More correctly, I believe they've all but given up on the PC entirely. There is a much larger market for consoles at this point, which is why the majority of new AAA titles for the PC are just ports of the X360 version with the same plasticy graphics, controls which don't feel quite right with keyboard + mouse, and Games For Windows slapped on for good measure.

    2. Re:Maybe by Anonymous Coward · · Score: 0

      What is this BS? A badass gaming rig costs less today than an entry level desktop 10-15 years ago.

  17. I blame World of Warcraft. by mindwanderer · · Score: 2, Insightful

    How do you compete with it? Certainly not with DLC. And certainly not with yet another MMO that needs to build its userbase from scratch (BioWare's loyal fans are roleplayers; they couldn't care less about MMOs).

    --
    :wq
    1. Re:I blame World of Warcraft. by bigstrat2003 · · Score: 2, Interesting

      The Old Republic is being billed as an RPG which happens to be multiplayer. Bioware's loyal fans should all be paying close attention, because if they deliver on their promises, the game will be EXACTLY what we want.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:I blame World of Warcraft. by Wiarumas · · Score: 1

      World of Warcraft will eventually kill itself. Its a great game, but its been nearing critical mass for quite some time now. I'd imagine it only has a couple more years left in it before some other MMO will take its place. And I have a gut instinct that it will be Blizzard will be the creator of that new game.

      --
      I will bend like a reed in the wind.
    3. Re:I blame World of Warcraft. by Monkeedude1212 · · Score: 1

      I'd imagine it only has a couple more years left in it before some other MMO will take its place. And I have a gut instinct that it will be Blizzard will be the creator of that new game.

      That's not really a change - at all - from the current system.

      And I could see World of Warcraft continuing for another decade or more. I don't really see why not, its still slowly growing in player base, not shrinking.

    4. Re:I blame World of Warcraft. by Monkeedude1212 · · Score: 1

      You don't compete with WoW. But Star Wars Galaxies was easily comparable to World of Warcraft - until the developers went and changed EVERYTHING and basically killed the game. They were exclusive in that one was the futuristic sci-fi and the other one was the mystical fantasy type.

      The thing that spurs good MMO's is a successful game before it. In WoW's case, it was Warcraft 3 that really spurred it's growth. In SWG, it was every Star Wars game and Movie to date.

      If there is anything capable of taking WoW off of its throne as top MMO, it'll be a Star Wars MMO. However, that just means that there will be 2 big MMO's, not just one.

    5. Re:I blame World of Warcraft. by Sage+Gaspar · · Score: 1

      Why do you need to compete with an MMO? People don't play them to the exclusion of everything else. Especially at this point in the development cycle when most of the content has been out a long time and everyone's just waiting for the next expansion to drop.

    6. Re:I blame World of Warcraft. by slater.jay · · Score: 1

      Unless the Old Republic videos are vastly misleading, it's just going to be a bog-standard WoW-format MMO with a Star Wars skin. You want an RPG with lots of players? Go look at Guild Wars 2, particularly this part of it.

    7. Re:I blame World of Warcraft. by bigstrat2003 · · Score: 1

      I disagree. The videos, to me, say that this game will essentially be multiplayer KOTOR (with a combat system more or less transplanted from WoW). If you look at the demonstrations they've had of the way missions and cutscenes work, these are very reminiscent of single-player RPGs.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  18. Slashdot delivers again by Anonymous Coward · · Score: 0

    Nobody above me understood the summary (or know enough about Bioware).

    The glorious past of Slashdot is over, and how pathetic it has become, filled with knuckleheads so obsessed with themselves and money they cannot understand a simple summary.

    Yes I mad.

  19. Eliminating the competition by pckl300 · · Score: 0, Redundant

    Company that makes blockbuster games says: stop making blockbuster games. Genius!

    --
    In the beginning, there was null.
  20. Takes one to know one by SmallFurryCreature · · Score: 5, Insightful

    So? He knows what he is talking about.

    And Jade Empire WAS creative. So was KOTOR. Yes KOTOR was Baldur's gate in Space! but THAT was also creative. An RPG set in space? Unheard off!

    Mass Effect married many new elements to the Baldur's Gate style RPG. Sometimes you can create something new by cobbling together old parts. Coat of many colors.

    As a side note, I think some people put to much emphasis on creative. Just because something is new, doesn't mean it is good. New Coke was creative, it was new, it was different. You want a bottle?

    I wish Lucasarts stopped being creative and released one of their old style games, when you knew when you saw their logo, you were in for a good time.

    Same with Bioware. Dragon Age 2 not creative? Who the fuck cares. Give me more off the same.

    The plot is indeed always the same. But there really aren't all that many plots that you can put into a game. Yes, I have written a story line for a RPG in which you are NOT the hero. That is creative. I think it even works and might oneday turn it into a simple game. BUT I also realise that JUST the creative bit of you not being the hero isn't enough to make it a good game.

    Bioware knows that a hero needs an enemy to overcome. Because the same enemy gets boring there usually is a plot twist that reveals a darker enemy behind the original enemy. There are simple game mechanics behind most of the plots.

    Just as in a porn movie, somehow people always find a reason to have sex, often with attractive people. No pizza has ever been deliverd to my door by a randy teenager. Nor have I ever had to discipline a wayward schoolgirl with melons the size of melons.

    Fantasy has rules, perhaps even more so then reality.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Takes one to know one by chill · · Score: 1

      I wish Lucasarts stopped being creative and released one of their old style games, when you knew when you saw their logo, you were in for a good time.

      Ballblazer! Fuck yeah!

      Not to mention Rebel Assault and the whole Monkey Island series. Good times.

      --
      Learning HOW to think is more important than learning WHAT to think.
    2. Re:Takes one to know one by navygeek · · Score: 1

      There just aren't enough mod points in the world for your post. I'd mod you up if I had some.

    3. Re:Takes one to know one by Hatta · · Score: 2, Insightful

      An RPG set in space? Unheard off

      Star Ocean? Rogue Galaxy? Starflight?

      --
      Give me Classic Slashdot or give me death!
    4. Re:Takes one to know one by Anonymous Coward · · Score: 0

      Xenogear/Xenosaga

    5. Re:Takes one to know one by wwfarch · · Score: 1

      So? He knows what he is talking about.

      As a side note, I think some people put to much emphasis on creative. Just because something is new, doesn't mean it is good. New Coke was creative, it was new, it was different. You want a bottle?

      This isn't really arguing against your point but a lot of people find it interesting. In blind taste tests people actually preferred New Coke. It was really failure due to the enormous momentum of original Coke. http://en.wikipedia.org/wiki/New_Coke#Market_research

    6. Re:Takes one to know one by Ocker3 · · Score: 1

      Space Quest???

  21. "For the developers" by Anonymous Coward · · Score: 1, Insightful

    The title conveniently leaves out 'for the developers'.

    He is just pointing out its a poor goal simply because the risk is higher.

    When the budget is high, stakeholders prefer a tried and tested formula and leaves little room for the developer to be creative. Hence all the carbon copy 'blockbuster' games these days.

    With all the carbon copy games, you aren't guaranteed of making alot of money. You won't enjoy the development process as you are just cloning game after game, and adding few gimmicks here and there.

    So, you better have a good workplace culture or else no one will work for long there.

  22. Not really by Moraelin · · Score: 1

    Volkswagen owns Bugatti. Ford owned Aston Martin (but sold it in 2007). Fiat owns Ferrari. That makes your examples a bit unfortunate. Other than that, well spoken.

    Not really. The keyword there is "only". Volkswagen for example still makes models like Fox and Polo and Golf for the low and mid-range, or largely the same as Skoda models for the even lower end, and as Audi models for the mid- to upper-mid-range models, and as Seat for, well, I can't really figure out for whom. Or its famous beetle. Well, "new beetle" nowadays. Ford still produces the likes of Ka and Fiesta and, well, probably no need to list all models actually. Fiat still produces the Uno (well, ok, is restarting it as the "new Uno) or Punto II or small and cheap city cars like the 600 and 500 (again, the latter as the "new 500").

    My point was more like if VW decided to _only_ make Bugatti Veryons and Audi R8 and its own Phaeton luxury car, and basically got rid of any model below Phaeton prices. Because that's the phenomenon that's described in the article. The major game publishers got rid not only of the low end, but now of the middle segment too.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Not really by Pax681 · · Score: 1

      it's VEYRON not veryon

      great points however consittantly mispelling the model name of one of the most astinishing cars of all time... well come on guy, yer smerter than that! as the rest of the post shows

      https://secure.wikimedia.org/wikipedia/en/wiki/Bugatti_Veyron

    2. Re:Not really by obarthelemy · · Score: 1

      god that car is fugly.

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    3. Re:Not really by Pax681 · · Score: 1

      beauty is always is the eye of the beholder my friend.

      however there can be no doubting it's technical excellence!

    4. Re:Not really by TheJediGeek · · Score: 1

      beauty is always is the eye of the beholder my friend.

      Or in some bars, the eye of the beer-holder.

    5. Re:Not really by Moraelin · · Score: 1

      Damn. Looks like I knew it by the wrong name all along. Thanks for the correction.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    6. Re:Not really by Pax681 · · Score: 1

      no probs at all bud :-)

    7. Re:Not really by Pax681 · · Score: 1

      aint that the truth

  23. Re:"small scale MMO"? Jumbo shrimp! by SaderBiscut · · Score: 1

    Many Multiplayer Game?

  24. I stopped buying games a long time ago by kainosnous · · Score: 1

    Many of the games that come out these days look appealing. However, when you play them, their gimmicks get old pretty quickly. Even when a game is genuinely good, it doesn't seem to be worth the price tag. Money is hard to come by, playable games are not.

    When looking at the expensive games of today, I can't find many that would be more enjoyable and challenging than nethack, or perphaps Zork. Sure, some might be more entertaining, but not for the price when there are such great free alternatives.

    --
    There are 10 commandments: 01)Thou shalt love the Lord Thy God 10)Thou shalt love thy neighbour as thyself.Matt22:34-40
  25. there are no 'segments' in gaming. by unity100 · · Score: 1

    that's corporations' delusion, probably more because their marketing departments employ usual marketing and market understanding shit they learned in college to gaming.

    for the masses, there is a 'computer game'. and thats the only classification, apart from their genre differences. they either buy it, or, they dont buy it. they dont classify themselves like 'hmmm, i like short, easy to complete games. so, i should go for that segment. let me see, what games are out in that segment nowadays'. no such delusion exists. they go and buy a game.

    the only classification apart from a 'game', is probably 'mmo game'. and that is because they require monthly payments.

    1. Re:there are no 'segments' in gaming. by Thansal · · Score: 2, Interesting

      I would say this was true a few years ago, and still true for a portion of the gaming population, however I wouldn't even say it's true for the majority any more.

      There ARE non-AAA titles, and people do look at them differently. Indie developers are growing in popularity, and are viewed differently than the AAA games. There are also casual and those games you find on XBL Arcade, the PS3 store, etc. They might not be casual, or really indie, but they aren't AAA games, and people do view them differently.

      I can say this for my self, and I assume there are others like me:
      I have a price point for video games where I view them differently. For me it's $20. If a game is $20 (or less) I will likely pick it up if it interests me. I don't necessarily need a demo, nor do I hem and haw over buying it, I don't shop around for deals, etc etc. If I enjoy the game I'm happy, if I get a good number of hours out of it I'm really happy. If I don't like it and drop it in a week, I'm a little put out, but nothing big.

      Anything over that $20 price point I have a much stricter limitation on. I have to try the game before I buy it. I have to see good reviews, especially from friends who I have similar tastes too. I will wait for it to drop in price, or go on sale, or whatever. This is all because I know that if I DON'T get a lot of play value out of it, specifically replay value, I'm going to regret the purchase a lot. I do hold AAA games up to a higher standard than I do indie/'cheap' games.

      Oh, and don't forget that the casual games players are a (if I remember NPD's nubmers) majority of 'video game players' currently. These players are very specifically only looking for bejewled and it's cousins.

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
  26. Nah: by Mongoose+Disciple · · Score: 1

    So, you better have a good workplace culture or else no one will work for long there.

    It's still the case that a lot more people would like to be video game developers than the market will support, and it's still the case that most employers place a very high value on having shipped titles on your resume.

    These things seriously distort the video game dev job market from what it might otherwise be; as long as those things are the case, it's going to be easy to replace any turnover for cheap, and there are going to be people willing to make Hello Kitty Island Adventure 14 even in terrible working conditions.

  27. missing the point by Anonymous Coward · · Score: 0

    I think almost everyone missed the point of what the dev was trying to say...I think he is referring to "blockbuster" games as these games that are costing 40+ million to make and advertise. He's saying the big companies are putting all this money into tried and true formulas and expecting to be the next big game (and for the most part failing)...instead of trying something new and taking a risk. Bioware actually is a good example of going against the grain and succeeding. Look at Final Fantasy 13 and compare its success and budget to Dragon Age and Mass Effect 2. (Meanwhile the FF devs are making fun of Bioware for "not knowing what people want in an rpg".)

    Bioware is only pointing out that companies cant keep churning out expensive generic games and expect them to be the next Halo, CoD, etc...

  28. Of course there are segments in gaming by Anonymous+Brave+Guy · · Score: 1

    for the masses, there is a 'computer game'.

    Really?

    I like long-term games with depth, like RPGs with good single player storylines. I also like things like FPSes and RTSes, but the back-stories to these are mostly irrelevant and it's the game play and immersion that really count. There are significant exceptions and cross-overs with other genres, of which Deus Ex remains the most obvious example to me and perhaps things like Oblivion also count, but most FPS or RTS games are pretty straight-up these days.

    In all cases, these are fairly high-end titles. I only buy a few of them, and even fewer these days, since anything with any sort of DRM that's liable to screw up my system or stop me playing in future or anything that tries to push extra-cost downloadable content on me is an automatic "no", which rules out a lot today. High production values count: I want good graphics, good voice acting, a well-planned story, spectacular effects, etc.

    My better half, on the other hand, enjoys puzzle games. Most of them are very simple in concept, their graphics are pretty rather than spectacular, and their background music is OK but hardly going to win awards. A group of kids with the right backgrounds in programming and arts could put one of these together with a few days of hard work.

    If you don't think we're completely different market segments, or that we look for games in different places and with different goals going into the store/web site/whatever, you're crazy. :-)

    --
    If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    1. Re:Of course there are segments in gaming by unity100 · · Score: 1

      fool. are you aware that all you describe are genres ? not SEGMENTS ?

    2. Re:Of course there are segments in gaming by Procasinator · · Score: 1

      At the same time, these are market segments. I know you allowed for this, but it's like you don't see the importance.

      Secondly, there are segments beyond genres. Some people want cheap and quick games (ala the iPhone). The actual genre of the game is irrelevant, it's the novelty of these games.

      To say people don't buy games depending on there need investment is also ridiculous. People might not think to themselves 'hmmm, i like short, easy to complete games. so, i should go for that segment. let me see, what games are out in that segment nowadays' but subconsciously they will go for these games: that's why games on iPhone, DS, Wii, etc have become some popular.

      Motion control, 3D games, etc. These are all segments.

      There more to the video game market to genres - you are the one being foolish.

    3. Re:Of course there are segments in gaming by unity100 · · Score: 1

      they arent segments. people do not differentiate in between rpg prices, and fps prices. or adventure prices. they are all considered as 'games'. and most of them are in the similar price range. stalker's price isnt different from dragon age's price range. they are ranged in the same range.

    4. Re:Of course there are segments in gaming by Anonymous+Brave+Guy · · Score: 1

      They are segments.

      The point here isn't that I like a FPS while my partner likes a puzzler. The point is that I like high-end, big production values games that are probably quite expensive to make and buy, and that I only look for a few of these titles per year, often with epic settings or on-line play that give replay value. Meanwhile, the other half plays quite a lot of different puzzle games, all fairly quick to make and cheap to buy.

      That means we look for our games in completely different places. I read reviews of AAA titles, and then buy them from a store of one kind or another. She downloads a lot of trials from smaller companies, and her typical purchase is a full version of something where she's played the demo for a while and enjoyed it, probably downloaded from the same small company that provided the demo in the first place. I wouldn't even know where to find most of the places she gets her games, and vice versa.

      We also have very different budgets. I'm buying relatively new AAA titles, and expect to pay a significant amount for a game, and possibly some more for expansions down the line if they're good. She's buying cheap and cheerful titles for a few pounds at most, mostly as impulse purchases.

      If you're selling games, you might reasonably be aiming for either of us, but it's very unlikely that you're aiming for both of us at the same time. We represent entirely different market segments.

      The thing I find a little surprising is that while neither of us pirates games and we both pay for what we play, I am by far the less profitable target customer these days. I am so fed up with being disappointed by high-end games — not because of the game itself but because of instability, DRM and the like — that I just don't buy many of them any more, and only those I can check out properly in advance. On the other hand, puzzlers tend to just work on any hardware from the last decade, don't routinely crash, and rarely if ever come with obnoxious DRM schemes that require CDs in the drive, shutting down other processes, or other such nonsense. That makes throwing a few pounds at one you enjoy a fairly safe bet. I'm sure there's a lesson for games publishers in there somewhere.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    5. Re:Of course there are segments in gaming by unity100 · · Score: 1

      they arent segments. and you cannot justify it nomatter how many analogies you attempt to establish in a half assed manner.

      your approach is trying to identify suvs, family sedans, sports cars as segments. they are not segments, they are genres as a gaming analogy.

      a lexus sedan is in a segment, whereas a hyundai sedan is another segment. they are PRICE/LUXURY classifications. these are what segments mean. NOT functional classes.

      frp is a genre. fps is a genre. it is not a segment. they are not priced differently because of their functional differences.

    6. Re:Of course there are segments in gaming by Anonymous+Brave+Guy · · Score: 1

      You have now missed the point twice. Please stop trolling and actually read the posts you're replying to before you fire off your criticism. Thanks.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    7. Re:Of course there are segments in gaming by unity100 · · Score: 1

      i think we have exhausted the usability of this discussion. i will get out. there is no way to agree when one starts redefining concepts, as you are doing. you are projecting your reality into the situation, instead of taking things as they are.

    8. Re:Of course there are segments in gaming by david_bandel · · Score: 1

      Segments are differentiated by price. Diablo and Starcraft are definitely in the same market segment.

  29. Re:"small scale MMO"? Jumbo shrimp! by drinkypoo · · Score: 1

    The term MMO doesn't just mean that it's multiplayer and there are lots of players, it also implies that there's a persistent world and players spend all their time in it. You can have that kind of game with as little as a few hundred players.

    No, "persistent" means "that there's a persistent world". Long-running implies that "players spend all their time in it". Massively Multiplayer implies that it's got a massive number of people. Vega Strike has persistence, but it's not massive.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  30. Reason why games "don't make money" by design1066 · · Score: 4, Interesting

    WARNING idealism below, Do not read this post if you cannot handle it.

    #1 reason = OVERHEAD

    The real reason games don't make money is the behemoth corporations controlling the industry and funneling the money into the hands of the pointy haired overlords. It reminds me of an article I read about 4 years ago about how CISCO did not produce a profit that year right before I read the article outing the CEO's compensation: 690 million(Sounds pretty profitable to me, how about you?). Overhead is a made up word managers created to confuse workers and hide the FACT that all of the money is going to them and not the folks who actually create these products. I.E. Overhead = Huge salaries for management.

    1. Re:Reason why games "don't make money" by Labcoat+Samurai · · Score: 1

      Well, technically, I don't think that's what we're talking about here. We're not talking about whether or not a gaming company makes money, but whether or not a game itself makes money. How much these companies pay their upper management is appalling, but it doesn't have any particular relation to whether a game is considered successful or not. How would you figure it in? If you make 5 games in a year, do you add 20% of the CEO salary as overhead to each game? If you make 100 cheap games, do you add 1% of his salary to each? Doesn't really seem like a useful figure to budget in when considering the economic success of a game. Let's say, for example, that I'm a CEO of a tiny company, we produce one wildly successful game for a mere $100,000 and I decide to pay myself 1 million dollars. Does that boost the cost to create the game up to 1.1 million? Is that a useful way to measure it? I don't think so, but, regardless, that million dollars affects the company's bottom line and overall profits.

    2. Re:Reason why games "don't make money" by Anonymous Coward · · Score: 0

      "OVERHEAD" ===> Our Vast Enrichment Relies Heavily on Every Addicted (Dumbass)(Dimwit)(Dork)

      EVERY TYPE of ENTERTAINMENT CORPORATION . . .
              from movies, songs, games, -to- hard drugs & politics

  31. Monetize! by minasoko · · Score: 1

    This is what happens when your product is secondary to your profits.
    In the video games industry, this started to become more noticable in the 90s and over the last decade has gone into overdrive. Publishers attempt to monetize every aspect of the medium and expect continual financial growth for the least amount of effort.
    Most titles released today are sequels or worse, expansions, as the suits attempt to minimise risk, build brands and all the other toss that comes with making sure the guys at the top are kept in the life to which they are acustomed.
    The higher-ups at these firms are ruining everything that was fun about games and the sooner the next gaming industry crash sends them all scurrying back to the industries they came from, the better.

  32. Portal by Anonymous Coward · · Score: 0

    I think he is saying that the right way to do something innovative is to try to keep costs down so that you can try a few things before you find out what works.

    Take Portal for instance, the budget for that game was pretty small, if I recall most of the textures were taken from other games (Half-life), but it was great and fun.

  33. They are on to something by oshkrozz · · Score: 2, Insightful

    This reminds be back in the day of Sierra ... remember them anyone ... They came out with excellent games like Heroes Quest and Kings Quest, but they put out a statement of why they are not going to create adventure games because (and get this) they are not AS profitable as First Person shooters back then, yes they were profitable, yes they can be made and people bought them by the droves, but they cost more to make and they couldn't pocket as much money. They also disappeared entirely despite being a highly successful company because the founders sold it off (Ken Williams) to a rather shady company CUC followed by greedy scandals. Activision owns them now and they are looking to unload them. At the same time there is now a game called Battle for Westnoth it is a cute fun game and it is far better then many turn based games of the 1990s each new version is creative and enhances the game and it is free ... There will always be startups, people that have vision and they will take hold, unlike movies that a low budget film can cost 1 - 2 million to create games can be created for far less. Even pretty graphic games (check out Myst and the history there). Most computer game companies started in some basement some place by dedicated gamers that wanted to build a really great game and they did but then with the influx of money comes influx of investors wanting the next big thing and many companies fold at that point because it is hard to meet the demands of investors and customers at the same time (Well normally it takes 3 or 4 release of game duds for the company to get absorbed). The article is right in that once you start to chase the money it ruins the vision, the game, and the success, ultimately that attitude ruins the company especially in a market that the barrier to enter is fairly low, yet once the founders leave pretty much anyone that takes over will care about the money/shareholders first, customers second and product third. As for the price of games ... well if you are like me and you play them on the PC and you wait about 1 1/2 years after release you get for $35 the edition with all the add on packs, all the extras and fixes and it is worth the $35.

  34. Just because you don't get it... by N0Man74 · · Score: 1

    Just because you can't conceive of the idea, does not mean that it does not, or cannot exist.

    In fact, their earlier game, Neverwinter Nights, showed a lot of potential for such a game. The server could support up to 75 players in theory. Many people set up their own "small scale MMO's" using that engine. And before someone starts in to argue the semantics of "MMO", and how it "implies a persistent world", some of these actually did use techniques and software in order to make them into persistent worlds. They were no WoW of course, but it was still pretty impressive what the community manage to cook up.

    I personally think that MMRPG makers have been stuck in a rut in how they think of MMO's (in regards to the impact that a number of players has in a game, how those players are partitioned from one another, and how many can coexist in a small area). A small scale MMO could find a niche and try new ideas.

    1. Re:Just because you don't get it... by Rogerborg · · Score: 1

      Do. You. Know. What. "MMO". Is. An. Acronym. For?

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:Just because you don't get it... by N0Man74 · · Score: 2, Interesting

      Are the extra periods a substitute for a point?

      Please, oh Great Punctuator, tell us exactly what number of players does it take to go between "multiplayer" and "massively multiplayer". 100? 1,000? 10,000? 100,000?

      The first MMO style games had less than 100 players online in a given server. They grew to hundreds, and even thousands in some cases. The vast majority of the time, games support even more than this, but they are doing it by breaking up the player population into tiny fractions (world servers, shards, etc). World of Warcraft might as well be called Worlds of Warcraft, given the segmentation of the game based on world servers.

      Now my example of a game that had potential and traits of a "small scale MMO", Neverwinter Nights can support 75 players per server (as I said earlier). Each server can connect to other servers to create a large network of servers, where each could represent an area or a zone, just like is done in many MMO's. This has already been done in that community, in fact.

      So enlighten us, what is the magic number where it goes from "multiplayer" to "massively multiplayer"?

    3. Re:Just because you don't get it... by Rogerborg · · Score: 1

      The number is not the point that I am making. Do you really not understand that "small massive" is redundant and a sign that the speaker in unable to communicate clearly what it is that they're talking about or, more significantly, expecting their minions to develop? It's like demanding a cold hot sandwich, or a slow fast car. You don't get that? Wow, you must be a retarded genius.

      --
      If you were blocking sigs, you wouldn't have to read this.
  35. Re:"small scale MMO"? Jumbo shrimp! by Anonymous Coward · · Score: 0

    A "massively" multi-player game means few instances (possibly just one) with many people in each instance, as opposed to simple "multi-player" where each group of people wanting to play together create their own private instance.

    The distinction is qualitative, not quantitive. You could have an MMO with fewer than a hundred people.

  36. Re:"small scale MMO"? Jumbo shrimp! by BabyDave · · Score: 1

    Bonus points for the first person to make an MMO where all the characters are photons, and refer to it as "Masslessly-Mulitplayer"

  37. Re:"small scale MMO"? Jumbo shrimp! by Creepy · · Score: 1

    There are two possibilities here that I can think of - by small scale MMO, he may be referring to a game with a fairly small playing area - maybe the world is only about the size of Oblivion, rather than, say Azeroth. Another possibility is the "programmer lingo" vs the "consumer lingo" is a bit different - as a programmer, I think of MMO as a game/network that scales with player base and has nothing to do with the number of actual players. A "small MMO" would mean the player base for a particular are would be small in comparison to, say, WoW. A practical example would be something like NWN multiplayer without the fixed connection limits (which the world designer/network owner could then set, if desired).

  38. Re:"small scale MMO"? Jumbo shrimp! by Rogerborg · · Score: 1

    I can think of a 3rd possibility. That he's just talking about a multiplayer game, but he's the sort of egotistical prick who orders a "cold hot sandwich" just to make it clear that he's the guy calling the shots.

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    If you were blocking sigs, you wouldn't have to read this.
  39. conflicting ideas by Nightjed · · Score: 1

    sooooo making expensive blockbuster games that need to be in the top 10 to break even causing them to play it safe remaking the same game again and again *cough* NWN * cough* is making the industry stagnate and might not be a good idea... no objection here, i agree completely

    but then "BioWare is experimenting with smaller scale MMO development", really ? adding the 12309742377th MMO to the ones in the making is not causing stagnation ?
    how many mmos can a gamer play at the same time ? i doubt its more than 1, development
    are they really any different from each other ? they are all the freaking same game
    server maintenance and troubleshooting staff for that are cheap ?
    the constant postrelease development required to stop players from running away to a new game (and many will leave anyway) is cheap ?

    a few stupid mistakes coupled with arrogance and your investment is down the drain just look at APB, it seems to me this path will erode the consumer base much faster than the older one.

    Bioware, what the hell ?

  40. Mod Parent Up by handy_vandal · · Score: 1

    You nailed it.

    --
    -kgj
  41. Re:"small scale MMO"? Jumbo shrimp! by Joker1980 · · Score: 1

    Always fancied the idea of an Intimate Multiplayer games myself, think fallout3 with a persistant world but only 8-16 players or so. Admittidly the logistics of such a thing would be tricky but the payoff would be a truly persistant world, rather than 100,000 persistant worlds running similtaniously.

    --
    Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
  42. Quoted @ Handy Vandal's Almanac by handy_vandal · · Score: 1

    I quoted your post on my game design blog:

    http://handyvandal.com/2010/07/making-blockbuster-is-poor-goal/

    --
    -kgj
  43. Quoted @ Handy Vandal's Almanac by handy_vandal · · Score: 1

    Your argument is well written and persuasive, so I quoted you on my game design blog:

    http://handyvandal.com/2010/07/making-blockbuster-is-poor-goal/

    --
    -kgj