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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.

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  1. 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
  2. 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.