World of Goo Dev Wants Big Publishers To Build Indie Teams
Ron Carmel, co-founder of game developer 2D Boy, which created the indie hit World of Goo, gave a speech at Montreal International Games Summit in which he encourages large game publishers to put more time and money into smaller, indie-like teams. Quoting GameSetWatch:
"'We need a medium-sized design studio. Something that is larger than a typical indie, but has the same propensity for of talent density, focus, and risk-taking,' said Carmel, formerly an employee of major publisher Electronic Arts prior to going independent. Notably, a focus on profit must be eliminated from the equation. 'Creating this within a major developer doesn't present a problem,' said Carmel. With a budget of $1-$2 million dollars, 10 staffers could be hired to work on 'creatively ambitious and forward-thinking projects.' He likened it to the automobile industry, which alongside its mainstream consumer products works on concept cars — few of which enter production as regular models. The concept car is, said Carmel, 'a marketing expense to build your brand, and say, "Look at all the amazing things we're creating."' It also helps with recruitment. Said Carmel, 'there's no reason the larger game companies can't do that.' He also said that developers must move away from the notion that a team comprised primarily of programmers and artists can create a great work. Why do Valve's games have such amazing environments? Because, said Carmel, 'Valve has architects on staff.'"
Extra Credits make a compelling case
http://www.escapistmagazine.com/videos/view/extra-credits/1923-Innovation
The results of these departments work would be the main product, since the main product is games. Creating smaller teams to work on new ideas rather than just have everyone making new Need For Speed/Sports titles would be pretty cool.
I'll admit I do enjoy a lot of the Need For Speed games, but seeing more slightly quirky original games would be great. EA already published stuff like Mirror's Edge, DeathSpank, and Brutal Legend (and probably more, but those are the ones I know about and enjoyed) in the last couple of years, all of which take a new direction on well established gaming concepts, but I'd like to see more of that kind of thing.
which is totally what she said
Big publishers want devs to shut up and get back to work.
That said, many of the R&D departments at companies I've worked for are 0.56% R & 99.44% D.
Although I worked in the Advanced Development group for one company where all we did were prototypes and researchy projects. Some of them actually made it into product. I think that might be the exception though. Typically though that company bought its innovation and then we had to integrate it.
I think the lesson is: if you want to innovate, start your own company, starve for a while before you either go broke or get bought. That seems to be what World-o-Goo-guy seems to be saying too.
EA really didn't want Will Wright, Maxis and "The Sims" at first. He had to fight for it. Fortunately for teenage girls everywhere, it was a huge hit.
Spore would have been the next huge franchise, however EA got in the way and turned it into mush.
World of Goo could easily be a full franchise like The Sims, or Lemmings, but they're not going down that road, they want to innovate.
EA doesn't want to innovate, they just want "The Sims 4" now with extra add-on packs, so you can re-buy everything again.
It sounds like he suggesting video game companies set up their own version of Skunk Works. It sounds reasonable, really. A small team cranking out high-risk, low-cost games could make a better profit/cost ratio than a large studio. And, if they bomb a couple of times, there's relatively little profit lost. It sounds like a good way to keep people interested in a company that otherwise just pumps out one big title every year or two.