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Deus Ex Creator On How a Video-Game Academy Could Fix the Industry

Nerval's Lobster writes "In the fall of 2014, 20 promising video game developers will begin a yearlong (and free) program at the University of Texas at Austin, where they will study under some of the gaming industry's most successful executives. 'The idea is to get the best of the best of the best, run them through a Navy Seals boot camp of sorts and not force them to worry about "how do I pay the rent and buy groceries,"' said program leader Warren Spector, who is responsible for creating well-known games such as Deus Ex. 'Fingers crossed, when we start delivering graduates who can contribute in major ways to the development of future games, that philanthropy will continue.' In a wide-ranging interview, Spector also talked about how his future students will be graduating into an industry in which 'every business model is broken, which is either terrifying or an opportunity depending on how you look at it.' Focus groups, analysis of historical trends, and aggregated game review scores may be comforting to number crunchers, but the majority of game projects still end up as commercial failures. Spector ultimately believes the people who actually make the games are going to make better decisions than the number crunchers. 'We've got to be looking forward and any time you start bringing data into it, you're not," Spector said. "I pitched a Lego construction game in 1989, and guess what: Minecraft is basically a Lego construction game. But at the time I was told "no, that won't work." I pitched a western game and the response was "westerns don't sell." And then Red Dead Redemption came out. Stuff doesn't sell until someone makes one that sells, and no amount of data can reveal what new thing is going to sell. The metrics and data guys, and the publishing guys will never come up with the next big thing.'""

132 comments

  1. New Grads by Anonymous Coward · · Score: 3, Funny

    Great, so they can be scooped up by EA and churn out shit like Madden 2013: You Bought it Again.

    -- Ethanol-fueled

    1. Re:New Grads by ackthpt · · Score: 4, Interesting

      Great, so they can be scooped up by EA and churn out shit like Madden 2013: You Bought it Again.

      -- Ethanol-fueled

      That's only half the problem.

      The problem of game designers learning from current executives is the other half. Honestly, if game companies are only churning out rehash after rehash and unwilling to take risks on new ideas (sounds a lot like Hollywood, doesn't it?) what could you learn, other than what creates failure?

      I spent the weekend analyzing Despicable Me and Despicable Me 2, what made these films fresh and funny where so many with so much to offer (great art, great 3D, etc.) flop like the Lone Ranger - easy, look where Pierre Coffin was schooled - GOBELINS, l'école de l'image, spend some time looking through the galleries at student projects, there's a lot of fresh creativity on display there.

      What made a standard (from the 1980s) game format like Angry Birds succeed was in taking a risk, simple graphics and fun game play - a formula which works time and again, but it succeeded wildly where other game developers are focusing on cramming too much of everything into a game and leaving the fun to suffer.

      An academy with past designers, who were very successful in their day, before they burned out or were put on a treadmill at EA , would work well.

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:New Grads by TWiTfan · · Score: 2

      With budgets growing out of control so quickly, what the hell do you expect them to do? Taking a real risk on some indie personal project is one thing. Taking a real risk with a $200 million project that will completely bankrupt your company and throw hundreds of people out of work if it doesn't succeed is quite another

      --
      The cow says "Moo." The dog says "Woof." The Timothy says "Thanks, valued customer. We appreciate your input."
    3. Re:New Grads by griffinme · · Score: 1

      If you want to see some creators that are going different places check out places like Armor Games.They are usually small flash games that you play for an hour and forget but there are some gems as well. Boxhead wars is great as are the bubble series. There might be 20 crap games but there is usually 20 cool games and 60 games that are just repeats of current themes.

      --
      Is he strong? Listen bud, He's got radioactive blood.
    4. Re:New Grads by ackthpt · · Score: 1

      If you want to see some creators that are going different places check out places like Armor Games.They are usually small flash games that you play for an hour and forget but there are some gems as well. Boxhead wars is great as are the bubble series. There might be 20 crap games but there is usually 20 cool games and 60 games that are just repeats of current themes.

      Too cool.

      This is the way the video game industry started to enter the home, small teams, simple concepts, achievable in a small time span and on a french fry budget. If one becomes a massive hit, well done to the developer.

      --

      A feeling of having made the same mistake before: Deja Foobar
    5. Re:New Grads by Synerg1y · · Score: 1

      Hironobu Sakaguchi is laughing his ass off.

    6. Re:New Grads by eulernet · · Score: 1

      >what could you learn, other than what creates failure?

      As a veteran game programmer, I strongly disagree !

      The problem is that the best lessons are always discovered when failing.
      Success cannot be predicted, and thus, you cannot analyze what made a success.
      It's just a pure matter of luck.

      But I can provide you a recipe to success:
      to create a successful videogame, concentrate on both the content and the container.

      Most game creators focus only on they strongest point, and that is either coding, gameplay or art.
      So when you see some nice art, gameplay is lacking, and when you see some nice gameplay, the art tends to suck (in all cases, the code generally sucks).

      It's all a matter of balance, and in my experience (18 years in the videogame industry), I only met a few people able to achieve one of these goals, and they were rarely part of a team (unconstrained talents don't mix well with teams).

      Also, I'm not sure an academy could help discover future talents.
      Schools tend to format people, by making them think and behave the same way, and this results in average people, not great people.

      The best creators I met are really weird guys, they have their own thinking process, and it's definitely different than yours.
      And finally, most of the current game managers are sales guys, not creators. They hate risk.

    7. Re:New Grads by Necrosis99 · · Score: 1

      Angry Birds was never fun. It was only popular because it came pre-installed (and not removable) on millions of smart phones and was free to others. It was (and still is) advertised everywhere you go.

  2. An academy wont help. by gl4ss · · Score: 0

    it will make your metrics problem just grow even more.

    deus ex is nice, but if you had an idea about how to do a block building game in 1989 why didn't you make it? we dreamt of a game like that as kids, in 1989 - of course w had no idea how it could have been done well on 8mhz 640kb ega crapper. a lego destruction derby game would have been awesome.

    --
    world was created 5 seconds before this post as it is.
    1. Re:An academy wont help. by Sigma+7 · · Score: 1

      of course w had no idea how it could have been done well on 8mhz 640kb ega crapper.

      And even for those who did have an idea on how it was made... you needed commercially sold compilers that weren't available to the average user, and also needed to know how to use them.

      That problem is solved, but replaced by a new one - you still need to have commercially sold 3D Modelling applications (freeware is available, but I still find it hard to use), have to have a 3D rendering engine that works with your modelling app (or have advanced math to construct one), and have other people to help you.

    2. Re:An academy wont help. by ackthpt · · Score: 1

      it will make your metrics problem just grow even more.

      deus ex is nice, but if you had an idea about how to do a block building game in 1989 why didn't you make it? we dreamt of a game like that as kids, in 1989 - of course w had no idea how it could have been done well on 8mhz 640kb ega crapper. a lego destruction derby game would have been awesome.

      Some of the most enjoyable games I've ever played were on 8 or 16 bit systems. CPU, memory and clockspeed are poor yardsticks for game quality of play.

      --

      A feeling of having made the same mistake before: Deja Foobar
  3. It doesn't matter what the idea is by Anonymous Coward · · Score: 1

    So long as it's fun to play.

    1. Re:It doesn't matter what the idea is by ackthpt · · Score: 1

      So long as it's fun to play.

      This is the bottom line.

      Let students unleash their own creativity, without trying to mimic the failures of the past and present under some kind of pressure to deliver.

      My nephew is in a game design program and I can't stress enough how important it is to him to not get hung up on art or sound, but focus on fun game play (besides, doing that laborious art and sound is for minions.)

      --

      A feeling of having made the same mistake before: Deja Foobar
  4. Minecraft by mmcxii · · Score: 1, Offtopic

    Minecraft is a bit more of a Lego construction game. I don't know how he pitched his idea but if someone came to me and told me they had a Lego game and presented Minecraft to me I'd have told them their description is a bit lacking.

    And the other side of this is that Notch didn't wait for someone to give him the greenlight. Granted the culture and technology is much different but waiting for the approval of others is probably holding many back from bringing a software product to market for lack of skills or lack of resources. Sometimes you need to just throw yourself out there and hope that you can work it out to become successful.

    1. Re:Minecraft by Russ1642 · · Score: 4, Insightful

      Ideas are easy. Everyone has a great idea for a video game. Developing that idea into a functional product is nothing like simply imagining the final product and maybe bits of gameplay and then starting to program it. And he was likely the one being turned down, not his ideas, although it might have seemed that way.

    2. Re:Minecraft by chilvence · · Score: 1

      He said it with the qualifier 'basically', so it 's fine :)

      Besides, someone built a scale model starship enterprise with it. Who wouldn't do that if they had infinite lego?

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

      But that is wrong. Notch bounced off of people sucking his e-peen. Not even being insulting, he needed it a lot. This is actual history.
      He is one of those types that won't do anything unless he is told "good job dude, you are doing great work, keep going, soon we will have a fantastic game!".
      Notch had nothing to lose in developing this. It was a fun game that he worked with in a smallish community that exploded far beyond what he could have expected. And he was not even remotely ready for the backlash and hate he would get for the game too.

      I know, I remember all that on 4chan /v/ for years until Notch just gave up caring and then when he "jumped ship" to Reddit after all the ideas we gave up and helped him, /v/ turned nasty against him, absolutely malicious. (I never because I'm not 10)
      Even I was behind him for that time too, but then he got just straight up lazy not long after the Paypal account locked incident. Slowly but surely he got lazier with each update. I lost faith in the game ever being completed to any reasonable extent.

      That and the Yogscast mess at Minecon basically destroyed Notch. Mojang is going well, but Notch may as well be gone since several major communities despise him now. Still made a bucketload of money that could fund silly and possible failures of games for years and set them for life. (maybe)
      Now he has put his own new game in devhell, 0x10c, because he got bored of it.
      Whether it will ever see the light of day is another question. (unless he already got back in to it, but I saw another possible game idea that I never bothered to check if there is anything more detailed about it)

      It was going to be our cool fun block game that became some gay circle instead. (image with some swearing)

  5. The problem with the industry is not programmers by TrentC · · Score: 4, Insightful

    Spector ultimately believes the people who actually make the games are going to make better decisions than the number crunchers.

    The people with the money call the shots. How will a year-long boot camp for programmers make managers and number crunchers listen to programmers when they don't now?

  6. "Navy Seals boot camp of sorts" by korbulon · · Score: 2

    Where they don't have The Bell. They have Taco Bell.

    "You think this some kind of fucking game, private?!"

    "Yes, yes I do."

  7. More IT / tech needs apprenticeship like schooling by Joe_Dragon · · Score: 1

    More IT / tech needs apprenticeship like schooling.

    Where you study under some successful people in the field and not college professors who have been in academia for years and don't know much about real work.

  8. Adventure Construction Set = Early Minecraft by xxxJonBoyxxx · · Score: 2

    >> I pitched a Lego construction game in 1989, and guess what: Minecraft is basically a Lego construction game.

    Sounds like the "Adventure Construction Set" (http://en.wikipedia.org/wiki/Adventure_Construction_Set) - that's was the Minecraft of the 2D world back in the 1980s.

    1. Re:Adventure Construction Set = Early Minecraft by jellomizer · · Score: 1

      Well sometimes good idea are just at the wrong time.

      Mindcraft was able to use the 3d+Networking aspect to modern games to make it far more popular than it would be at 2d and single player.
      Kids like to build blocks, but once they are done the like to show it to other people.

      Back in the 1980's and 1990's networked multi-player games were hard to come by. As telephone service was rather expensive (Pay $0.10 per call for a local call, long distance charges), and data was slow, then the main game hub system needed some rather expensive equipment to gather and split the data meaning you need to pay a rather hefty for the time fee to play the games. (Think the old Sierra Network).

      A while back I came up with an idea Kinda like YouTube/iTunes however at the time most people were limited to a 14.4k modem and downloading and Playing an MP3 would require the PC's full power to decode and play at real time. Good idea, but the technology wasn't there yet.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  9. Seems like the wrong end of the problem... by fuzzyfuzzyfungus · · Score: 1

    Obviously, it is fairly likely that academy participants will be improved as game developers to some degree; but it seems like that doesn't really address the problem as described in the interview, which is people with good ideas getting shot down by bean-counters who want predictable sequels.

    One would think that, rather than polishing developers, the logical line of attack would either be tinkering with funding models or reducing the cost of game development, which are the only two possibilities for either cutting the risk-averse out entirely, or causing them to adopt a 'games are cheap, so the ROI on experimentation is better than the ROI on derivative sequel schlock' philosophy.

    1. Re:Seems like the wrong end of the problem... by Anonymous Coward · · Score: 0

      I agree.
      When I read about analysts who can only talk about gaming as a market, abstracting it for the financial leaders of nowadays gaming companies, and yelling that "consoles are the gaming market", and "tablets are the future !" PC is dead etc. Well...
      While it might very well be anecdotal, I find Star Citizen kind of a new hope for games, especially on the PC side.
      This game is free of any noise induced by useless intermediaries, and is tailored for its audience.
      Crowdfunding might not be the definitive answer, but its a door to a possibility of gaming delivery (ok we'll see at the end, but it seems solid) offering games that are wanted and funded and (hopefully) enjoyed.

      Obviously Star Citizen is not the only crowdfunded game, but it's the only one that managed to get more than 14M (from which and 2M in the last 6 days) and is likely to reach a full standalone AAA of 21M before its planned cycle end, that is 21M used for productive things, no waste in retailer, commercial, managerial, usual gaming company overhead.
      I find there is some kind of purity in this.

      mlw.

  10. why post bachelor and not something that can be at by Joe_Dragon · · Score: 1

    why post bachelor and not something that can be at maybe the 2-4 year level or maybe just on it's own??

    that 10K does not cover your student loans. And 2-4 years of CS with lots of skill gaps can be better filled with some like this as part of the 2-4 years.

  11. "come up with the next big thing" by QuasiSteve · · Score: 2

    I pitched a western game and the response was "westerns don't sell." And then Red Dead Redemption came out. Stuff doesn't sell until someone makes one that sells, and no amount of data can reveal what new thing is going to sell. The metrics and data guys, and the publishing guys will never come up with the next big thing.

    And, statistically speaking, neither will game developers. For every big hit of a game there's dozens more that perform okay enough to recoup costs but any follow-up titles are completely up in the air, and hundreds more that go nowhere.

    Just because in one instance a publisher said 'western games don't sell' and was then proven wrong, doesn't mean that everybody thinking they can disprove a publisher when they say their Game X is going to be the next Red Dead Redemption is going to be right.
    We can pretty much know this for a fact by looking at all the 'indie' games on mobile platforms and being launched through KickStarter (not counting the ones who are just using it as marketing hoping to attract the actual big money..from publishers). Although at least the latter can give an indication as to what people may be craving, it doesn't mean the end-result is going to deliver.

    1. Re:"come up with the next big thing" by Hatta · · Score: 1

      Is this his explanation for why Epic Mickey sucked? He was beholden to the "metrics guys" at Disney? I've loved everything Spector has done, but Epic Mickey is just the blandest platform gameplay with high production value Disney art.

      --
      Give me Classic Slashdot or give me death!
    2. Re:"come up with the next big thing" by Anonymous Coward · · Score: 0

      Games make plenty of money. Not everything can be Halo or CoD. Even "poor" sales games rake in a decent amount of money that covers development and publishing. Occasionally the bean counters screw up and project take longer, which eats into profits, other times they start over with a new toolset and waste months of work, which again, eats up money.

      The games industry is like the movie and movie industries, the publishers get control of the product and distribution and use creative accounting to make money not come out the other end. Companies that are limited to development get paid millions, and then there are bonuses for sales points and meta-scores. This is the money devs are complaining they're not getting. Well, tough shit, they missed their targets. The solution is trivial, if you have a commercial product, don't use publishers and moan you're not getting as much money. Their problem is they want publishers to fund them up front while they work on something. The company owners should be the ones raising money, not relying on distribution monopolies.

      If they really want to rake in money, stop spunking $50-100 million on advertising!

    3. Re:"come up with the next big thing" by mattack2 · · Score: 1

      BTW, I haven't played it, but presumably it was popular, since it managed to get a sequel.

      (In the various footage I've seen of the original & sequel, e.g. on GTTV, it looked somewhat fun... but maybe it's boring once one actually plays.)

  12. Games and movies by Todd+Knarr · · Score: 2

    The problem with trying to figure out how to design and create a popular game is that, as with movies, there's no magic formula for what makes a popular game/movie. In fact, about the only guarantee is that following a formula, any formula, drastically reduces your chances for creating something popular. It's very hard to package up and teach creativity and originality.

    1. Re:Games and movies by Anonymous Coward · · Score: 0

      In fact, about the only guarantee is that following a formula, any formula, drastically reduces your chances for creating something popular.

      Which is why we have a dozen games or so in the Call of Duty franchise alone?

    2. Re:Games and movies by Anonymous Coward · · Score: 0

      I guess that explains the dearth of vaguely military FPS games and animated Disney films where a Princess overcomes something.

      I think the fatal flaw is investing SO MUCH into ONE THING that nothing about it can fail, so in the end mediocrity rules popularity.

      Oddly enough I think that's why some gamers are looking past pricey AAA titles and delving deeper into indie games... kind of like the indie film scene before it was co-opted by industry and became a genre

    3. Re:Games and movies by SteffenM · · Score: 1

      Which is why we have a dozen games or so in the Call of Duty franchise alone?

      That's because they are maintaining the franchise. Just like the always-derided Madden series, they've long been established as popular and will continue to churn out the same things as long as people will keep buying them.

  13. Bullshit... by Anonymous Coward · · Score: 0

    The last thing the games industry needs is more cookie cutter production line academy thinking.

    That's how we got this current crop of fucking garbage.

    The random gems we do get... They were inspired by creativity, and a drive for quality.

    Not just money. Which is the only thing an academy has ever produced. Money hungry willing to do anything for a buck sellouts.

  14. SERFS !! MEET LORD !! by Anonymous Coward · · Score: 0

    You are unto thy Lord and Keeper, the GAME EXECUTVE !! Please him for he hath you created !!

    HOOK em HORNS !!

    LONG live DIO !!

    SATAN is YOUR LORD and MASTER !!

    BIKINI beach BABES !!

    HERE IS EHERE EVIL DWELLS !!

  15. Ahh *Sigh of relief by Anonymous Coward · · Score: 0

    When you live in a world where metrics rule and people rule out ideologies because: "it's been done", "why not do this instead".. you see that people are looking too dimly on the end result. It's always about the end result and how you get there is just.. simply a way of getting there.
    Schooling isn't everything, human curiosity is a gift that is often repeatedly beaten until the point that we are mere products of our environment and you place your beliefs in a set of predefined rules from that environment. Expand your mind children. Dream the impossible and work hard to make it happen.

    1. Re:Ahh *Sigh of relief by Anonymous Coward · · Score: 0

      ...and then release your dream, to find that no body wants it.

      Metrics are a way of making sure dreamers dont waste their time.

  16. Does it need fixing? by XxtraLarGe · · Score: 3, Interesting

    People say the game industry needs fixing, but there's tons of great games coming out from both the big boys and the indie scene. Sure, you can complain about Madden 20xx and "Gears of Halo Battlefield Combat" remakes, but then there are other choices you can make. You just need to realize that you're not the person those churned sequels are being made for.

    It seems to me that Spector could have fronted the money himself if he thought the ideas were so good. They probably would have been if he was working on them, DX was one of the all-time greats. Unless he had some sort of no-compete contract, he should have gone indie.

    --
    Taking guns away from the 99% gives the 1% 100% of the power.
    1. Re:Does it need fixing? by Anonymous Coward · · Score: 0

      Care to list these "tons of great games"? because I'm seeing nothing that excites me at all.

    2. Re:Does it need fixing? by Anonymous Coward · · Score: 0

      Deus Ex could have been better.

      But then, we also have crap like Bulletstorm or Vanquish. Games that look and sound good, but have zero substance. Then we also have games like Mass Effect 3, they have potential, and because you played 1 and 2, you can see it and feel it, but after you finish it, you realize you're still waiting for that potential to be used. (I liked the ending, and I think anyone that actually reads sci-fi books will also).

      An "Academy", is just another stupid idea to throw out there. A lot of games are unique and diverse and successful because they don't fit a mold, an "academy" would be that mold, and our grand-children will live to play Madden 2063, and curse us for it.

      Oh, and X-Com ... don't even get me started... if there's anyone I've ever wished harm, is those guys I wish ED's until their lineages are extinct.

  17. Re:More IT / tech needs apprenticeship like school by Anonymous Coward · · Score: 0

    More IT / tech needs apprenticeship like schooling.

    Where you study under some successful people in the field and not college professors who have been in academia for years and don't know much about real work.

    Developers should follow a Jedi like approach. You have a master or multiple masters and then one day you will have your own apprentices. Programming is an art, it's just not being a code monkey, everyone has their own spin to make the way they write code unique.

  18. Academy Awards? by K.+S.+Kyosuke · · Score: 3, Funny

    The first thought I had was what categories would be eligible for winning a Freeman.

    --
    Ezekiel 23:20
  19. Video-Game Academies already exist by snarfies · · Score: 1

    In fact, quite a few of them exist:

    http://www.cracked.com/blog/the-6-stupidest-video-game-school-commercials/

    Quite a few of the linked videos are gone, but you get the idea.

  20. no offense but those piddling details... by Anonymous Coward · · Score: 0

    how hard is it to buy groceries? or pay rent?

    passionate people find a way. this coddling is just going to result in assholes who overestimate their abilities and are out of touch with actual gamers.

    the best game designers are humanists in touch with other people and their concerns.

  21. Re:More IT / tech needs apprenticeship like school by cpt+kangarooski · · Score: 2

    Developers should follow a Jedi like approach. You have a master or multiple masters and then one day you will have your own apprentices. Programming is an art, it's just not being a code monkey, everyone has their own spin to make the way they write code unique.

    Also, at any one time, there can only be two evil game developers allowed.

    --
    -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
  22. Re:The problem with the industry is not programmer by AdamStarks · · Score: 1

    Where does his say this is for programmers? I mean, the game industry doesn't have a lot of rigidly formal terms, but "Developer" is about as general a term as you can get in this context, applicable to Designers, Artists, Programmers, Audio Guys, or anyone else who can be said to directly contribute to the substance of a game, aka anyone who helps "develop" it.

  23. Just imagine ... by Anonymous Coward · · Score: 0

    if all university programs were run that way. The economy would be so productive it would be to the
    moon by now. No. Wait. Isn't that the way China runs its universities ? Oh Damn !

  24. Re:The problem with the industry is not programmer by dadelbunts · · Score: 2

    What about when big name veterans dont have to bend to the whims of publishers. Its not all fine and dandy. Look at the shit double fine is in right now. Raised 3+ million dollars when they only needed 700k, and still managed to not complete their game, but are now way behind. When you dont have a publisher breathing down your neck to get the product out and to worry about profits you end up with shit like this and duke nukem forever.

  25. Re:why post bachelor and not something that can be by Anonymous Coward · · Score: 0

    Although feedback from infants is no doubt interesting, I can't help thinking that 2-4 year-olds are a little too young to benefit. Although if playing with Lego is basically the same as writing Minecraft ...

  26. Re:The problem with the industry is not programmer by Anonymous Coward · · Score: 0

    It won't. That's just heart-and-mind winning horseshit.

    They simply want there to be more programmers. Higher supply means dev costs are kept at a minimum, and they have an easier time overworking the developers and replacing them once they burn out.

    That is all there is to this. Free education for software developers was an eventuality given the current state of high demand and low supply. It won't work very well though, since the root cause for the current state is not being addressed: earning a living as a software developer sucks the monkey's ass.

  27. You lose me... by lance_of_the_apes · · Score: 1

    The moment you use the phrase "best of the best of the best." Especially when referring to artists.

    1. Re:You lose me... by Anonymous Coward · · Score: 0

      All I can think of is Will Smith saying, "The best of the best of the best, sir! With honors!"

  28. Re:The problem with the industry is not programmer by k31 · · Score: 1

    I pitched [...]. But [..] I was told "no, that won't work."

    So, after failing to get his pitches into reality, he plans to open an "Academy" and teach other people how to fail, just like him?

    I really don't see how he is solving any problems in the commercial world. This seems more like "those who can't, teach".

    Of course, since he can't actually get people to finance his games, teaching will likely give him something else to do with his time, at a personal profit, I suppose. Good for him but, again, what does it do for everyone else?

  29. Re:More IT / tech needs apprenticeship like school by jellomizer · · Score: 2

    Our Economy on the whole needs more Apprenticeship like schooling.

    Colleges (I think partially due to the GI Bill, for WWII and Vietnam War, combined with trying to dodge the draft) have seem to have taken the near monopoly on Higher Learning after High School. It isn't that College and University education is bad, but it isn't for everyone leaving a gap in labor. As well lowering the value of a College education.

    Apprenticeships, vocational training, and other alternate forms of education should be a larger part of our modern economy. A lot of people go into Computer Science, or Computer Engineering degrees to be Programmers and System Admins. Those don't need Degrees they can be learned via an Apprenticeship program. Also not IT jobs but other white collar jobs, like Accounting, Marketing, Sales, Advertising, Management... Doesn't need College degrees but experience and learning from skilled workers.

    However the problem was the Baby Boomer created a culture of Cut Throat type of thinking, where if the Apprentice passes the master it is seen as a threat on his job, and the idea of working you way up in an organization is no longer the case, we need to jump from job to job in order to advance in life.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  30. Re:More IT / tech needs apprenticeship like school by Anonymous Coward · · Score: 0

    But is EA the Master, or the Apprentice? :)

  31. Re:The problem with the industry is not programmer by asmkm22 · · Score: 4, Insightful

    Established "vets" like the ones mentioned in the article are a real problem. Most only have one real success under their belt, with a whole string of mediocre or outright crappy games to follow. The idea that they are somehow the lone voice of quality in the industry is just crap. The fact is, these entrenched vets with name recognition are the ones sucking up funding so they can spend 2 or 3 years developing their current pet project that has no more or less chance of success than anyone else's. Setting up a school specifically to breed more of these kinds of people will only result in more "rockstar developers" who are convinced that they are the best qualified for create a new game, and publishers will probably throw money at them as a result.

  32. To really introduce them in to the gaming industry by Dishwasha · · Score: 3, Insightful

    Make sure that they understand that they are going to have to already prove themselves as being able to design and code a completely working and feature complete game from engine to art before they can be accepted in to the program, attend class and study under supervision for at least 80 hours per week, live strictly off of one item from the dollar menu per meal, give them a proper browbeating every once in a while, constantly remind them they are easily replaceable with other students just itching to get in to the program, and then never let them complete a project by tossing them on to other loser projects. But it's all okay because the student breakroom looks like a teenage gamer's wet dream.

  33. Fix the industry? by Areyoukiddingme · · Score: 4, Insightful

    Nobody is going to fix the industry. The industry functions quite well just the way it is, grossing more than Hollywood for years now. If we're talking about the precious industry, that financial success is the only thing that matters.

    Now if we're talking about ART... That's a whole different problem. Art is anathema to the industry. But this is also true of Hollywood, so we can assume the same sort of results fairly reasonably. Art will still happen, in spite of the industry, not because of it. It will be accidental. It will be serendipitous. It will be the result of one madman with a vision. It will NOT happen because of some hothouse training program.

    Those of us who have been in the industry think of something else entirely when talking about fixing the industry. The radical instability of development houses is what needs fixing. Nowhere else in the world is there so little code reuse, and so little retention of talent. Maybe the customers could get some of the things they want, like more reliable ship dates, and better code quality if that were fixed. That's a whole different problem from endless sequels and poor design though.

  34. Re:The problem with the industry is not programmer by Anonymous Coward · · Score: 0

    Or Wasteland 2, FTL, Dwarf Fortress, Hotline Miami, etc. It's almost like Double Fine is behind because they're bad at management (much as I love them), not solely because they decided to go without a publisher. (Side note: look at what happened to Brutal Legend. Thanks to publishers, most of the game's time and budget was spent on legal battles with Activision. What a big help that was!)
    This is like invalidating all self-startups because of my late, crappy attempts at coding.

  35. Why listen to Spector when he created shit games by Anonymous Coward · · Score: 0

    ... like Deus Ex 2. He also poorly managed Thief 3 and resulted in a less-than stellar return of Garrett.

  36. Re:More IT / tech needs apprenticeship like school by Ambitwistor · · Score: 1

    Universities have apprenticeship-like schooling too; it's called graduate school. But the end goal is different than in industry.

  37. Budgets out of control? by Anonymous+Brave+Guy · · Score: 3, Insightful

    With budgets growing out of control so quickly, what the hell do you expect them to do?

    Learn to budget? Seriously, you don't just "lose" $200M by accident.

    Live within their means? They could try not spending absurd amounts for the rights to have some big name involved, for example. Good games will create their own brands, as we've seen time and again.

    Try alternative business models instead of making often futile and always customer-hostile efforts to fight piracy within the current model? Try radically different pricing models. Learn from both the successes and the failures of subscription models and in-game purchases and DLC and building extensible games with modding communities around them and all the rest.

    Tell the console makers to take a hike? Without games, consoles are nothing, but no individual console represents more than a modest fraction of the market. Why should any studio make a AAA game title and then agree to make it an exclusive on a certain console, unless the maker of that console is basically offering to treble their revenues?

    Try bringing PC gaming back? There's a lot of emphasis on consoles, mobile gaming and social gaming today, but PCs have more flexibility than all of the rest put together, and even if the new generation of consoles is competitive in raw power at launch it won't be for long. And yet many modern high-profile PC titles are nasty console knock-offs that justifiably get criticised for weak gameplay mechanics and poor controls/user interfaces.

    Seriously, there are about a million things that a lot of game studios are doing wrong. Anyone with moderate objectivity and some basic knowledge of the industry and general economics can step back and see them. But the big studios often seem to be run by people who don't want to step back and challenge their views, and until that changes, the rest is academic.

    For now, please enjoy EA Super World Championship Series Sports Game 2016, exclusively on your locked-down XBox 3D Kinect Sports Edition, sponsored by Coca Cola and brought to you in generously compensated partnership with the Super World Championship Series League. Unless the DRM servers are down, that is.

    --
    If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    1. Re:Budgets out of control? by LoRdTAW · · Score: 1

      Learn to budget? Seriously, you don't just "lose" $200M by accident.
      Lavish parties, trade show booths, silly office perks like video game machines, over specked custom gaming PC's for workstations and other high tech toys to "foster creativity". Lets not forget bonuses for the boss and other higher ups. Basically pure waste.

      Try bringing PC gaming back? There's a lot of emphasis on consoles, mobile gaming and social gaming today, but PCs have more flexibility than all of the rest put together, and even if the new generation of consoles is competitive in raw power at launch it won't be for long. And yet many modern high-profile PC titles are nasty console knock-offs that justifiably get criticised for weak gameplay mechanics and poor controls/user interfaces.
      With PC's supposedly reaching saturation and as powerful as ever, it would make sense that PC games could reach a wider audience and thus negate the need for consoles. But the reality is that PC's for most people are too difficult to maintain. I have seen tons of people, young and old, who only know how to turn a PC on, get to the internet and email who have malware infected machines. Usually because they wanted to see naked pictures of Rihanna, get the weather or play a crappy game. The console developers know this and the general masses are happy with crap overpriced console hardware that simply work. Press power, put the disc in and start playing in a few seconds. Same with tablets, much simpler to operate. So now we are stuck with a market who panders to the console players because they don't know any better and don't care for better. So PC users get stuck with shitty console ports. Anyone play borderlands on the PC? Where the developer was so fucking lazy they didn't even include mouse support in their menus, you have to use the keyboard. Fucking pathetic.

      I somehow feel we are headed for another video game crash. Basically the same shit will be regurgitated so many times that people will lose interest, sales will drop and companies will fold. but that is a good thing because that opens doors for more Markus "Notch" Persson types to come in and make truly innovative and fun as shit games to play.

    2. Re:Budgets out of control? by thoughtlover · · Score: 1

      Budget? Ha! You must have never worked for a multinational gaming company... the kind that we all joke about breaking youthful spirit to encode their corporate culture over. They exist for the sole purpose of extending bureaucracy (while, simultaneously, creating value to the shareholder; which makes no logical sense). All those top to mid-level managers are desperately overtasking their shmoozing capacity in a vain attempt to avoid the pink slip.

      Large gaming companies are a dinosaur and dying under the weight of their administrative overload... those TPS reports should be printed on real TP so they can actually be reused! Viva Indie Gaming!

      I completely support small developers/studios with random acts of giving (and gracious receiving) with Humble Bundle and feel no guilt.. but, I really feel good because I don't feel like I was ripped off --time or money..same difference.

      --
      No sig for you! Come back one year!
    3. Re:Budgets out of control? by Anonymous+Brave+Guy · · Score: 1

      But the reality is that PC's for most people are too difficult to maintain.

      Unfortunately, that is certainly true. Installing and updating software on Windows is absurdly messy and error-prone, and Microsoft haven't fixed it in literally decades. (And before anyone dives in with the obvious troll: desktop Linux distros are actually worse, if you need anything that strays from the canned packages you can apt-get or similar.)

      If we've learned anything from the rise of web apps, and more recently the rise of mobile apps, it's that software doesn't always need to be huge and complicated. Something simple, effective, and easy to install and use, can go a long way.

      So I suppose we shouldn't be surprised that browsers are turning into operating systems, mobiles and tablets are the new shiny, and development of applications for heavyweight desktop systems is stagnating. I'm as guilty as anyone. I used to love programming little toy programs just for fun, and there are plenty of quick utilities that would be handy to make my daily work more efficient, but the tools and development processes are so onerous now that I don't think I've ever installed anything to develop native Windows executables on my latest PC.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    4. Re:Budgets out of control? by mattack2 · · Score: 2

      but PCs have more flexibility than all of the rest put together

      You say that as if it's a good thing, but it leads to fragmentation/not knowing what each machine supports, thus either being lowest common denominator (ticking off the people with 'powerful' machines), or having way more special code that you need to write and test on the various configurations.

      If you're on a console, you know exactly what the console supports, and have far fewer extra things to support (Move/Kinect being the major one I can think of), and that's only if you want to put that support in.

    5. Re:Budgets out of control? by Anonymous+Brave+Guy · · Score: 1

      That's a fair point. Things really started going downhill when graphics card drivers become all about the benchmarks, which seems like an eternity ago now. I personally gave up on most PC gaming a few years back, at which point the last few AAA titles I'd bought as a keen gamer had all been in the crashes-too-often-to-be-fun category, often due to those flaky graphics drivers. Sometimes it was flaky game code instead, and occasionally it was trying to do things to my computer that my security software routinely blocked because it looked like malware.

      It's funny how plenty of us have managed to write high performance applications for the PC throughout that time without those applications crashing every few minutes, yet for all their huge budgets the gaming and graphics card companies often couldn't.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
  38. Re:why post bachelor and not something that can be by Joe_Dragon · · Score: 1

    2-4 year college level

  39. and maybe graduate school should be at AA for by Joe_Dragon · · Score: 1

    some Fields that don't need the full load of University as it's not for but it isn't for everyone.

    And the in some Fields College and University turns out people with skill gaps and saying 1-2 more years is a poor way to fix that.

  40. Re:Why listen to Spector when he created shit game by Anonymous Coward · · Score: 0

    The dumbing down of DX2 was necessary for consoles, but I do agree that it was much worse than the original. Still, it wasn't a bad game by any stretch and I enjoyed the story.

    As for Thief: Deadly Shadows, I have just one question. Are you crazy? That was the best game in the series.

  41. Re:The problem with the industry is not programmer by c0d3g33k · · Score: 1

    Established "vets" like the ones mentioned in the article are a real problem. Most only have one real success under their belt, with a whole string of mediocre or outright crappy games to follow. The idea that they are somehow the lone voice of quality in the industry is just crap.

    Case in point: http://en.wikipedia.org/wiki/John_Romero

  42. Playing together on a sofa by tepples · · Score: 2

    Tell the console makers to take a hike [...] Try bringing PC gaming back

    Some people like to play together on a sofa instead of in the basement over the Internet, and I've been reassured by several other Slashdot users that the number of living room gaming PCs is negligible.

    Why should any studio make a AAA game title and then agree to make it an exclusive on a certain console, unless the maker of that console is basically offering to treble their revenues?

    Fighting games, for example, tend to be either exclusive to one console or ported to multiple consoles (and not PC) because it does treble the revenues over making the game PC-exclusive. Not a lot of PC gamers are willing to move the PC back and forth between the computer desk and the living room to play a game that requires a screen big enough for two to four players to fit around. And finally, some big-name games are published by companies that manufacture game consoles.

    many modern high-profile PC titles are nasty console knock-offs that justifiably get criticised for [...] poor controls/user interfaces

    If console-style controls and user interfaces are inherently poor, then how would anyone make good controls or user interfaces for a local multiplayer game? Giving each player a mouse and keyboard won't work if the operating system won't let a game distinguish "mouse 1 was moved to the left by half an inch" from "mouse 2 was moved to the left by half an inch".

    1. Re:Playing together on a sofa by yahwotqa · · Score: 1

      Even first Settlers game, back in 1993 allowed you to plug in second mouse and play in separate windows on one screen.

    2. Re:Playing together on a sofa by Anonymous+Brave+Guy · · Score: 1

      Some people like to play together on a sofa instead of in the basement over the Internet

      Sure. I'm not arguing for PC gaming at the expense of other platforms, I'm just arguing that treating a substantial part of the "serious" gaming market as a second-rate platform that you might support as an after-thought is not smart for business. It's a huge industry, and there's plenty of room for both on-the-sofa-together games and over-the-Internet games, and for single-player games for that matter.

      I've been reassured by several other Slashdot users that the number of living room gaming PCs is negligible.

      Whereas I know plenty of people who have a computer in their living room, and probably not as many who have consoles. Who's to say which is really more representative? Does it even matter? It's clear from the sales figures that both are huge groups as a whole.

      If console-style controls and user interfaces are inherently poor, then how would anyone make good controls or user interfaces for a local multiplayer game?

      With respect, I think you're falling into exactly the same trap as the industry execs. You seem to have a view of gaming as something you do with multiple players on one large screen. And if you enjoy fighting games or racing games or other console-friendly genres, that's fine. But when was the last time anyone made an RTS or RPG for a console that didn't have a dumbed-down control system? Some of the most interesting user interfaces in console gaming in recent years seem to be the ones that don't use the standard controllers at all.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    3. Re:Playing together on a sofa by ooshna · · Score: 1

      Whereas I know plenty of people who have a computer in their living room, and probably not as many who have consoles. Who's to say which is really more representative? Does it even matter? It's clear from the sales figures that both are huge groups as a whole.

      How many of those living room computers can handle playing modern games with decent settings and getting a decent frame rate?

    4. Re:Playing together on a sofa by Anonymous+Brave+Guy · · Score: 1

      Pretty much all of them, I expect. I'd say most people I know who use this kind of technology at all probably have laptops for lightweight stuff and/or serious desktops for work/gaming/whatever. I don't know many people who still buy low-end desktops.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    5. Re:Playing together on a sofa by atriusofbricia · · Score: 1

      And if you enjoy fighting games or racing games or other console-friendly genres, that's fine. But when was the last time anyone made an RTS or RPG for a console that didn't have a dumbed-down control system? Some of the most interesting user interfaces in console gaming in recent years seem to be the ones that don't use the standard controllers at all.

      To me this is the worst result of consoles being the primary development target. Dumbed down games. Overly simple console compatible control interfaces, overly simple game play, being shackled to what the current generation console is capable of while PCs race ahead in power.

      Result: Piles of same old same old games with occasional kinda sorta bursts of something that resembles innovation. Mostly railshooters and sports games out the ass with occasional exceptions. Hell, what's the greatest thing about the new Call of Duty game? The dog and it is very pretty. Otherwise, it will likely be waist high walls as far as the eye can see between cut scenes. Because console.

      --
      I was raised on the command line, bitch

      "Nemo me impune lacesset"

    6. Re:Playing together on a sofa by Anonymous Coward · · Score: 0

      But you're not proposing anything new...you're just saying you wish the computer game market was more like it once was. Furthermore, there *are* serious PC games that come out, on occasion...

      So really, if it was such a great idea, these games would have made plenty money, would have had a slew of imimitators, and the gaming industry wouldn't be sliding away from that model.

    7. Re:Playing together on a sofa by tepples · · Score: 1

      The Settlers was released for the Amiga and PCs running MS-DOS. This was possible because it was possible to read a serial mouse with serial port commands (whether Microsoft protocol or Mouse Systems protocol) and a PS/2 mouse with PS/2 port commands. But the Amiga and MS-DOS are no longer commercially relevant; Windows is, and by default, Windows conflates PS/2 and USB mouse input into one stream of deltas.

  43. mid 90's have UMK3 wavenet way befor it's time by Joe_Dragon · · Score: 1

    it used T1 lines and it did not make it past the test citys.

  44. Seinfeld Is Unfunny by tepples · · Score: 1

    Epic Mickey is just the blandest platform gameplay with high production value Disney art.

    It's been that way since sometime in the 16-bit era. DuckTales on the NES was fun, but Pinocchio on the Super NES and Sega Genesis was short and bland. Might it be a case of Seinfeld is no longer funny because platforming itself had become old hat?

    1. Re:Seinfeld Is Unfunny by Hatta · · Score: 1

      DuckTales on the NES was fun

      Duck Tales on the NES was fun because it was made by Capcom, when they were making Mega Man, Bionic Commando, and tons of other great games. Warren Spector, having a similar history of awesomeness should have been able to produce something awesome with Epic Mickey. He's smart enough to see when something is trite, and he's a master at mixing genres. He should have been able to do something to make it better.

      Might it be a case of Seinfeld is no longer funny because platforming itself had become old hat?

      If that were the case, it wouldn't be fun to go back and play Duck Tales.

      --
      Give me Classic Slashdot or give me death!
    2. Re:Seinfeld Is Unfunny by CronoCloud · · Score: 1

      There's a remastered version of the Ducktales game coming out. No, really. They even got Alan Young to do the voice of Scrooge McDuck again...the man is 93 years old! And yes, June Foray voices Magica De Spell...she's 95!

    3. Re:Seinfeld Is Unfunny by neminem · · Score: 1

      Aladdin and Lion King were both pretty respectable games (both for SNES). Granted, they weren't DuckTales, but they were still pretty decent.

    4. Re:Seinfeld Is Unfunny by Anonymous Coward · · Score: 0

      Castle of Illusion, World of Illusion, Mickey Mania, Kingdom Hearts and TRON 2.0 were all good Disney games.

  45. Bootstrapping a startup by tepples · · Score: 1

    The solution is trivial, if you have a commercial product, don't use publishers

    How is that supposed to work? Every download game on Xbox Live Arcade must be sponsored by a disc game publisher.

    Their problem is they want publishers to fund them up front while they work on something.

    A developer could rely on a bootstrapping strategy to make up for the lack of publisher advances. Such a company would start with a tiny project and use the revenue to grow with each successive project. But console makers have historically required self-publishing developers to be "at least this tall", as theme park ride descriptions put it, to even get started developing for a platform.

  46. They have it exactly backwards by Anonymous Coward · · Score: 1

    > 'The idea is to get the best of the best of the best, run them through a Navy Seals boot camp

    Ugh, this is totally wrong. The games industry continues to perpetuate the SuperCoder Myth.

    There is this notion in the games community that you need a few crack rockstars to make a game. As it turns out, these people don't really exist. What you find is a few people willing to work 24 hours a day on the problem instead of 12. This perpetuates coders who program all night, all the time and leads to death marches. Again, the idea that one coder will write most of the code and the rest will support him is just misguided MBA jockeying. What you need is a solid team of methodical programmers who are all reasonably good and working a reasonable schedule.

    Thus, "Let's get the best of the best! and make them Navy Seals!" is built on top of this exact myth. The idea that you can just get one good programmer and take on the world. Such BS.

    1. Re:They have it exactly backwards by tepples · · Score: 1

      There is this notion in the games community that you need a few crack rocks

      Because that's what some producers in big video game companies have to be smoking. Now I get it.

  47. Are consoles necessary by tepples · · Score: 1

    The dumbing down of DX2 was necessary for consoles

    For a single-player game, the question is whether consoles are necessary in the first place.

    1. Re:Are consoles necessary by CronoCloud · · Score: 1

      For a single-player game, the question is whether consoles are necessary in the first place.

      Why would you say that?

    2. Re:Are consoles necessary by tepples · · Score: 1

      For a single-player game, the question is whether consoles are necessary in the first place.

      Why would you say that?

      I was expressing agreement with Anonymous Brave Guy's comment: "Tell the console makers to take a hike [and] Try bringing PC gaming back". What advantage do you see in consoles over PCs for single-player gaming, especially if you're not interested in Nintendo first-party games?

    3. Re:Are consoles necessary by CronoCloud · · Score: 1

      What advantage do you see in consoles over PCs for single-player gaming, especially if you're not interested in Nintendo first-party games?

      Price and price/performance ratio? Ease of Use? More diversity of genres? Sony and Microsoft also have first party games. You focus way to much attention on Nintendo.

  48. Re:why post bachelor and not something that can be by Anonymous Coward · · Score: 0

    WOOSH

  49. Death by analogy by Anonymous Coward · · Score: 0

    What we need is a super-academy for electricians, so that we can find electricians to work on our biggest, most complex buildings. We will find the best of the best navy-seals of our electricians. Rockstar electricians, so to speak, who can wire an entire building on their own. And these electricians will want to work on the biggest buildings because they will get perks like an 18 hour work day and a break room filled with electrical switches and Crestron panels.

  50. No need for an academy by Hentes · · Score: 2

    The indie scene is already fixing the industry. The big guys can adapt or die.

    1. Re:No need for an academy by mjwx · · Score: 1

      The indie scene is already fixing the industry. The big guys can adapt or die.

      By "adapt" I assume you mean "by out almost finished Indie games" then yes, I suspect they'll adapt quite cheaply.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  51. Better stories? More content? by WillAdams · · Score: 2

    The games which I've enjoyed the most recently have been:

      - Legend of Zelda Skwyard Sword
      - Red Steel 2
      - Xenoblade Chronicles
      - The Last Story
      - Pandora's Tower (finally found a work-around which seems to be consistent for me for the glitch)

    In particular:

      - motion controls and the interface of Skyward Sword and Red Steel 2
      - exploration and vast expanses and lengthy gameplay of Xenoblade
      - online campaign and RPG-style grinding of The Last Story
      - fascinating story of Pandora's Tower

    I'd give a lot for a motion-controlled RPG w/ downloadable content, grinding and on-line play which had a good story which was suited to the on-line environment.

    One of the best potential backgrounds for such a thing would be C.J. Cherryh's Morgaine stories (travel is by a series of gates to different worlds) --- I really wish someone would license it.

    --
    Sphinx of black quartz, judge my vow.
  52. Re:More IT / tech needs apprenticeship like school by Chris+Mattern · · Score: 2

    Also, at any one time, there can only be two evil game developers allowed.

    I think EA generally needs more developers than that...

  53. Re:Why listen to Spector when he created shit game by CronoCloud · · Score: 1

    The dumbing down of DX2 was necessary for consoles

    Console, singular. DX2 was Xbox only.

    But it wasn't necessary to dumb it down at all, and I take umbrage at that statement since:

    but I do agree that it was much worse than the original

    The original game, was also released in enhanced form on the PS2...mouse and keyboard support included. There were some minor changes in UI and levels were split in pieces since Eidos didn't seem know the trick of level streaming. (which is how you get big levels on the PS2...you stream them on the fly) But basically it's the same game.

  54. Solo Effort by DrGamez · · Score: 2

    I'm kind of tired of seeing all the credit for huge productions like video games go to a single person.

  55. Re:Why listen to Spector when he created shit game by Joe_Dragon · · Score: 1

    the maps had to be cut down to fit in the xbox 1 limited ram pool

  56. Warren should have stuck to pencil and paper by CronoCloud · · Score: 1

    Some people don't remember but Warren Spector got his start in tabletop gaming having worked for Steve Jackson Games and TSR. Then seeing that tabletop would always remain a niche, like some other tabletop designers (like Sandy Petersen), he jumped ship to where the big money was....electronic gaming.

    He should have stayed on the tabletop....just because you're pretty good at tabletop design doesn't make you a good computer/console game designer.

  57. Universal Ammunition sucked in deus Ex 2 by Joe_Dragon · · Score: 1

    most extreme example ever implemented. Every single weapon that uses ammo draws from the exact same ammo pool: the same kind of ammo for pistols, shotguns, RPG's, flamethrowers ... This is very problematic because when you run out of bullets for one gun, you run out of bullets for every single one of your guns.

  58. The problem with number crunching history by Anonymous Coward · · Score: 0

    The problem with number crunching history is the same problem trying to get accurate forecasts during times of changing weather patterns from the farmers almanac. They have absolutely truthful historical information, but their changes in trends tend to be flat lines based on averages of years past. Can they tell why the US South is so dry and Western Canada is so wet? No. You have to look at the previously east-to-west straight jetstream, which is now much more sinusoidal, and see that areas north that used to be somewhat dry with a bit of moisture (dryland farming) are now dealing with copious amounts of rain (inches per week instead of inches per month), and other areas are looking at heat, drought and fire. When you make one that breaks the rule, then they make new rules. Before you break them, they follow the old rules.

  59. Re:The problem with the industry is not programmer by LoRdTAW · · Score: 1

    DNF was management incompetence. How many times did they change engines? Three or four? modified Quake -> Unreal -> inhouse ->? Then lets not forget the numerous videos they released at all of the E3's which made it look like they had a working game. But truth be told they were stuck in development hell which was caused by a lot of feature creep. They kept looking at other games and saying "oh shit that looks awesome! lets put that in our game." Then add to that they kept trying to add in all sorts of interactions and vehicles which stalled their story and gameplay for the sake of glitz and glitter.

    Oddly enough after 3d realms folded, Apogee was brought back from the ashes to do a remake of Rise of the Triad. I actually played that game and it wasn't as good as Doom but the gameplay was fast paced and the sound effects were loud and made you feel like you were in a war zone.

  60. If you want to fix an industry by PJ6 · · Score: 1

    fix its management practices.

  61. The best games are made by those by Anonymous Coward · · Score: 0

    who have a passion for making the games, and they make a game that they themselves want to play, not the game that some D-bag CEO thinks will sell.

  62. Re:The problem with the industry is not programmer by dadelbunts · · Score: 1

    Which is the same thing Double Fine is doing. They saw they had alot more money than they had asked for, so decided to tack on more shit. Tim Schafer said that since he didnt want to make a game smaller than Grim Fandango, and he now had the money to do so, then he might as well do it, and it would not be ready for like 2 more years. RotT was fun. I hope new one is as good as the old one.

  63. Re:The problem with the industry is not programmer by Anonymous Coward · · Score: 0

    Bingo. When I read "program leader Warren Spector, who is responsible for creating well-known games such as Deus Ex"

    I thought, anything else he created.... really. I haven't even played Deus Ex.

    Don't blame the playa' : developers, execs, money men.... it IS the game industry that's the problem. It wants to become a movie-like industry (which typically has out of control budgets).

  64. Re:Why listen to Spector when he created shit game by MalleusEBHC · · Score: 1

    The dumbing down of DX2 was necessary for consoles...

    Admittedly I never played Invisible War, but Human Revolution shows that you don't need to dumb it down for consoles. I played DX:HR on Xbox, and I thought it was a fantastic game. It fell a little short of the original Deus Ex, which I had played on a Mac, but that has nothing to do with console vs computer.

  65. Re:Why listen to Spector when he created shit game by Anonymous Coward · · Score: 0

    Console, singular. DX2 was Xbox only.

    It was planned for PS2 as well, but later cancelled.

    But it wasn't necessary to dumb it down at all, and I take umbrage at that statement since:

    Yes, it was absolutely necessary for it to work on the Xbox.

    There were some minor changes in UI and levels were split in pieces

    Did you even play DX on PS2? It was every bit as dumbed down as DX2. The inventory/menu system was majorly stripped down, gameplay elements removed, the graphics were slaughtered and the levels were tiny.

  66. Re:Why listen to Spector when he created shit game by Anonymous Coward · · Score: 0

    Human Revolution on console is far inferior to the PC version. It only runs at 720p, very low res textures, no SSAO, no tessellation You're also forgetting that the Xbox only had 64MB RAM and the fact that a DX1 inventory system does not work well on a gamepad.

  67. Re:The problem with the industry is not programmer by loufoque · · Score: 1

    You haven't played Deus Ex!?

  68. The only thing that can fix it... by Rob_Bryerton · · Score: 1

    The only thing that can "fix" the industry is another complete collapse, followed by a rebirth consisting of small players (NO mega-corps). The video game industry, foolishly wanting to be like Hollywood, has gotten it's wish: it's become a faceless corporate giant with no soul, fixated purely on focus groups, numbers, and endless rehashes of tired junk. All style with little to no substance. Just die already.

    Another side of it is the incompatibility of art and money. As much as it pains me to call video games 'art', I acknowledge that the developers practice a form of art; the developers being those who code, the sound recordists and the people who generate the graphical assets, etc. The vast majority of traditional artwork (as a visual medium), just like music, is mostly obscure and will never turn a profit. The problem is not the medium, but with those who do not understand art as human expression and those same people who must attach a price tag to everything.

    The "failure" is not the medium, it is the endless greed inherent in large corporations who 'care' nothing of the craftsmen that enable them to profit.

    Real art (whatever that is) cannot be made on an assembly line...

  69. Atom nettops tended to lack graphical oomph by tepples · · Score: 1

    That depends. A few years ago when "netbooks" (cheap subnotebooks) and "nettops" (cheap small form factor PCs) with an Atom CPU were all the rage, people would buy these nettops, which were just powerful enough to decode high-definition video in real time, and use them for noninteractive home theater uses such as listening to music and watching movies. Use for recently published video games, on the other hand, requires a little more GPU power than a lot of these Atom PCs were capable of. Could Gigabyte's Brix nettop make a useful set-top console?

  70. Malware defined; PS3 installs; mouse control by tepples · · Score: 1

    I have seen tons of people, young and old, who only know how to turn a PC on, get to the internet and email who have malware infected machines.

    Ultimately this can be traced to a lack of a rigorous definition of what makes a particular piece of software "malicious", other than "I know it when I see it". If you can cite such a definition, I'd be glad to discuss it.

    Press power, put the disc in and start playing in a few seconds.

    A few seconds, or ten minutes of watching a Kurt Russell wannabe smoke a cigarette?

    Where the developer was so fucking lazy they didn't even include mouse support in their menus, you have to use the keyboard.

    I don't own a copy of Borderlands for any platform, so I'm not familiar with its control style. But say there's a PC game that can be played with a keyboard, a USB HID gamepad, or an Xbox 360 Controller. If it can't be played with a mouse, why should the menu support a mouse? The player would be moving his hand back and forth between the mouse for the menus and the keyboard for controlling the player in the game. The other option would be to add support for actually playing the game with a mouse. I don't see how that would work for all genres: how would mouse control in a platformer or fighting game work?

    1. Re:Malware defined; PS3 installs; mouse control by Anonymous Coward · · Score: 0

      Borderlands is a first person shooter. There's no way to control it with just a keyboard, so the mouse is necessary for regular gameplay. That's where the complaint of not being able to use a mouse in the menu comes from.

    2. Re:Malware defined; PS3 installs; mouse control by LoRdTAW · · Score: 1

      Ultimately this can be traced to a lack of a rigorous definition of what makes a particular piece of software "malicious", other than "I know it when I see it". If you can cite such a definition, I'd be glad to discuss it.

      No need to argue this point. I have cleaned out PC's belonging to friends, family and co-workers that were full of trojans. Today it has gotten a lot better, thanks to email back-end scanning. But the virus days of XP have really left a bad taste in everyone's mouth.

      A few seconds, or ten minutes of watching a Kurt Russell wannabe smoke a cigarette?

      Okay so a few seconds was an exaggeration. Mostly it takes a minute or two. Your 10 minute example is not even valid as the smoking scene was about 1.5 minutes, though it is absurd. The rest was loading screens and lasted less than 10 minutes, more like 7 though still long.

      But say there's a PC game that can be played with a keyboard, a USB HID gamepad, or an Xbox 360 Controller. If it can't be played with a mouse, why should the menu support a mouse?

      You obviously don't game on a PC. The mouse is the *primary* input device on a PC. Since the days of windows 3.1 and DOS, PC Games had menus that used the mouse. And you don't play solely using a keyboard, you use the mouse AND keyboard (they don't list mouse because its use is implied). So imagine you're using the mouse to aim constantly you hit escape to save or whatever and now your mouse can't navigate the screen. You have to hit arrow keys multiple times. That is lazy.

    3. Re:Malware defined; PS3 installs; mouse control by tepples · · Score: 1

      on a PC [...] you don't play solely using a keyboard, you use the mouse AND keyboard

      What you say is true of first-person shooters. But for other genres, please let me repeat my previous question: "how would mouse control in a platformer or fighting game work?"

  71. Re:The problem with the industry is not programmer by Uberbah · · Score: 1

    When you dont have a publisher breathing down your neck to get the product out and to worry about profits you end up with shit like this and duke nukem forever.

    Exactly...as Microsoft proved when Windows Longhorn was released on time and under budget....

  72. Re:Why listen to Spector when he created shit game by CronoCloud · · Score: 1

    Did you even play DX on PS2? It was every bit as dumbed down as DX2. The inventory/menu system was majorly stripped down,

    Simplified yes... the PC version was too fiddly. The changes made increased the amount of time actually playing the game.

    gameplay elements removed

    Which ones? Considering you can just use a walkthrough for the PC version

    , the graphics were slaughtered and the levels were tiny.

    Not tiny, they were just split into pieces. As I said, Eidos didn't use the trick of level streaming. And how were the graphics slaughtered...they look the same...except the PS2 models are mo-capped.

  73. Fighting trojans a different way by tepples · · Score: 1

    lack of a rigorous definition of what makes a particular piece of software "malicious"

    I have cleaned out PC's belonging to friends, family and co-workers that were full of trojans.

    Then perhaps the way to bring back PC gaming is to analyze the threat model and limit what trojans can do to accomplish their purposes. One could require the publisher of a device's operating system to inspect each program, as is standard practice on iOS and the game consoles. But this is not the only answer nor even the best answer. Operating systems could help by providing robust sandboxing capabilities, such as allowing each user account to make sub-accounts that can see only what the user explicitly puts in that account, and allowing system components such as video codecs to be installed into one of these accounts rather than system-wide.

  74. You have to pick one of the first parties by tepples · · Score: 1

    Price

    I suspect this won't remain a huge advantage for long, especially once someone posts a "best gaming PC for $500" parts list this November to match the "four hundred and ninety-nine U.S. dollars" introductory price of an Xbox One console and people start taking that parts list to the local PC builder. And if you play only single-player and online, Steam sales and the like make PC games much cheaper.

    Ease of Use?

    In what way are GOG and Steam any harder to use to install games than the consoles' download stores?

    More diversity of genres?

    What genres are lacking from PCs other than, perhaps, cooperative platformers like Trine and fighting games like Street Fighter IV?

    Sony and Microsoft also have first party games.

    If you buy a Microsoft console, you can't play Sony first-party games, Nintendo first-party games, or PC exclusives. You have to either pick one of the first-party publishers and stick with it or pay more than a PC for all three of a generation's consoles. Even a $1,000 compensating-for-something PC is cheaper than a $1,250 set of three consoles, plus you get to use it to do homework and watch videos that just freeze at the error message "The content owner has not made this video available on your device" when watched on anything but a PC.

    You focus way to much attention on Nintendo.

    I picked a name. Let me rephrase: What advantage do you see in PlayStation consoles over PCs for single-player gaming, especially if you're not interested in Sony games? What advantage do you see in Xbox consoles over PCs for single-player gaming, especially if you're not interested in Microsoft Studios games?

    1. Re:You have to pick one of the first parties by CronoCloud · · Score: 1

      I suspect this won't remain a huge advantage for long, especially once someone posts a "best gaming PC for $500" parts list this November to match the "four hundred and ninety-nine U.S. dollars" introductory price of an Xbox One console and people start taking that parts list to the local PC builder.

      There is no way on god's green earth that one can build a machine with an 8 core CPU AND 8GB of GDDR5 with the custom buses/memory controllers that the PS4 has for $500.

      Sure you can buy videocards with GDDR5 but you simply cannot buy main RAM with that kind of capability, just like you couldn't buy RAM or a memory controller as fast as the PS2's when it came out.

      And if you play only single-player and online, Steam sales and the like make PC games much cheaper.

      You do know that PSN and Xbox marketplace have similar sales and discounts, right?

      In what way are GOG and Steam any harder to use to install games than the consoles' download stores?

      Because they're running on Windows?

      Say you download a game from GOG, which I have done... Sure it's DRM free, but you still have to go through the standard install process for it. It may ask what components to install and where, etc etc. While it's not super-difficult it's not as quick and easy as PSN.

      What genres are lacking from PCs other than, perhaps, cooperative platformers like Trine and fighting games like Street Fighter IV?

      Oh I don't know... 3D platformers, singing games (and music games in general), light gun games, kart racers, certain styles of RPG's, etc etc.

      If you buy a Microsoft console, you can't play Sony first-party games, Nintendo first-party games, or PC exclusives.

      That's fine, because if you buy an Xbox, you want the exclusives, just like if you buy a PSfoo you want those exclusives, etc etc. Though these days there aren't as many exclusives as in the past, cross-platform is king.

       

      What advantage do you see in PlayStation consoles over PCs for single-player gaming, especially if you're not interested in Sony games?

      Because it's cheaper and you can just pick up and play and you don't have to put up with that piece of crap called Windows or put up with the suboptimal kludge that is WINE.

      And even if you don't like Sony's first party titles there's a ton of others to choose from with many different kinds of gameplay.

  75. The Real Problem? - Most Gamers Are Idiots by Anonymous Coward · · Score: 0

    I have a running bet with my business development guy at the small studio I work for - if we make the most simple, idiotic game backed by a lot of marketing cash, we'll rake in a winner.

    I know, every game is supposed to be this perfect little fucking snowflake, full of VISION and DREAMS, but you know what is really going on? Most gamers could give a shit. Witness the success of mouth-breathing titles like "Candy Crush", "Kill some soldiers - again", and "Lets play sports - Part 24". The concepts that most people want to impress upon the teeming gaming masses isn't going to stick in large amounts.

    Minecraft is an example of being as fucking simple as possible. The game is great in expressing this simplicity, but it boils down to not being too HARD for the average IDIOT to pick up in a few minutes - that's key. Also is the budget for marketing. About half of any gaming budget is going to be burned for pushing it out there, competing with every other stupid fucking title that involves madly clicking/tapping/whatever.

    So in that sea of crap, there floats your wonderful concept - except you didn't bother to put more than $10,000 toward marketing, so after the initial introduction pop (even if you get featured in the iOS/Android portals), it all reverts to a long-tail minimum that doesn't do jack for you.

    The problem with any "rockstar" and any game concept being lauded as the "way" is this - SUVIVORSHIP BIAS. We aren't studying all the games that were pushed out and failed miserably, just myopically focused on what is doing really well.

    Between the massive gulf of fools, the insane needs of just having your voice heard, and the continued trend of only studying the few "successes" - it isn't surprising that the whole industry resembles a fresh cow pie in the pasture.

    Gotta go, time to make "CLICK 'DEM TERRORISTS" for the next paycheck.

  76. Re:The problem with the industry is not programmer by Anguirel · · Score: 2

    There's been a couple decades since 1989. Warren Spector has since produced:
            Wing Commander (1990), Origin Systems
            Wing Commander: The Secret Missions (1990), Origin Systems
            Ultima VI: The False Prophet (1990), Origin Systems
            Bad Blood (1990), Origin Systems
            Wing Commander II: Vengeance of the Kilrathi (1991), Origin Systems
            Wing Commander: The Secret Missions 2 - Crusade (1991), Origin Systems
            Ultima: Worlds of Adventure 2: Martian Dreams (1991), Origin Systems
            Ultima Underworld: The Stygian Abyss (1992), Origin Systems
            Shadowcaster (1993), Origin Systems (Uncredited)[10]
            Ultima Underworld II: Labyrinth of Worlds (1993), Origin Systems
            Wing Commander: Privateer - Righteous Fire (1993), Origin Systems
            Ultima VII Part Two: Serpent Isle (1993), Origin Systems
            Ultima VII Part Two: The Silver Seed (1993), Electronic Arts
            Wings of Glory (1993), Electronic Arts
            System Shock (1994), Looking Glass Technologies
            CyberMage: Darklight Awakening (1995), Origin Systems
            Crusader: No Remorse (1995), Origin Systems
            Thief: The Dark Project (1998), Looking Glass Studios
            Deus Ex (2000), Ion Storm Austin
            Deus Ex: Invisible War (2003), Ion Storm Austin
            Thief: Deadly Shadows (2004), Ion Storm Austin
            Epic Mickey (2010), Disney Interactive Studios
            Epic Mickey 2: The Power of Two (2012), Disney Interactive Studios

    I'm going to go with "He can certainly do, not just teach."

    --
    ~Anguirel (lit. Living Star-Iron)
    QA: The art of telling someone that their baby is ugly without getting punched.
  77. Hundreds or programmes like this by TheSkepticalOptimist · · Score: 1

    This is hardly new or needed, there are hundreds of "Make games" courses in colleges around the world.

    Maybe its new for Universities who tend to only deal with theoretical and rarely practical applications of knowledge, but community colleges everywhere offer this.

    The only problem is you can't teach creativity, you either have it or not. So knowing how to make the game is not the same as making a great game.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
  78. I thought light gun games died with SDTV by tepples · · Score: 1

    8 core CPU

    I'm getting conflicting results while trying to figure out whether the 8-core CPU refers to eight independent cores or to eight half-cores like in AMD Bulldozer.

    8GB of GDDR5 [and moreover, installation of a game for Windows is] not as quick and easy as PSN.

    Good point. I'll try to ask the PC fans how important a one-step, controller-operated installer is in the next article, and I bet that by the end of the year, they'll probably have come up with some drawback of unified GDDR5.

    music games in general

    To pick random examples from the sixth and seventh generations, my cousin plays StepMania and a lot of other people play Audiosurf.

    3D platformers

    A lot of the Sonic games are on both consoles and PC. Sonic Generations, for example, is on Steam.

    light gun games

    I thought those had gone out of fashion on consoles after the sixth generation because light guns don't work on LCDs. Or are you including the Wii Remote (and Namco's clone thereof called the Guncon 3) in the category "light guns"? In any case, there are plenty of mouse-controlled shooting gallery games for the PC, many in the style of the classic Area 51/Time Crisis style arcade light gun games.

    kart racers

    You mean like Split/Second, Blur, Sonic and Sega All-Stars Racing, and its sequel? But in general, thanks for reminding me of what genres are still underrepresented on PC.

    if you buy an Xbox, you want the exclusives, just like if you buy a PSfoo you want those exclusives

    And if you buy a gaming PC, you want the exclusives. There are currently a lot more exclusives on PC than on any given console, though that includes a lot of non-AAA games, and it may change in this generation depending on whether one classifies OUYA as a PC or a console.

  79. Re:The problem with the industry is not programmer by k31 · · Score: 1

    That is some good information,
    but my assertion had nothing to do with his ability to make games,
    but rather, the "pitch" them; i.e. to get financing for games which he wanted to make, but were non-mainstream.

    If he had successfully pitched something, and then taught others the secret, then it would make more sense to me to say that the academy would fix that problem.