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View Full Version : Death to the Gaming Industry: Long Live Games!


Opus131
08-30-2005, 04:03 PM
http://www.escapistmagazine.com/issue/8/3

...
Two years ago, speaking at a conference in the UK, Warren Spector said "The publishers have to die, or we are all doomed" - to cheers. And this year, at GDC, I ranted on the problem - and received a standing ovation.

What is the problem? And is there any way to address it?

The Problem
As recently as 1992, the typical development budget for a PC game was as little as $200,000. Today, if you want a title that will be taken seriously by the retailers - an A-level title - your minimum buy-in is $5m, and $10m for a triple-A title is common. With the next generation of console hardware, the talk is of $20m budgets - not as something that will be unusual, but typical.
...
Today, art assets (not programming) are the main cost driver. As machines become capable of rendering more detailed 3D models in real time, the market demands more detailed 3D models - and models are hand-created by artists using tools such as 3D Studio Max and Maya. All things being equal, a doubling in polygon count means a doubling in the amount of time an artist needs to spend generating the model - and a doubling in cost. Faster machines can push more polygons; more polygons means more cost.

That's the theory, but empirical evidence bears it out. Back in the day, a Doom level took one man-day to build. A Doom III level takes two or more man-weeks.

Now one might argue, of course, that the improvement in graphical quality improves the gameplay experience so much that the cost is worthwhile. But if that's so, why was Doom so rapturously received, such a huge hit? And why do the critics basically agree that Doom III - well, it kind of sucks?
...
... [T]he nature of the market and distribution channel is even more to blame [than the gamer audience without an indie aesthetic]. When a developer goes to a publisher to pitch a title, the publisher does not greenlight it because they play it and say "what a great game!" The developer may not even have a playable demo - but what he will have is a demo reel, a non-interactive visual pitch that may work to get some sense of gameplay across, but is mainly designed to impress the marketing dweebs with the graphics. Glitz, not gameplay, is what sells the publisher.

For that matter, half of the people sitting in on that greenlight meeting are probably marketing suits who think they're in a packaged goods industry, and are a lot more concerned about branding than anything else. Sequels and licenses, good; creativity - that's too risky.

And glitz, not gameplay, is what sells the retailer. Retailers don't have the time to play every title that comes across their desk and, in many cases, they don't play games anyway. They look at a video, they look at the materials provided by the sales guy, they make a decision. And that decision is ultimately based on concerns like branding, how much money the publisher will spend on product placement and stocking fees (what the industry calls "market development funding," or MDFs) - and whether it looks pretty or not.

And finally, there's the industry's attachment to "feature list" marketing. Online play? Check. Dozens of levels? Check. HDTV support? Check. You can often tell a game has nothing new to offer just by reading the backcover text: If it's basically a list of features and numbers (five of this and a hundred of that), you know they've really got nothing to say.
...
Maybe, someday, way down the road, the actual quality of the game will matter to someone - a reviewer, an actual gamer - but you don't even get a chance to get to them if you don't have the graphic right stuff. In other words, gameplay may affect ultimate sales - but it won't get you shelf space.

The reverse isn't true, though - poor gameplay and great graphics will work just fine, as far as the market is concerned. 80% of all game sales occur in the first two weeks that a game is available; all you need to do is blow through your inventory before word of mouth catches up with you. The industry is full of best-selling, lousy games. Can you say "Driver 3?" I knew you could.

In other words: Pretty + bad = financially successful; good + not pretty = fuhggedaboutit. Of course, pretty + good would be nice - but neither the publishers nor the retailers have an incentive to care.

The Narrowness of the Retail Channel
...
In the games industry, you get one shot. You have two weeks. If you haven't achieved sales velocity, you are dead. It's the bargain bin for you, buster. Thousands of games get released each year, they only have facings for 200, and they need the shelf-space for the next piece of over-hyped crap.
...
The result is that the average game (not the industry as a whole) loses more and more money. The publishers make up the losses on the few games that hit.

In other words: There is no room in this industry for niche product. There is no room for creativity or quirky vision. It's hit big, or don't try.
...
EA is stable for a different reason: It is big. More than double the revenues of Activision, its closest competitor. EA has the broadest, most diverse portfolio of anyone.

And they know it. And they're the villains in this piece, because they're the ones who keep raising the budgets and the costs. Everyone else has to stretch to keep up. Raising the development bar has, for more than a decade, been a conscious corporate strategy for EA, a means of squeezing out less capitalized competitors.
...
Ten years ago, you [the independent developer] had a couple of dozen plausible places to take a game. Today, you're lucky if you have six.

And when you pitch them - those increasing budgets breed conservatism. Ten million dollars is a lot of money to risk. The publishers are averse to risking it on anything they don't view as a sure thing - or as close as they can come to one, in this uncertain world.

That's why you get sequel after sequel. That's why any crap media license gets a game (Dukes of Hazzard, anyone?). The promotional spend by the movie studio is viewed as a way of generating interest in the game without additional cost to the game publisher.
...
Pressures on developer margins are also intense; it's very hard to negotiate a developer royalty over 15% today. And there's increasing use of middleware - which has the problem that all games start to look the same, because they share the same engine.

And everything has to be a brand.

I was at the Games & Mobile Conference (a small one, in New York) two years ago, when Edmond Sanctis, then COO of Acclaim, said something I could not believe he'd said in public (and that made me want to throttle the living daylights out of him, of course). He said, "There's no point in publishing a game unless there's a brand attached to it."

Do you buy games for the brand? Or the gameplay?

Of course, maybe there's a reason Acclaim is dead.
...
Does anyone seriously think anyone other than Will Wright could have gotten EA to publish a game like The Sims? And actually, EA tried to kill The Sims many times before it was finally released.
...
The truth is that unless your last name is "Wright" or "Miyamoto," the odds of getting anything innovative published today are nonexistent. In fact, the only thing you can get funded is something that's based on a license or part of a franchise (can you say "Coasters of Might and Magic?"), and incrementally innovative at best.

Does this mean that developers self-censor, not even bothering to bring their best ideas to publishers because they know they don't have a prayer of getting sold?

You bet your ass.
...
So being a developer is creatively frustrating - but from a business perspective, it sucks worse. If you are relying on publisher funding, you are highly unlikely to achieve a royalty rate of more than 15% (which is based on wholesale price less MDF - typically more like 7% of the actual consumer dollar). And your entire $5m budget (or whatever) is recoupable against your royalties. Thus, to recoup that advance, you need unit sales of well over a million.

In other words, barring a miracle, you will never see a dime beyond your initial funding. And no, you will not make a profit on the funding alone, unless you cook the books, because the publishers want to make damn sure that every dollar they spend winds up in assets on the disk. And since you are utterly reliant on them for both money and access to market, they have the leverage to ensure that it does.
...
Publishers are increasingly willing to kill projects midway - or even after going gold. The cost of advertising and promotion can double the total cost - and if they don't have confidence in the game, there's no point in throwing good money after bad.

Basically, as an independent developer in the games industry, you're just ****ed. Back in the day, a company like id could generate a surprise hit, rake in the royalties, and buy its own independence - ... But it's virtually impossible for that to happen today - both because royalty rates even for established developers are under pressure, and also because you don't get to own your own IP. You'll sign it away just to get published, and as far as the publishers are concerned, that's non-negotiable. If Doom were to happen today, the id-equivalent wouldn't own it - the publisher would. And if id got obstreperous, they'd just have the next version developed by someone else.

In other words, not only are business conditions harsh for developers - but there is no upside. Your only possible win, in fact, is to develop enough of a rep that a publisher buys you out. And then, more likely than not, the publisher guts you. Goodbye Origin. Goodbye Microprose. Goodbye Westwood. Goodbye Kesmai.
...
We Have to Blow This Up
...
What do we want? What would be ideal?

A market that serves creative vision instead of suppressing it. An audience that prizes gameplay over glitz. A business that allows niche product to be commercially successful - not necessarily or even ideally on the same scale as the conventional market, but on a much more modest one: profitability with sales of a few tens of thousands of units, not millions.

And, of course - creator control of intellectual property, because creators deserve to own their own work.

widowmaker
08-30-2005, 04:21 PM
Some interesting reading there.
But seeing it from the inside it is very much the Publisher giving it to the developer from start to finish.
To my horror I heared that some publishers are now using marketing people to decide what should / should not be produced and published. Eek!

Fat John
08-30-2005, 04:29 PM
http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

Cerberus_e
08-30-2005, 04:32 PM
long read, I readed some parts and sounds exagerrated, but I'll first read it completely before giving my final opinion.
I printed it out

avatar_58
08-30-2005, 09:24 PM
I'll have to agree on some of those points....because the "glitz" and what companies are looking for is what killed the adventure game genre. Since most people wanted 2D drawn games and they were never state of the art....companies probably thought "Quick lets go 3D!". When people didn't buy the games (simply because they didn't like the 3d view) companies took it as adventures were old news.

Publishers are very near-sighted....however I do hope that gaming isn't going to start turning into a Steam-filled world. Why? Well because I like to own my games and play them years after people call them "outdated" ....I have dosbox for a reason. If they all take to online distribution and authentication then I don't think I want to be in that future. So as bad as publishers are I think they are needed. Well, unless the developer has the funds to self-publish.

Mongorian
08-30-2005, 10:00 PM
Opus131 said:
long rant about gaming getting expensive + some ideas.



Chill.

NutWrench
08-30-2005, 10:13 PM
I also put the blame on gamers who are willing to buy the same old "Super Mario crap" year after year after year.

Mongorian
08-31-2005, 12:01 AM
NutWrench said:
I also put the blame on gamers who are willing to buy the same old "Super Mario crap" year after year after year.



If you're referring to games such as mario tennis and mario baseball or the many mario games on gba, I must ask, have you actually played them? They are quite fun.

PsychoGoatee
08-31-2005, 07:22 AM
Hey Opus, now if the games industry died... who would pay the teams of 50+ people working on our favorite games? Who would pay Kojima Productions, who are currently working on Metal Gear Solid 4? Who would pay to translate the game in English and publish it in USA so I can play it? http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

And, oddly enough, I think games are better than ever! Oh yeah, I prefer Ninja Gaiden on Xbox over Ninja Gaiden on Nintendo any day. Much more innovation in the Xbox version too. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

And of course, it is possible for a brave group to actually make a game and put it on the internet. Of course, if its actually good, odds are they'll get an offer from a publisher... and take it. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

Also, how can I take this article seriously when a major point is that "Doom 3 sucks". Blah.

Cerberus_e
08-31-2005, 07:55 AM
PsychoGoatee said:
Also, how can I take this article seriously when a major point is that "Doom 3 sucks". Blah.



it's not the major point, but it also bothered me, and couldn't take the rest of the article serious.
I was just thinking there are still lots of great games, it's his problem he dislikes doom 3.

PsychoGoatee
08-31-2005, 08:02 AM
True.

This article reminds me of the type who take Tetris over Resident Evil. The thing is you can make a "nothing but gameplay" game like Tetris yourself in Flash, and put it on the net for free. A graphics/atmosphere centered game like Resident Evil costs millions, but it isn't stopping people from making these indy games. So hey, I don't see what this fellow is rebelling against.

Pretty much, since my favorite type of game are suspense action games that rely on graphics and atmosphere, I disagree with these gameplay and not graphics ideas.

Opus131
08-31-2005, 09:09 AM
Cerberus_e said:
it's not the major point, but it also bothered me, and couldn't take the rest of the article serious.
I was just thinking there are still lots of great games, it's his problem he dislikes doom 3.



Well, i was sort of suprised as well when he said that, but in retrospective Doom 3 does sucks... http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

widowmaker
08-31-2005, 09:52 AM
PsychoGoatee said:
So hey, I don't see what this fellow is rebelling against.



The key note is that the wrong people have the power to decide what should and should not be done. Only a few companies have the power to make their own decisions.
So imagine this. Ten years form now there are no developers capable of funding ther own games and the marketing people at the publishers suddenly decide that the only type of game that will sell is Hello Kitty. So all developers would be forced into doing endless Hello Kitty games. Hello Kitty Football, Hello Kitty Tournament 2015, Hello Kitty Racing, Hello Kitty Tetris. Extreme and completely rediculous but that is the power publishers have over developers. And the marketting people making these decisions might not even play games or be remotely familiar with gaming.

Better yet assume for a moment DNF was funded by a publisher. 3DRealms would have lost it long ago and the guys who made Big Rigs could have finished it up. Just imagine the mess that would have been. That is the world of working as a Developer under a Publisher.

Although saying Doom 3 sucks is a bit silly it wasn't the greatest of games and I have no doubt in my mind it would have been much worse has id been at the mercy of a publisher.

Publishers = Bad Guys
Independant Developers = Good Guys

Cerberus_e
08-31-2005, 09:54 AM
Opus131 said:

Cerberus_e said:
it's not the major point, but it also bothered me, and couldn't take the rest of the article serious.
I was just thinking there are still lots of great games, it's his problem he dislikes doom 3.



Well, i was sort of suprised as well when he said that, but in retrospective Doom 3 does sucks... http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif



you forgot to say: IN YOUR OPINION http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif
sorry, but the game sold in millions, and lots of people enjoyed it.

the article is incorrect anyway, prey is coming up, isn't this innovative?
the article is talking like when some game has great graphics, it's impossible to have great gameplay, which is as incorrect as it can get.
he's worried over nothing.
the author of the article doesn't enjoy games with great graphics, like doom 3, well that's his problem, lots of others did.

Needle
08-31-2005, 11:09 AM
widowmaker said:
Hello Kitty Tournament 2015


...

I'd pay good money for that.

Mr.Sociopath
08-31-2005, 11:29 AM
I like the first post of this thread... I agree about all it says.. and I feel great because somewhere, someone in all the world, is on my side http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif (well..that's a first)
let's kill arcadish gameplay! yaaayy ( fire http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif )

Cerberus_e
08-31-2005, 11:37 AM
Mr.Sociopath said:
I like the first post of this thread... I agree about all it says.. and I feel great because somewhere, someone in all the world, is on my side http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif (well..that's a first)
let's kill arcadish gameplay! yaaayy ( fire http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif )



http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

PsychoGoatee
08-31-2005, 10:53 PM
Kill arcade-ish gameplay? Arcade-ish gameplay would kill you, buddy. Time Crisis would kill you so easy. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

Dr. Kill
09-01-2005, 12:49 AM
about the development cost, and time, and manpower, that reminds me of an interview I saw of Ed Boon (I think it was) who said Mortal Kombat was a "quick project", and there were like 5 guys on the team or somethin like that, and with the new ones, they have huge teams, and all this development time.


Mr.Sociopath said:
I like the first post of this thread... I agree about all it says.. and I feel great because somewhere, someone in all the world, is on my side http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif (well..that's a first)
let's kill arcadish gameplay! yaaayy ( fire http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif )



I have no problem with arcade style games like MK, NFL Blitz, NBA Jam/NBA Hangtime, Super High Impact (basicly all Midway arcade games), but what I hate is games that are overly arcadey. Games so arcadey that they are beyond arcade games, and ultimately are no fun. Games like Cool Boarders 3-2001, SSX, THPS 1, Mat Hoffman series, THUG2, NFL Street (cough, cough, rip off). I also hate games that are too much of a sim like Madden 2000 and on, or Forza Motorsport (how is it realistic when I can't turn a car at 10-25mph even?). I like stuff that is in the middle mostly, like Madden 91-96. Hell, I don't even recognize Midway's sports games as "arcade style" games cause they are fun something a lot of the copycats miss (like EA Big... they suck!) I like games that look real, and play a little over the top, but are a challenge. Games like Cool Boarders 2001 let you do a double backflip with only 7 feet of air. http://forums.3drealms.com/ubbthreads/images/graemlins/mryuck.gif Cool Boarders 2 (a good arcade style game) was more challenging and fun. It took at least 15 feet of air to do a regular backflip, let alone a double. That's the kind of game I like. Something that's in the middle.

avatar_58
09-01-2005, 01:22 AM
You know what some people seem to forget? Graphics central games have ALWAYS existed....as gave gameplay ones. There are still games that care more about gameplay than flashy graphics.

Heres what I think....people are tired of shelling out for fast computers and expensive hardware and consoles and the one thing they blame is the one evolving aspect: graphics. After all, one of the biggest costs is the graphics card right? Therefore lets yell at these games since we can't play them! Hurrah! http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif People need to realize that this has always been the case. I'm sure people looked at Doom back in the 90's and whined about needing to upgrade to a 486 for good performance. It has sped up a little nowadays but its basically the same.

Since 3D has become easier, and in turn the "norm", every game uses it. Some happen to look very fancy. That doesn't automatically mean they rely on that fanciness to sell the game. Many games today are 10 thousand times as complex as they were in the past, while others are lacking. Either way the gaming "industry" hasn't really changed all that much....

I used to crusade against new games too....then I bit my tongue and bought a new machine. I've never been happier. Truth is people complain when they can't join in.

Mongorian
09-01-2005, 04:00 AM
avatar_58 said:
I used to crusade against new games too....then I bit my tongue and bought a new machine. I've never been happier. Truth is people complain when they can't join in.



I hate to be a faggot and say AMEN but...

BioHazard
09-01-2005, 05:26 AM
After thinkning about it my opinion is that, and I'm sure the majority of people won't agree with me here, is that the fact that gaming these days is seemingly getting tired and stale is because all the best ideas so far have been taken, and there's little originality left inthe medium anymore.

I mean if you've been a gamer for a while as I have you tend to have your favourite games from certain genres that appeal to you, games that were probably did something new and innovative, and then when a new game comes comes along that tries to copy that it doesn't seem as fresh or interesting, and then subsequent games come along that try it as well, and they seem worse. The only thinig the developers can do then to grab your interest is try and hook you in with more amazing graphics or useless gimmicks.

I don't think it's necessarily the publisher's fault it's just the way that the industry has progressed.

Cerberus_e
09-01-2005, 06:09 AM
no it's not the publisher's fault.
without publishers, most programmers wouldn't find money to create a game.
so in fact, publishers HELP.

avatar_58
09-02-2005, 01:51 AM
Mongorian said:

I hate to be a faggot and say AMEN but...



Well its true. Ever been to some classic gaming forums? I tend to hang around them for my love of old games and the people are nice, but many of them have skewed views on newer games that they've "seen" and not played. I ask them why and the only thing they can come up with is "it requires an arm and a leg".

Believe me, give an $8000 new PC to ANYONE and their opinion about new games changes faster than a kid in highschool. I know because I used to be one of them. Now when I can't play games I at least own up to thinking they look and play nice.

What bugs me most is that people "get off" by degrading games they think are shallow (aka New). I mean, okay so YOU don't like the game....that doesn't automatically mean the gaming industry is doomed. After all, gaming used to be done by an elite few. Now everyone plays games....if anything gaming is at an all time high.