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The Almighty Buck Entertainment Games

On The Business Of Developing Successful Games 29

Thanks to InsertCredit for their article covering a recent game-related lecture at an Entertainment Law and Business conference. One of the more interesting discussions covered is how game companies should develop their games. A representative from Electronic Arts indicated they do "...most of their work in-house these days. This increases consistency, but he admits that this method can put something of a damper on creativity. So they've got what they call EAPs (Electronic Arts Properties), wherein they work with/invest in games made by other companies, and then distribute them as their own." On the other hand, an Activision executive claims that "...developers prefer to be left to their own devices, counter-culture individuals that they are. So Activision prefers to purchase them entirely, allowing them to exist undisturbed. He says that in this way, they can develop the games they want to develop, and not have to deal with any of the bureaucracy." But which approach really creates the best games?
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On The Business Of Developing Successful Games

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  • by psyco484 ( 555249 ) on Sunday December 21, 2003 @08:06PM (#7782411)
    Oh give me a break. Sure not every game is a new concept with revolutionary gameplay, but what entertainment medium doesn't suffer from this? ID has pretty much mastered the FPS, creating many spinoffs, but with each game they release, something new is also produced (if not by them, by a competitor trying to one up them). Take a look at Rockstar, their GTA has been imensly popular, it was innovative and has succeeded as a result. The Simposons Hit and Run isn't exactly an innovative title as it does follow closely the GTA style game play, but it's a lot of fun at the same time.

    Last time I checked, games' main purpose was to be fun, if it doesn't take some huge innovation in story line or game play to be great, so what, it's still fun. Every so often I make sure to pick up a game I wouldn't normally think I'd like just for variety. Last game I picked up like that was Need For Speed Underground, and I gotta say I'm really impressed with the work they've put into it. It's got several annoying bugs, but I've dumped about 15 hours into the game. I don't "like" cars though, and honestly, I think a Honda Civic with tons of money dumped into making it "tricked out" is not only a waste of time and money, but possibly the only way to make the car uglier. Even still, I find the game a lot of fun.

    I wouldn't call something like Unreal Tournament 2003 innovative, but I would call it a lot of fun and worth the money I paid the day it came out since I've gotten hundreds of hours of fun out of it. Innovation isn't a requist for fun, it's more of a risk the company would take on a new idea. Classic example of innovation being a bad thing: Daikatana. The game WAS innovative, it was just too little (the two ingame characters sucked in both personality and functionality, and the story just didn't need everything it had) too late (I shouldn't need to explain).
  • by Bob_Robertson ( 454888 ) on Sunday December 21, 2003 @08:37PM (#7782623) Homepage
    I've seen better flight simulators, in fact it would be hard not to be better. The ship traveled just in 2 dimentions and had only two weapons. However, it had some of the best game play of any game at any price I've played even though it used CGA graphics in 16 colours.

    I kid you not:

    Hundreds of stars, thousands of planets, several different space faring races to interact, trade and fight with.

    If you visited a planet and picked something up, it wasn't there the next time you went there.

    If you disrespected a race, they remembered. Ditto if you were decent to them.

    If you didn't do the copyright protection correctly, the cops came after you within the context of the game and blew your ship up.

    All this on one 360K floppy, on a 4MHz machine. I kid you not.

    I believe that Origin published the game, and was bought by EA later on. There was a Star Flight 2, which was better in many ways, but took a lot more disk space. EA owns the rights and seems to be holding on to them with cold, dead hands.

    StarFlight deserves to be released to the public domain, or at least GPL'd. The excellent programming techniques which allowed such a game to exist in so little space should be lauded and emulated, techniques that have been lost while disk space has become unlimited and CPU cycles can be wasted without anyone noticing.

    Bob-
  • An answer... (Score:5, Interesting)

    by pixel_bc ( 265009 ) on Sunday December 21, 2003 @09:09PM (#7782785)
    > But which approach really creates the best games?

    Well, eye of the beholder really. Which makes for a better business model? As of today:

    ERTS [yahoo.com]: $46.09 + $1.24 (13.75 Billion mkt. cap.)

    ATVI [yahoo.com]: $18.44 - $0.56 (1.64 billion mkt. cap.)

    Nobody makes bad games forever. Draw your own conclusions as to who's appealing to Joe Average.
  • Electronic Arts (Score:4, Interesting)

    by MGrie ( 676464 ) on Monday December 22, 2003 @06:38AM (#7784843) Homepage
    Origin Creates great games.
    EA buys Origin.
    Origin Creates a crappy game (U8) under EA's influence.
    Richard Gariott leaves origin.
    Origin is just a empty husk, providing support for UO, living from their inherited IP.

    Bullfrog Creates great games.
    EA buys Bullfrog.
    Peter Molyneaux leaves Bullfrog.
    Bullfro is just an empty husk, programming updated versions of old games, living from their inherited IP.

    Dynamix creates Great games.
    Sierry buys Dynamix.
    Dynamix releases Tribes2 Prematurely under Sierra's influence.
    Sierra closes down Dynamix.
    Sierra tries to patch Tribes2 with inhouse developers.
    about 1 year later, they hire ex-dynamix employees to finish the game. ......

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