Game Companies Prepare for Next Console War 79
domanova writes "The BBC has an article up about the difficulties games companies will face in the next round of the console war. I don't play games, and my programming is in a different world, but the last lines of the article struck a cord. "Mr Hasson said games developers were beginning to realise that they had to be more business-like. 'There are still some developers who were involved in games from the bedroom coding days.
Some of them are still making games for peer group approval - that has to stop.'"
Struck a cord? (Score:2, Informative)
Re:Struck a cord? (Score:1)
what??? (Score:5, Insightful)
i realize this is a business guy making the statement, but god...
peer group approval is what gives us the crazy stuff like katamari damacy, warioware, and others. if that stops, we get stuck with nothing but incremental sequels to racing games, sports franchises, and the army men series.
Re:what??? (Score:2, Insightful)
I thought we already were. New creative games are becoming far and few between. It's sad but soon enough the "mainstream" game industry will be the same as Hollywood cranking out the same crap over and over again. Once and awhile there will be something new, but for the most part anything genuinely new will be from (or at least I hope) small independent game companies showing the
Informal Poll (Score:2, Interesting)
I was just curious because I recently noticed how bad it's gotten so I did a poll of my games
Re:Informal Poll (Score:1)
Re:Informal Poll (Score:1)
Re:what??? (Score:4, Interesting)
1) Is that most "peer group" targetted games fail. Mostly they appeal to too small a segment of the population to make any money even if they make it out of development. Many don't get that far as they get too complex and too niche.
2) Games like Katamari Damacy that come out of left field screw up his pre-existing business of selling licensed sports games, another FPS with fancy new graphics etc. etc. I.e. innovation takes away some of his market share. Until he owns it, he's losing money.
This isn't really new. Look at Hollywood. Most movies are nothing but old ideas with new faces designed to target a specific market and get some easy cash. But we do rarely get a new, good movie that stands above the rest. They're hard to pick out, but they're out there.
Businessmen are classically short sighted. They only see things as they are now, and make decisions that way. Once something new comes in they're scared until they can make money from it. Then they love it. If you made a bundle off every gas powered car sale, wouldn't you be afraid of someone who sold electric cars?
This HAS TO STOP!!! (Score:5, Insightful)
Just what we need: more games designed for approval by committees of the type that think "Elektra will be a great hit movie!", and fewer games designed for game-players.
Re:This HAS TO STOP!!! (Score:1)
Re:This HAS TO STOP!!! (Score:2)
I would argue that... (Score:4, Insightful)
Re:I would argue that... (Score:5, Insightful)
I fear this is the future of the games industry. One or two really good titles a year and then hundreds of cheap imitation and derivative works. I hope I'm wrong and that the industry can use the new hardware to really show us something new and special, but I have my doubts.
What about Gladiator? (Score:1)
Re:What about Gladiator? (Score:1)
The same thing is going to happen to the video game industry. Honestly, I can't tell the difference between the WWII games out right now as they all look the same. Why buy a game that looks/feels almost iden
Re:I would argue that... (Score:3, Insightful)
It's supposed to be an art - (Score:2)
I don't think the developers should ever have to be more business-like, at least not in the ideal situation. There's is supposed to be a creative job, akin to being the director of a film. Yes, there's a ton of technical aspects involved, but the main purpose of the game should be to make it as creative and fun as possible. It is the place of the producers/publishers to worry about the actual costs.
It's pretty obvious that given some freedom and a large amount of financial support, a talented team will pr
Re:It's supposed to be an art - (Score:2)
Re:It's supposed to be an art - (Score:2)
Re:It's supposed to be an art - (Score:1)
As the resources required to make a game increase so does the financial risk. Previously a small company could probably have weathered a bad title, but now the cost of mak
Re:It's supposed to be an art - (Score:2)
It's quite possible to develop the concept of something, work out it's details and figure out what it's going to be, then right before you implement it or seek funding, stop. Then think more practically. Who wants this, how do I know? How much is this going to cost to develop? How many people are going to like this? Then maybe change some things to make it more palatable to someone who would pay for it.
Artists have been doing this for ages, the b
Hasn't it been a business for decades? (Score:1)
Yes, the nature of the beast is that there will always be "bedroom programmers doing stuff for peer approval", just as there wil
Planetside (Score:1)
Re:Planetside (Score:2)
Or you might consider, you know, not playing it at all?
I'm not saying this as an anti-pirate screed. I'm saying, don't you have better things to do than play crappy games? (Unless it's a springboard for other projects [somethingawful.com], but that's a rare case.)
struck a CHORD, damnit (Score:2)
Re:struck a CHORD, damnit (Score:1)
Re:struck a CHORD, damnit (Score:2)
good picture. I like that one.
Re:struck a CHORD, damnit (Score:2)
Who has to stop? (Score:2, Interesting)
Mr. Fred Hasson appears to be a bloody fool. If games are no longer made for peer-group approval by like minded peers, they'll be like movies made for focus-group approval by bottom-line conscious busybodies - bland, homogenized an
Re:Who has to stop? (Score:5, Interesting)
That's just not true though. Developing games that appeal to gamers who are interested into shooting their friends from the first person perspective with cutting-edge detail is harder, yes. There are plenty of small developers that continue to do just fine by appealing to those of us who are more interested in gameplay though.
If you want to make a high profile game that is going to sell millions of copies, you can go Hollywood and take your chance that your non-movie-licensed title will be the one in twenty to make it, or you can concentrate on a smaller audience and overall game quality you can respect yourself in the morning and probably put food on the table...
The reason we're seeing comments like this is not because the independant game developer has gone away, but because as the games market has grown and tons of marketing dollars have been poured into the market, the smaller developers have slipped off the radar. Remember that the journalistic machine is lubricated with cash... I'd bet more people play independant games than mainstream games (think about all those flash games, PDA games, etc...), but the trade rags only write about the ones that produce advertising dollars.
Re:Who has to stop? (Score:1)
Both you and Gulthek [slashdot.org] have valid points - Gulthek even names a counter example: Alien Hominid. I would add Katamari Damacy too, but I don't know if that was developed by an independent or Namco itself.
But you're arguing that what we're getting is
Re:Who has to stop? (Score:2)
The problem is that creativity doesn't guarantee, or even drive sales in big budget titles. Creative gameplay will sell your game to a niche audience, but once you go big budget you need broad appeal. To get your big budge
Re:Who has to stop? (Score:1)
Dude, you've argued yourself into a corner.
However:
Ding! Ding! Ding!
And for the money shot:
Re:Who has to stop? (Score:2)
Hell no, I'm not saying that. I'm saying the only way you'll end up with a big budget for your game is if it's like the (successful) competition or like previous games. There's a huge difference there. A big budget doesn't imply success, and success doesn't imply a big budget.
That's demonstrably crap (the top 20 games by sales here is a who's who of innovative and non-formulaic gaming for the pa
Re:Who has to stop? (Score:1)
I guess we'll have to agree to disagree on this - i believe that your game being different, however slightly, makes a hit of it.
That's to be expected since the industry currently develops the way you describe. But try mapping that list onto two other lists.
The digital imprimatur (Score:2)
Let the budget developers produce games that stand out
How can a budget developer new to the field, with PC based playable demo of the game in hand, convince licensed publishers to even enter negotiations?
Heard it before (Score:1)
Some of what he says is true, though. The projects are getting more complex, the teams are getting larger. Both development teams AND management need to look how large scale non-games software development companies tackle scheduling, design, documentation,
You know who has to stop? (Score:2, Insightful)
What actually needs to stop is developers and publishers getting a hard on everytime a new console comes out and jumping on the bandwagon. It takes a couple of years to get used to developing to a new platform. It's just the nature of the beast. Developers are adapting to the new hardware, seeing what they can do. Little inno
Re:You know who has to stop? (Score:2)
Re:Who has to stop? (Score:2)
One need only look at the success of Alien Hominid to counter this argument. Simple, fun games are still well within the grasp of the independent developer.
They tried this already... (Score:1)
Don't knock it. (Score:2)
Re:Don't knock it. (Score:4, Funny)
Re:Don't knock it. (Score:1)
Re:Don't knock it. (Score:2)
Re:They tried this already... (Score:1)
Re:They tried this already... (Score:2)
Re:They tried this already... (Score:1)
He's saying it from a perspective of cost... (Score:4, Interesting)
It takes a lot of cost and effort to get that last 10% and it breaks the back of a lot of companies. So in business sense, it's better to ship a product that's "good enough" than to never ship one at all because it wasn't "great".
As a consumer of games, yeah that's a moronic statement! We want GREAT games!
But in reality it doesn't pay the bills. Unfortunately it also means we're going to get saddled with commodity games... like "Aviator: The flight simulator"
Re:He's saying it from a perspective of cost... (Score:2)
Meanwhile, you have joe consumer who comes along and has been fed only the big franchise games, and hates this game that is by gamers, for gamers.
Essentially, think of it like indie music or movies. They're doing it for themselves, or for their frie
Peer approval companies (Score:2)
I'd much rather buy a game designed by a gamer than by an executive.
At least market competition can't stop open sourcers from doing that--just from making money doing it. Maybe this is the coming age of the artist game developer.
Re:Peer approval companies (Score:2)
Fast forward to the sixteenth Sims expansion pack... what happened?
Re:Peer approval companies (Score:1)
Re:Peer approval companies (Score:2)
EA is virtually attempting to buy everything! There has never been anything like this in the history of any industry. No one knows the outcome.
Re:Peer approval companies (Score:1)
EA's original pitch (I'm paraphrasing) was "We treat our developers like rock stars".
That is, until the GTA series, when another company proved that it could out-rockstar EA.
Everybody develops for their peer group. (Score:2, Interesting)
"Hey, I'm going to medical school to learn to ACT!"
"I have 20 years experience as a chef, and I want a job as a reporter."
"I work at Jiffy Lube, and I wanna write video games"
Gamers develop games for other gamers and they know what they want. And it isn't "Deer hunter".
Re:Everybody develops for their peer group. (Score:3, Insightful)
"I have an MBA, and I wanna write video games."
Re:Everybody develops for their peer group. (Score:2)
"I have an MBA, and I wanna write video games."
And that is precicely why you should not.
More Business nonsense written my MBAs (Score:2, Insightful)
Something that struck me (Score:1)
One of the major drawbacks of having games companies behave more like movie film makers is that these games are going to start reducing in play time. Just as films are manufactured to
Death? (Score:1)
I hope that's a British synonym for laid off. From watching the Office, I thought the word over there was redundancy.
Re:Death? (Score:2)
(And no, it isn't any sort of synonym for being laid off I've ever heard. I guess he means the death of some *companies*.)
Flock to Indie Games (Score:1)
But on the flip side I must thank them for opening up more doors for people like myself to sweep in as Independant game developers. We can provide the niche products that gamers still want but the studios won't do because it doesn't automaticly guarentee a million units or more
Coffee House Video Games (Score:1)
I think you're going to see the same with Video Games in the future. As EA, Vivendi and the others turn into the massive "Studios" lots of little guys are going to put out some amazing stuff and make a lot of money because it isn't as someone put "Army Men 27."
Maybe there isn't enough room for a massive amount of Indie Dev
Just what we need.... (Score:2)
Yes, let's make games for the broad-masses ; Just another WWII-themed FPS... or wait, let's make another race-game ripoff...
Have a look at the stuff made by the several mod-teams around for FPS's : -that- is were innovation (for FPS games) is situated at the moment : Not in the offices of EA (to take an example) where the next WWII-theme
Re:Just what we need.... (Score:2)
Re:Just what we need.... (Score:2)
I think that they should have taken the unoriginal theme/gameplay a bit more into consideration ; then again, in the end they delivered the most polished (yet very unoriginal) mod as opposed to the others.
I was more thinking of the -innovative- mods , that have been copied by "the industry" : Good examples of the past being TFC and CS.
Don't change the focus of something great... (Score:5, Insightful)
This business man is just wrong... I've seen it too many times... change the focus to money and you lose the soul of the product.
Does it? (Score:4, Insightful)
If you're a company like Electronic Arts, you've already gotten rid of the notion of 'peer approval'- you're now shooting for the 'lowest common denominator', innovation and new ideas be damned. The executives of companies like EA are modern day Scrooge McDucks- they have a vault of money that they regularly swim in, and if a game doesn't do too well because it's just "Hot Girls Drive Cars 2007", well, they're okay moving to the shallow area of the pool for a day or two.
However, how many things on the Internet are as popular as they are because someone was shooting for the general public? Not that many. Some guys thought something was cool, got together, and put it on the net to share with friends and the common person that stumbles upon it. This is how we got things like Red vs Blue. Did The Brothers Chap ever dream that Homestar runner would garner such a larger crowd?
I think that many of the smaller companies should stick to the peer group. For one, if you're trying to impress your friends, you'll go all out. You'll think of new things. And, certaintly, you wouldn't make something you hated. The more you like a project, the better the chance that your friends will, too.
For two, the best kind of advertising anyone can get these days is still word of mouth. I could see that sexy car on TV with the buxom woman standing over it licking her lips and I would just think 'eh'; but if a friend came to me and said "This is one sweet ass car," I would at least give it second thought. In the same way, a group of guys make a game for friends to enjoy; Those friends tell other friends, who in turn tell more friends, and something gets at least a cult following. And everyone knows that cults will pump out a lot more steady cash than the indifferent masses.
Smaller companies without the cash cushion have one of two options: Make a mediocre copy-cat game that has moderate-everything, and thus will sell to the masses, or make something different, innovative, that was just an idea among your peet group. The first will likely garner enough money. The second will either tank or make you rich.
I'd rather see companies take the risk of trying to make the friends happy. Plus, if they release small, free games for the 'friends', who in turn spread it around, people will come to know the brand and will be interested in the bigger, better games that cost money.
Art? (Score:2)
Enter the independant developer - liken him to the independant movie maker. He's not as big budget, might not have all the glam that comes with a big budget production, but if he executes his product well, it's going to be a lot better than anything the big boys pump out.
I've thouht for a few years now that video games were going to
A businessman at Namco.. (Score:2, Interesting)
Re:A businessman at Namco.. (Score:1)
Y'all are looking at this from the wrong side... (Score:2)
On the contrary, he wants to pump out craptastic rewrites of crap with shiny new licensed properties associated to create 'synergy' and 'vertical integration' and recieve unreasonable piles of 'money' for his 'marketing savvy.'
If games are still being made by people trying to push the envelope that's going to mess up his marketing plan, isn't it? Bad executive! No yacht for you!