What Happens When Gaming Auteurs Try To Go It Alone? 86
An anonymous reader writes: As news that Cliff Bleszkinski, Epic Games' legendary former creative, sets off to found his own studio, a new article takes a look at how six other gaming auteurs have fared after leaving a major developer or publisher to go it alone. The results, surprisingly, are mixed: while some, such as Double Fine's Tim Schafer, have gone on to far greater success, it doesn't always work out that way: just look at John Romero's Daikatana. The article also makes a good point that Peter Molyneux is striking out with a start-up for the third in his career now, but it may not be third time the charm: Godus has been far less well received than Black & White or Fable. Can Cliffy B avoid making the same mistakes?
Re:Daikatana failed because it was too Japanese. (Score:5, Insightful)
That's probably because we don't see the aloof emo hero who in between fighting off a plethora of barely legal teen girl love interests, has hour long mid-combat philosophical debates with his enemies as being particularly appealing. Most of us find this just plain stupid.
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Really? Have you SEEN western animation lately?
Japan has.
The remarkable 16-week run atop the box-office that ''Frozen'' has enjoyed in Japan has ended, and it took Angelina Jolieâs ''Maleficent'' to do it.
''Frozen'' is the highest-grossing Disney film ever in Japan, and ranks behind only ''Titanic'' as the biggest box-office hit ever in that country.
'Maleficent" Ends Incredible Box-Office Reign of 'Frozen' in Japan [thewrap.com]
PlayStation 4 ''Frozen'' Limited Edition [store.sony.jp] PS 4 ''Frozen'' case mod. Available in Japan only.
Uh. No. Sorry. (Score:5, Informative)
Daikatana failed because it sucked, and was three years late.
Romero's skills were GROSSLY oversold
The game was GROSSLY overhyped.
And they burned through an obscene amount of money trying to be a "rockstar" studio (spending lavishly on facilities and trinkets, rather than putting the money where it belonged, in the game.
On top of that, the studio couldn't deliver titles on time to save their lives and was basically had all the makings of a terrible reality TV show with constant infighting, turmoil, etc, etc.
Basically the only thing Ion Storm did RIGHT was to found their Austin office (which kept its nose clean of all the bullshit coming and going from the main Dallas office). Ion Storm Austin actually gained a rep for producing solid work.
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Is Deus Ex merely considered "solid work" now?
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Is Deus Ex merely considered "solid work" now?
I have yet to play a game I'd term a "masterpiece". And Deus Ex wasn't really my cup of tea.
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That is not telling the complete picture. I had dinner with Romero a few years back at one E3 and specifically asked him "Why did Daikatana fail?" not knowing how that would go.
He said 2 reasons:
* Hired people in the wrong order. He said you need to hire your most experienced people *first*.
* He messed up.
The design was only part of the problem.
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Daikatana was about as Japanese as the Teenage Mutant Turtles.
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The opening level for Daikatana was death by a thousand mosquito bites and killer toads. I never got past that level. A FPS game is supposed to ramp up the difficulty as the player gets used to the new game world. Killing them off at the get go is bad design.
I never played the game until I picked it up from GOG last year. I didn't find the first section very hard at all until the giant dragon. Even that was easy after I realized there's no shame in hiding and sniping. I even killed the sentry guns by destroying them instead of destroying their power link until I got to the door that could only be opened by destroying the power link, at which point I felt like an idiot.
The first weapon you get has essentially unlimited ammo (carry 100 shots with 50-shot packs
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Startups and acquisitions are the same (Score:1)
There's no one to tell the big man that what he's doing is a bad idea.
Slashdot site maintainers. (Score:1)
Can you please implement something where submitters have to type the title in three times, and actually spell check it.
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uh, what's wrong with it?
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http://dictionary.reference.com/browse/auteur [reference.com]
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and, for those who prefer to just see information rather than needing to click a hyperlink:
auteur [french] :
a filmmaker whose individual style and complete control over all elements of production give a film its personal and unique stamp.
Auteur (Score:2)
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Except of course that it makes no sense in the sentence and hence is incorrect.
Hint: games are not films.
Just like if I say "What happens when gaming sous chefs try to make it on their own?" I make no sense, because games are also not food.
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the concept of auteur was developed in the context of film, but the idea extends obviously to games if you have half a brain and aren't totally ignorant.
see, with books and plays, it's pretty obvious that the author or playwright is the person who deserves the credit. with music, it was the composer. and so on. films were different. by analogy with plays, maybe the screenwriter should deserve the credit; but the script doesn't really determine the movie, does it? the big name actor matters more than the scr
Game industry alumni (Score:2)
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There's not a whole lot of money in it for amateurs compared to how much work goes into them. There's also a degree of luck involved. I think the p
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"It is really hard to do it all on your own without a studio. The analogy is trying to out compete Coca-Cola with your own brand of similar soda. Just because your formula is good doesn't mean you get success. There are other factors. First you need to get the overhead to even produce the soda. Then you need to marketing so people know your cola exists."
Nonsense, this couldn't be further from the truth. Indie game development is easier than ever whether you're using someone else's engine like Unity or Unrea
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Derek Smart and Battlecruiser 3000AD.
Now there's a fellow that brings back memories.
Inliers! I'm shocked! (Score:5, Insightful)
Why is that surprising?
Outside of Valve I don't think many developers.... (Score:5, Insightful)
...pay enough attention to game design to consistently produce quality games. Not that they can't, mind you, but it seems pretty clear to me that game devs tend to have their attention split between designing a game's mechanics and appealing to a broad audience. You end up with a game that isn't too far afield of what you tend to see these days, but that tries to compensate by having gameplay features designed to be marketed as 'innovative' and conducive to creative and emergent gameplay. A good example is Watch Dogs, marketed as a game centered around hacking but designed as a GTA clone with a hacking gimmick.
Games are an awkward state of limbo these days, publishers know they have to start pushing out the impression of creativity and devs try to figure out how to do that without alienating the average player. The mentality sticks, and developers everywhere end up glossing over technical details, focusing instead on the impression a game will make.
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> Outside of Valve I don't think many developers ... pay enough attention to game design to consistently produce quality games
That's because a game is too dependent on Art + Tech. You can have the world's greatest designer but if they don't understand how to capitalize on Tech & Art _tailored_ for their project you're dead in the water.
There are few Game Designers that are recognized as delivering the goods. Sid Meier, Shigeru Miyamoto, Will Wright, etc. How many of these game designers do the gen
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> Outside of Valve I don't think many developers ... pay enough attention to game design to consistently produce quality games
That's because a game is too dependent on Art + Tech. You can have the world's greatest designer but if they don't understand how to capitalize on Tech & Art _tailored_ for their project you're dead in the water.
There are few Game Designers that are recognized as delivering the goods. Sid Meier, Shigeru Miyamoto, Will Wright, etc. How many of these game designers do the general public even know??
I don't see how that matters, the point is games are homogenized for the sake of market friendliness.
> Games are an awkward state of limbo these days,
AAA games maybe, but not indie.
Okay.
Content creation costs are spiraling out of control.
Why did you bold that and then not follow up on it
People are getting fed up with grind-for-gear ooh shiny with shallow gameplay.
Minecraft just reach 54 million across all platforms.
https://twitter.com/pgeuder/st... [twitter.com]
Well that's a contradictory statement if I've ever seen one.
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How is that a contradiction?
If 54 million copies of minecraft have been sold then people must be getting fed up with the grind-for-gear ooh shiny with shallow gameplay that it epitomizes by now.
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Just reached. Sales are continuing.
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You can make a city as elaborate as you like, it does nothing to determine your success as far as the game's win/lose conditions are concerned. It's just dicking around, the gameplay itself is incredibly unimpressive. Dwarf Fortress, by comparison, actually does involve the designs the player manages to come up with directly in determining their success or failure, and is by far the better game.
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Some games aren't necessarily built around win/lose conditions. Some games are sandlot building games.
You're talking in circles.
54 million in sales says that you aren't representative of everyone.
Irrelevant.
/I/ had literally hundreds of hours of enjoyable gameplay from my $15 purchase. By far one of my best ever game purchases.
Well I am very happy for you.
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You're talking in circles because you're making a point that was already raised and addressed. Going back to it doesn't further this discussion.
It's irrelevant because it's only tangentially related and mentioned only as an antecedent to a completely different point. I'm not going to address your argumentum ad populum.
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> Do you claim that hard win/lose conditions are required for a [successful] game?
You are conflating the issue. Remove the word successful.
A game by definition has a wining / losing condition, otherwise you have a digital toy.
Will Wright considers Sim City to be a toy.
"I have no mouth and I must design"
http://www.rpg.net/oracle/essa... [rpg.net]
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Minecraft is about _user-driven narrative_, not designer driven narrative.
Skip the first 2 minutes of this epic talk on Game Design
* Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way
http://www.gdcvault.com/play/1... [gdcvault.com]
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How can there possibly be so many pre-orders. Sure I'll grant that gamers probably pre-order once but surely that first time is the only time since it's almost certain the game will be nothing like what was hyped at pre-order time.
Are gamers really stupid enough to pre-order something again? Or is the market growing fast enough for there to be enough new suckers each time?
I'm was dumb enough to pre-order one game long ago... I'm not completely moronic and hence never have again.
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Well, there is the Naughty Dog way: stick with a proven formula and polish the SHIT out of the implementation.
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...pay enough attention to game design to consistently produce quality games.
You're saying this mostly because of Portal. Without that game, you'd be left with the taste of Half-Life 2, which showed they were losing their touch because they had to have enemy spawn points that never run out of bad guys.
It also was a very linear game, where even the more open sections were just an A->B->C->D path for the player...there was no side exploring of any consequence. In particular, you very rarely left a building by the same way you entered. You would often see areas where you w
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Actually I hadn't even considered Portal. It's an entertaining game but offers a rather narrow difficulty curve.
I don't really care if a game is linear or not, infinite spawns, etc. All that really matters is what options the game puts in the player's hands and how well opportunities presented by those options are exploited by the game itself. I think the game could have been improved in a number of ways (in particular, the acceleration curves found throughout the game were awkward. Vehicle sections could h
So maps... (Score:2)
I don't know much about what he actually did at Epic aside from some of Unreal Tournament's best maps (it was pretty awesome that it showed the author name when you loaded a map) and I don't know what his job was the other companies at all. Was he a coder? Designer? Producer? Artist/art director? Nothing but level-design-o-rama?
Daikatana (Score:2)
Cliff Bleszkinski's about to make you his bitch. Suck it down.
What suprise? (Score:5, Informative)
The results, surprisingly, are mixed: while some, such as Double Fine's Tim Schafer, have gone on to far greater success, it doesn't always work out that way
This might be a surprise to people who know nothing about startups or business but it should not be to anyone else. Here's the reality: Startups often fail. In fact, the overwhelming majority of startups fail. Being an "auteur" may improve the odds of a soft landing significantly but it does not remotely guarantee success because there is no way to guarantee success.
The reasons for failure are many including poor business skills (there is more to running a company than running a project) and unconstrained egos. The usual bad luck and mayhem that sink projects can also sink companies that only have one project.
Games are a team effort (Score:1)
If these guys go it alone, we will learn that the rest of the people in the teams they left behind can make good games without them. I think the main benefit of having a big name in charge is that you need a creative authority figure to keep the corporate types from messing up the end product.
Star Citizen (Score:2)
Molyneux's games fail because... (Score:1)
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A Romero by any other name would be as Correct. (Score:1)
I like how everyone brings up Ion Storm's Daikatana and never mentions Ion Storm's Deus Ex.
Especially when they cite Carmack as contributing actual games instead of the actual same exact game over and over as a tech demo for his new engine after Romero's departure. It really speaks to the level of understanding the average game pundit has about games or game design, or indeed even success: None.
Let's ask H.P. Lovecraft, Van Gogh, Da Vinci, Keats, Edgar Allen Poe, Kafka, and a miriad of other creators who c
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Romero didn't make Deus Ex though, he just hired the people that did whilst he worked on Daikatana.
Cliff has one thing going for him... (Score:1)
making games is a business (Score:2)
Its too expensive to pull the starving artist living in a studio apartment and eating macaroni unless you likewise keep the games extremely simple and something that can be done entirely by ONE person.
The instant you start pushing beyond that you need cash flow and that means you need a business.
These game makers are often masters of their craft but they're first and foremost artists and creative type people. Just because you're a master in one thing doesn't mean you're competent in anything else. And from
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Surprising? (Score:2)
The results, surprisingly, are mixed
That's not surprising at all. SIx people in vaguely similar situations do a vaguely similar thing and the results are on a broad spectrum of success-failure.
Isn't that exactly the sort of thing one would expect to happen?
sgreat (Score:1)