Sunday, November 04, 2007

Xbox Live: Release the Hounds

Why are console manufacturers afraid of developers?

It's right at the heart of their whole business model that they place developers at arms' length purposefully, first by producing steep barriers to entry and second by instituting approvals processes that guarantee that developers will shape their games to the needs of the gatekeepers rather than the audience.

I speak specifically here about the online side of the major consoles. I have recently (finally) acquired a 360 and had a chance to really have a look at Xbox Live, and the one impression that I took away from it is that of over-management.

Firstly, it's obvious that the catalogue is entirely managed, like a TV schedule. And just like a TV schedule this means that there aren't many surprises but rather a series of checkboxes being ticked. It reeks of platform-holder side meetings in which they discuss how their catalogue has holes and those holes need to be plugged to gain the upper hand against Eastasia. I mean Nintendo.

Secondly, with such a managed catalogue and antiquated business model based on the retail model as invented by Nintendo, Atari and co, it's obvious that Live is going to run out of steam fairly soon. Once you have settled on a series of catalogue categories and holes-to-be-filled, well where do you go when those holes have all been filled? Where does your audience go, more importantly.

Thirdly, the front page of Live Arcade in particular is very drab and uninteresting, and the browsing mechanism doesn't really do anything to sell games, promote games, or basically work like an enthusiastic retailer should. When compared to Popcap, Big Fish, Amazon and Itunes, Live looks almost embarrassed to be seen selling games. It seems to actively want to downplay games and instead make it all about the multiplayer retail games like Halo 3 and the like, even though the online retail is where Live would make most of its money.

The great fear, and it's the same fear that Nintendo had back in 1988 with the NES, is that opening the floodgates leads to a drop in quality. It does. Opening the floodgates also leads to a rise in innovation, however. The reason why the casual market is so exciting these days is all to do with it being essentially anarchic. No one company can be the gatekeeper of the web, and so no one company's sense of catalogue aesthetics is going to over-run a marketplace. Casual gaming is the games industry's closest example of a free market, and it is where all the life is.

Microsoft, the company that brought you the OS that anyone could develop for and they would not control, is worried sick of letting evolution play its part in the evolution of Live, and this means they are very likely to run into the same issues that Nintendo did when their managed catalogue foundered in the face of competition. Managed catalogues don't really get the job done if you want to be the number one destination.

What they should do, especially with the roll out of the Windows extension to Live, is step back. They should behave like the company they natively are, which means:

  1. Provide the environment, and the tools, all at reasonable prices
  2. Create a standardised contractual model that gives them a slice of game sales that is fair and not punitive to smaller companies in particular
  3. Hire someone talented to redesign Xbox Live Arcade's portal as something attractive
  4. Step the hell back and let nature run its course.
Really all they have to do is set up the playing field and let the developers run with the ball. An avalanche of titles, some brilliant and some shit, will emerge. Not having seen PS3 or Wii networks in action, I'm assuming that the scenario is the same. But I guarantee any reader this:

The first manufacturer that realises the need to get out of the way is the one that will own the online space, and thus drive sales of everything else.

Particleblog's comments have moved to The Play Room.

Saturday, November 03, 2007

The Death of Console Generations

Though I am a supporter of a free and open standard console format, I don't think that it's likely to happen any time soon. First we need to get through the Age of Updates.

What this means is that the next direction for console manufacturers is clearly one of multiple configurations based on a standardised hardware type rather than trying to make a whole new leap again in 3-4 years. They spend all this time and effort developing their baseline, but rather than just let it sit there and grow old (as has been traditional), what they are doing - and should continue to do - is think like Apple.

That means constant revisions of the baseline product. Xbox 360, for example, could easily run and run with more features, better controllers, more hard drive space, HD-DVD drives and the like while keeping the common features of the console fairly static. PS3 can do likewise. Wii is probably less easily amenable and its not certain whether they have an audience that responds to that sort of constant-upgrade strategy.

Gamers clearly have an appetite for machines. Since 2000, including handhelds, there have been over half a dozen major hardware launches from the GBA SP to the PS3, and stores have become a Byzantine hive of formats with dedicated catalogues. For Microsoft and Sony this should be thought of as good news, because it means that they can tap their customers again, and regularly, perhaps as often as every two years.

Via the joys of eBay and second-hand sales in stores, customers can mitigate costs and be encouraged to upgrade to the new 360, the new PS3, with its shiny new stuff all in. They can also be assured that their old joypads and the like will still work, that the console network can update/patch any compatibility issues that arise, and possibly even transfer important data or download it again.

Of course multiple-configuration development would be more difficult for developers, publishers and QA-ing games, but it's probably absorb-able when traded off against the cost of another full generation shift.

So that's the future then. It's not Xbox 720 and PS4, it's Xbox 361 and PS3.1.
And probably Wii2 somewhere down the line.

Particleblog's comments have moved to The Play Room.

Saturday, August 11, 2007

Down on the Farm: Barnyard Developers

I'm in the mood for a little Saturday afternoon amusement, so here goes:

I met up with a friend for breakfast this morning and we're both games industry peeps. As such, we invariably got around to the subject of the industry, developers, and all the amusement that that topic generates. In the middle of it all, I coined a phrase to describe a particular type of company, to wit: barnyard developers.

As I said adios and made my way into Kingston to lust over the new iMacs (they are very lustworthy incidentally) I thought to myself that I have encountered various kinds of company in the industry, as well as hearing stories of others. I thought it might make a subject of some humour to caricature them a bit. So here goes:

(shout if you recognise any of these)

Barnyard Developers
A barnyard developer is often a large-ish studio(or multiple studios in some cases) that literally works out of a barn, shed, or other farming-based building. More loosely it might apply to developers that work in big facilities off the beaten track, but the barn image is the nicest. These developers are often led by a charismatic member of the industry's old guard. They are surprisingly common in the UK, with many counties in South-east England having one, or maybe even two. They are usually located in this hap-hazard fashion because the leader was originally born in the area and is not inclined to bring himself to the mountain.

Barnyard developers are usually very introverted, egotistical and political places to work, rather like extended families. They usually have a culture split into what you could call lifers, parole cases and 2-year stretchers. Lifers are the long-timers who've stuck with the company through thick and thin and can regale you with stories of yore. They are usually engineers, long-standing designers and that one QA guy who sort of seemed to hang around until he became company president. Parole cases are the 6-month limited contract types, the ones who are green, new to the industry and full of bright ideas and hope. This is usually drained from them by degrees. 2-year stretchers are the ones who have been around a little longer, figure they know how the industry works and, the mad fools, are actually looking to make a career out of advancing up the corporate ladder among a number of barnyards. This usually does not go so well.

The goals of the companies are uncertain, the engines and tools that they use are often Byzantine. They don't seem to be that commercially successful any more, but rather seem to trundle on from project to project. Every project is deemed worthy mostly in the light of how technically cutting edge it is, but most of the employees, especially the lifers, are generally unsure if the project is actually any good or not. A general air of plus ca change pervades much of what they do. Even when bought, the culture remains largely as-was, though usually with the addition of fancy amenities like running water and non-power spiking electricity supplies.

Every veteran of a barnyard developer has their hilarious stories about working conditions and general conduct of the upper echelons of the company, whether it be that time when the tea and coffee facilities were taken away, to the bumpy carpet on the second floor that eventually caved in one night, to the fist-fight that broke out in reception over whose soft toys got turned upside down, placed in a dishwasher or whatever. These stories prove the subject of much amusement in the local pub, which is used copiously at lunch and other occasions.

Although located out in the middle of the countryside, away from what is generally held to be civilisation or at least the local village, most barnyard developers have about a 50% ratio of employees who can't drive. This is further compounded by a frequent crunch culture, which leads to people sleeping in the office a great deal and trying to find a take-away that will deliver at 1 in the morning when the troops are restless and hungry the night before milestone. Often the company seeks to solve these problems by bringing in a high-powered manager who brutalises the staff and makes them work like dogs until bonus day, whereupon he vanishes "to take on new and exciting challenges".

All in all, barnyard developers are quirky, amusing places in which every industry person worth their salt should spend at least 2 years to see what the good and the bad can be like. If you're a fan of the smell of damp, wall-high mold and occasional flooding, this might be the game development lifestyle for you!

Next: Rubik's developers.

Particleblog's comments have moved to The Play Room.

Saturday, August 04, 2007

The End of Novelty

As is my wont, I shall now wax lyrical on the subject of novelty.

As some readers may be aware, I have in the past taken pains to note that the trend for novelty and innovation is not one that is self-sustaining. What I did not pause to consider when looking at, say, Nintendo last time is how wide the novelty culture goes. Actually, it is of course far far larger than gaming, encompassing user-generated content across several media (such as this one).

Novelty has been a very powerful force in recent years. It is the backbone of Web 2.0 for the most part, having spawned a variety of services that have become household names. Youtube is one. Wii is another. What novelty is exactly is saying to the audience "Bet you never thought of that before". Users love to play with novelties, like magpies,particularly if those novelties are free or reasonably cheap. They get off on the idea of little things that brighten their day as long as they continue to do so in some way.

The problem is that at some point novelty itself must give way to depth. So we can see the novelty of Youtube and all of its short films and trailers etc, but after a little while Youtube becomes damn boring to play with if you're just out for some entertainment. As a sharing tool it's useful in a holiday-video sort of way, but the sheer entertainment of it as a thing for itself is actually very low. Similarly, blogs are the for the most part airbags full of text rantings about nothing in particular. The vast majority of music on Myspace and the like is simply amateurish.

And then games, oh games, where you see ten thousand versions of the same game again, or the company that pioneered the controller to end all controllers then turning around and producing half a dozen more, as though to underscore that their innovation is, y'know, a bit lacking once you get past the joy of swinging your arm in the air.

What we can see here is that the so-called year of "You", the joy of the strange and unbridled creativity is very quickly giving way to the dawning realisation that, actually, "you" isn't very good at most things, and so "you" naturally creates a wall of content that eventually turns people off wholesale. It's the same reason why podcasting has basically failed to find a general audience in the face of radio. Amateur is still amateur, and one man's democratised content is ten men's idiocratised mess that they just have no interest in.

Of all the Web 2.0 content tools that have emerged, the only one that shows examples of depth is Wikipedia. Some people like to lambaste Wikipedia for its inaccuracies, and it sometimes is, but what they are missing is a genuine community devoted to gathering all there is to know about everything. And it proves that vetting matters, editing matters and, ultimately, quality matters. Once the novelty has passed you by, Wikipedia remains useful.

The backlash against user-generated content is gathering pace from all quarters, but what's missing from it is the understanding that it's not the whole thing that's borked, it's the essential lack of editing/vetting that makes it so. Editing is what weeds out novelty with no purpose from novelty that is an actual font for creativity.

Turning to games, what this means is that the content vetting still matters. Casual portals perform this function automatically by ranking on popularity, but the games sites and news arenas are much more important as both seeds of discussion and vetting that which is not. Yet they have the problem of being so wrapped up in the industry's press whorl that they really often become mouthpieces.

As a result, the thing that the industry actually needs is not more indie games or more access for developers or whatever (well it does, but that's a separate gig). What it actually needs is a site/magazine blog that focuses its energies on being the vetting force behind indie. There is more than enough reportage on the activities of the main industry with its boom and bust, its half a thousand cliche's and its endless wranging over meaningless theories of game design. What there isn't is an indie media mag that effectively tunes all this out and spends its entire time finding the cool stuff.

Media needs guardians and gatekeepers, because without them all that happens is that they the public simply turn away. Without some measure or means to define and gauge taste, novelty simply dries up, buzz vanishes and the ladder that helped the very lucky few at the start get established disappears for everyone else. This applies all across the spectrum, and we are no different.

So, who's going to start the magazine revolution?

Particleblog's comments have moved to The Play Room.

Friday, May 11, 2007

93% of new IPs Fail

According to Steve Allison of Midway (says Shacknews).

Which sounds daunting. But wait, there's more (some via N'Gai Croal's Level Up)

"If there were, 'great' games Beyond Good & Evil, Ico, Okami, Psychonauts, Shadow of the Colossus, Freedom Fighters, Prey and Midway's own Psi-Ops would all have been multi-million unit sellers. The aforementioned games are all games that average review scores of nearly 90 percent out of 100, some even higher. The reality is none has sold more than 300,000 units at full price in the U.S. and a couple of these less than 250,000 units lifetime even with bargain pricing."

And

"To rectify the issue of overlooked games, Allison suggests that developers focus on broadening the appeal of their games beyond hardcore players, crafting an on-screen experience that causes casual gamers to respond "I've got to get that" or "Bad ass!". The executive also noted that timing is key, using the example of moviegoers overlooking an asteroid film if two others recently arrived in theaters before it."

Steve doesn't get it I think.

The problem is not that new ideas have limited appeal. If you examine most media, it is painfully transparent that new ideas always have limited appeal. Even many of the darling franchises that the executive class have come to rely started out with relatively humble roots. Some IPs are immediate break-out hits, but most of them will hit a middle layer.

The first problem is this: "broadening appeal" is not something that you can just stick in and hope it works. A successful IP is more than the sum of its parts, so taking away, say, the aesthetics of Shadow of the Colossus and replacing with Tony Hawk-style graphics (but the same basic gameplay) makes it a worse IP rather than a better one. It makes the IP more likely to fail. There's an occult magic to making a new IP and you fuck with that at your peril.

The second problem is this: In most other disc-based retail media, 300,000 units sold of anything new is actually pretty damned good. Book authors would faint at the idea that they've gained that many sales of their first book. Indie movie makers would be very pleased indeed. Because, when you break that down into numbers, 300,000 sales could be anywhere from 7-15 million dollars worth of revenue at the till.

That's an awesome number. Unless you work in games, and the reason for that is that games cost way too much money to make, and the margins for third parties are less than ideal. Manufacturers have an easier time of it because they make more per copy, have a lot of prestige value riding on being seen to be cutting edge, and can market in ways that third parties can't. This is why manufacturers are increasingly becoming the sponsors and source of successful new IP.

So the overall problem is that making games is too expensive. 93% of IPs don't fail. They don't succeed enough for their paymasters to recoup all the money that they've wasted, to pay all the hands that are out looking for their cut (including the manufacturers) and the industry is too restrictive as a business to allow for middle layer development and publishing.

So the overall overall problem is free market access for small and middle-level players who are better at being efficient, an end to excessive censorious controls, and a way to build the industry into a rounded business that can cater to more levels than just blockbusters or nothing at all. It's the biggest single issue item on the agenda for developers, journalists and executives that should be being pursued because it's killing the future of the industry.

Particleblog's comments have moved to The Play Room.

Monday, April 23, 2007

Videoplays

According to a recent article on Next Gen, the BBFC have published a report that identifies 11 key things about games and gamers. Many of the points are rather obvious and well-repeated, but a few are interesting:

6. People view game playing as a risk-free means of escapism and feel in control of game experiences as opposed to real life.

7. Game playing is active and brings about feelings of achievement as opposed to passive forms of entertainment such as TV and film. Gamers are driven by achievement but are unlikely to become emotionally involved. They care more about progress than elements such as storytelling.

Imagine if similar research was done with regard to readers. Most of the reading done on a day to day basis is probably newspapers, websites, emails and other functional reading. After that, perhaps glossy magazines and tabloid celebrity journalism. Then perhaps cookbooks, gardening manuals and educational textbooks. Based on this, as a global picture, you could be forgiven for thinking that

People view reading as an information gathering exercise that informs them of their world.

And

Reading is active and brings about feelings of knowledge imparting. Readers are driven by the need to acquire knowledge, and care more about that than storytelling.

A mad conclusion?

Perhaps not, going on the majority use.

Of course it's mad. The reason it's mad is that we can distinguish between different kinds of reading activity. Any study would begin from the point of view that reading poetry, fiction and the sports page are different things. A poem is not a play is not a web page is not a novel is not a technical manual. We understand it because it's convention.

There exists no such convention for games. Where we see different forms of reading, surprisingly few see different forms of playing. They see "games" and they see "gamers". Beyond that they see "hardcore gamer" or "casual gamer" maybe, but that's about it. In terms of game genres they see functional categories (puzzle, shooter, etc) and also aesthetic categories (survival horror, freestyle crime, roleplaying game) all sort of jumbled together as "genres".

What they don't see is forms.

It is my suggestion that there are in fact several forms of what we call game, and what we call gamer, and that by assuming that Minesweeper and Resident Evil are the same means that we will assume a series of majority-based ideas about what all games are.

There is a difference between those who interact to "game" and those who interact to "play", and the difference between gamers and players is one of perspective, much like the difference between factual and fictional readers.

Gamers play because they see a game as a system. Their perception of interactive games is very literal, about understanding the semiotic language of a game and figuring out how it ticks, how far it goes, or a combination of the above. Gamers are not automatons, and they much enjoy the visual or auditory elements in games, but they enjoy them because of their signifier value rather than their cultural content.

Players, on the other hand, see beyond the edges of the game into fantasy. Players see an imagined world in their heads when running down a corridor, flying a spaceship or typing "Go North". A player sees a conversation between himself and the game. They're the ones who think they can see things waving at them in the distance in Another World, and the ones for who adventures and some sense of creative direction tend to matter.

Of course, we are all gamers and players in part. Most of us are habitually more one than the other and most games cannot please both types equally. That's like hoping that the latest cookbook will entertain us both in terms of what it can teach us about boiling a Christmas ham and its lyrical evocation of Greek poetry. Gamers are like factual lovers, whereas players are fictional lovers.

The problem that both types have is that they are messing up each other’s turf. At the moment we have an ongoing debate and/or struggle between gamers and players over what the direction of the videogame should be. There are those who think it should be about the innovation and those that think it should be about the creation, and ne’er the two do meet but to fight. At the moment the gamers are in the ascendancy, but the players are due for a comeback.

There is no such thing as an all encompassing label that can define everything for both players and gamers. That is an anachronistic idea that belongs in the 80s. "Videogame" in that sense is old news. There are "videogames" and there are "videoplays" and they are different.

Some of you are going to think this is nonsense. You're going to say games are games are games. It’s only appeared that way up to now, as the medium is still young and has been finding its feet. Games are games, but they're not plays.

Poetry and cookbooks are both texts written in a common language, but there the similarities end. They are two forms of the same thing: reading. Videogames and videoplays are two forms of the same thing: interaction for entertainment.

Particleblog's comments have moved to The Play Room.

Friday, April 13, 2007

Eight Steps for Good Game Design Documentation

1. Write with active verbs in the present tense and use consistent perspective viewpoints.

2. Use bullet points. Lots and lots of them. And indented ones. Make the document bulleted as much as possible because bullets force you to think in terms of short sharp points. Always use the same bullet point style.

3. Keep your document map consistent. Actually, step back two from that: Learn how to use MS Word Styles properly, learn what a document map IS and then keep your document map consistent.

4. Use diagrams. Lots of them. Visio-style diagrams are fine. Use the diagrams to lead your points and explain the complicated things as simply as possible, and the bullet points to support them.

5. Edit. No, really: EDIT. I honestly think no doc should be released from design until it has had at least 3 passes from first draft to final version. One for content, one for flow and the last one for mistakes. Have an editing loop whereby the original writer makes all the instructed changes. The editing loop is the single best way to make your writers better at their jobs if only to avoid feeling humiliated.

6. Build the GDD/whatever document from a series of consistently formatted and written spec documents. These can be in wiki or in doc form, whatever suits you better. Writing GDDs from scratch is a pointless waste of time. They should be built alongside prototyping. A spec doc is simple to write and revise in the face of reality. A whole GDD is a nightmare.

7. Somebody needs time in their schedule to maintain and loop old documents so that they do not become irrelevant. Somebody else needs time in their schedule to edit those changes and loop them back to the writer.

8. Design documentation should not be either fiction or technical documentation. The job of design documents is to explain, without recourse to vagueness, pretentiousness, game theory or windiness, what the player can see, do and hear in the game, how those things work from the player's perspective, and the supporting game rules (not technical specs) that are needed to do that.

Everything else is guff.

This makes me think I should start some sort of freelance documentation editing/teaching company for game developers. Documentation is as much a problem as it was 5 years ago, and sorting it out is something I'm really good at. What do you think?

Particleblog's comments have moved to The Play Room.