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.

Wednesday, April 11, 2007

Has GTA Jumped the Shark?

I knew something ineffable had departed from the Grand Theft Auto series when I was playing San Andreas. This is a pattern that happens frequently with me. All the world gets excited over some new TV series, film, game, gadget, whatever, and I often find myself as the voice on the other side of the fence, stroking my chin, looking uncertain and feeling a sense of reality not quite matching up with collective fantasy. Sooner or later the world usually comes around to my view.

How's that for hubris?

I got that uncertain feeling with San Andreas. Whereas I had loved GTA3 to bits and liked Vice City well enough despite it's broken narrative structure, San Andreas felt wrong. It had taken its free-form logic a step and a half too far, including nonsense like beefcaking your character, over-blowing the dress-up game and producing a truly huge world that was just a pain to drive around. It's narrative was initially interesting in the first city, but quickly became a highly rambly mess. It had hip-hop stylings, but it seriously missed a beat with the radio selection. It was, as many franchises become, the extension of the wrong bits while forgetting the right bits.

Liberty City Stories brought some of that back, almost by necessity because of the reduced format of the PSP (and the PS2 port, which is the version I played). There was a sense of fine nostalgia about LCS, driving around the streets of Liberty again, checking out my old haunts, but it was also pretty pedestrian in places and omitted the inclusion of crouching (or if it did I never found out the control to do it) making many of the gun fights really plain rather than tactical.

I saw a trailer for GTA4 a few days back (here), and to be honest I found it pretty underwhelming. It's very lovely physically, a definite step up from before, but it's basically a re-creation of New York with a dash of Koyaanisqatsi. However, I get no sense of imagination. Then today I saw this, and it feels like my suspicions are justified. Removal of features (GTA has always been about features), talking about graphics and animation physics instead (GTA has never been about high polish), and key phrases like "That means there will be no rollerblades, no unicycles, probably no jetpacks and indeed no planes. Rockstar are giving choice and variety which feels right for the character." are all very grand sounding, but they also sound more like "We spent too much time and money on the graphico-techno wizardry, so something's gotta give."

I suspect that with instalment 4, GTA has jumped the shark.

Soul is something highly absent from games today. It seems that as we climb the costs tree and convince ourselves that we must compete even further, we lose something of the joy of why we make games. Like musicians who become addled by the stadium-concert lifestyle games have become parodies of themselves. They include lots of in-built expectation from fans and are built by conservative thinking that views the project as a series of nuts and bolts, innovations and interaction opportunities, and various other crowd-pleasing functions wrapped up in bloom and complex shaders.

It's a mindset that robs a game of reason to be, and so of its ability to entertain the soul rather than just the eyes. Once a game has lost its soul, all the effort put into it is not worth a damn because the game is fundamentally not worth playing. All it's doing is helping you pass the time. Filling in a series of entertainment checkboxes. Unchallenging, uninteresting and ultimately unremembered.

With GTA, I really hope I'm mistaken. Judging a game entirely on the basis on a 20-second video clip and a mag preview is hardly scientific, and it goes without saying that a lot of very hard work has no doubt gone into the project over the last 3-5 years. Looking at it though, I can't help getting the feeling that something is just wrong.

Particleblog's comments have moved to The Play Room.

Tuesday, March 06, 2007

What's my job?

I had a conversation with a friend this evening about game design jobs and what they actually mean any more. He came out with a line something along the lines of "Them coders and artists need someone to design for them". Which I pointed out was basically wrong. Many a coder founded the games that built this industry, and many an artist likewise. Hell, isn't Miyamoto an artist by trade? And what about that Will Wright fellow?

So, I asked him, what are we for?

There was (still is a bit) a period when designers were hired by companies largely on the basis of how much they could write, or whether they could wave their arms around a lot and be "passionate". This later devolved into requiring skills to place things, like triggers and objects, and check collision and basically be an implementer. Most of the "designers" that I know are actually implementers.

But going back to high ground for a second, I told him that I didn't think implementation was the be-all and end-all of what we are, and it tends to reflect nothing so much as a lack of street cred in developers and publishers. Nonetheless, I said, we do have a purpose in all this, and that purpose is?

Context.
Game designers (not implementers) provide context.
They do?

Simple really. In the old world of highly iterative, visually cheap game development, there was a lot of room to experiment, test and find out what worked and what didn't. Many games consisted of very simple structures played out in interesting scenarios. As projects grew, it became apparent that developers had to concentrate on specific areas of the project. Artists became divided into animators, character artists, landscape artists. We had coders who specialised in tools, rendering, UI and so on. A multiplicity of fields brought about a multiplicity of perspectives.

Seeing this, the gap was made for a designer, someone who would map out a vision or something. The problem was (and still is) that most of those people hired in those jobs had no basic idea how to do that, or what was required. So a lot of bad design happened that spawned a corporate culture that liked big documents and waffle about gameplay experience, but it rested the power of decision in the hands of the producer.

Which is like making an accountant the director of a show on Broadway.

So design's star rose and fell on a wave of incompetence, and today many designers are basically held in the esteem of those who are slightly above QA in the pecking order, or those who are basically in training to be producers. And yet the problems remain.

Look at many modern games that are now coming out. They are over-featured because coders always program features. They are over-visualised, using bloom all over the place and creating cling-film-o-vision or Uncanny Valley simulators. They are tedious, unadventurous and basically dull. Why? Because coders like features, artists like prettiness and producers like visions that can be sold. Nobody is saying "This just doesn't work" with the authority to change it.

That's where I come in to the equation.
What's my job? My job is to say no.

My job is to say "nice idea but it doesn't work". My job is to say "yes I understand that the desired visual effect is not being met, but no, you can't chop the levels into 1/10th their size". My job is to say "there are only 11 mechanics in this game and no more". My job is understand the gameplay of the desired game (whether it be my own or someone else's), define what the game is and what it is not, craft the design constraints of the project and then ram them down the throats of people who just want to exercise their discipline without consideration.

That's why I liken game designer to the role of film director more than anything else. What most people don't realise much of the time is that a film director's job is to say no. We have this image of them as creatively spoilt children, but often as not they are actually ringmasters of the circus. The actors all want to over-deliver lines, the cinematographers all want to make the film as beautiful as a snowflake. The director knows that he's making a simple action movie. His job is to say no.

My job is to say no.
If you intend to be a game designer, so is yours.

Particleblog's comments have moved to The Play Room.

Saturday, February 17, 2007

Guns, Germs and Videogames

Greg Costikyan wrote an interesting post on the pitfalls of digital distribution recently, citing a couple of major worries that he and others have over the possibility of console distribution becoming even more closed combined with a potential threat by Microsoft (in the form of Vista) to effectively turn the PC market into a console-like market via Vista's means of managing security of installs and parental controls.

I've recently been reading Guns, Germs and Steel, which offers a deterministic view of man's history, saying that because of prevailing geographical, economic, social and other considerations, certain outcomes of history are entirely predictable. Although the actions of individuals may help to precipitate or delay some historical consequences, they eventually come to pass. Of course the same sort of thinking can be applied to any sort of large scale system, and it's a basic foundation idea of evolution. Conditions change and the ecosystem filters and responds to that change. Back and forth it goes.

In this sense, I think that Greg is perfectly right to highlight his worries. As the interests of the mainstream game industry have tended to gravitate toward the bigger and the broader, the threat to the Long Tail companies becomes apparent. The console industry has been on this Hollywood-isation kick for some time, and it's likely to continue, but losing the PC's ability to be the indie arthouse for games is the more serious threat.

There are some possibilities, such as a move to the Mac, to Linux, or an attempt by a client such as Steam to automate or quietly circumvent Vista's roadblocks. The problem with all of these is that computer users like PCs and they are familiar enough with Windows to stick with it regardless of whether one release is better than another. Most PC consumers are not particularly enlightened consumers, which is why Macs always remain a distant second.
Steam has its fans of course, but the Steam client has had its critics and tends to only serve a particular segment of the games community.

So what's the solution?
You're looking at it.
No, not this blog.
Browsers.

Browser technology is ever expanding, and it has the advantage of not requiring any kind of installation process to use, any kind of platform dependence, or any kind of vetting process. Through a browser, you can (in theory) access and view any information, conduct any kind of data transaction, and basically forget the OS.

The big problem is that, to date, browser technology and games have never really seen eye to eye. This is the fault of game developers for the most part, and here's why: Most people who play PC games are now likely casual players. They don't really give a stuff about performance, or graphical whoosh. They just want to click and play. They play Poker. They play match 3. They play whatever it is that they want to play as long as it is convenient for them. Most game developers are still obsessed with a much more classical idea of gamers and so their priorities diverge from their markets' priorities.

Convenience is the real key here. Where a dinosaur game developer faps over Direct X, shaders, surround sound and more textures to make your eyes bleed even harder, a mammal developer is focussed on small scale convenient fun with a wide reach. Mammal developers want their games to look nice, but more importantly, they want people to be able to play them. Convenience trumps fidelity every time.

Basing games around a browser means a complete inversion of many of the game dev community's basic notions of what it is to make games. Browsers are more suited to strategy games and simple action games. They're unsuited to FPS, and likely will remain so for quite some time. They are probably great for point and click adventures, but likely rubbish for full real world or galaxy simulation jerkathons. They basically oblige the developers to think in terms of focussing on gameplay above oomph, because oomph isn't really their strong suit.

Most of all, they support sustainability. Mammal developers need their games to have long-term availability than short-term pizazz, and browsers offer some of the longest term viability there is. So, they offer a future where Windows may no longer, and that future is independent of any one company. There is a way to go, of course, but there is also a business opportunity here for an entrepreneur to bridge the gap between browser and game developers (possibly via a plug-in a la Shockwave or Flash).

Regardless, browsers are moving forward and determinism says that where there is opportunity, it will be taken. If not by you then someone else. Wanna miss the the boat?

Particleblog's comments have moved to The Play Room.

Monday, February 05, 2007

All Hail the Entrepreneur

Small business is the heart and soul of any market sector, and usually it is the seat of genius. Whether in the public eye of business to customer or behind the scenes, small businesses bring vitality and evolution to marketplaces grown stale or old. This is the primary effect of liberalisation of the marketplace, and one of the goals of free trade. In technology as much as any other industry, small business has its part to play, and so too in games.

This is because entrepreneurship is the spirit of having a go and seeing what happens. Take a risk. See what you can do, what you are made of etc. A novelist attempting to get published is essentially a sole trader looking for a client, every bit as much as an indie film-maker looking for distribution or a database developer looking for corporate customers.

When there is little or no entrepreneurship in an industry it's usually a sign that things have grown old. This is what I fear has happened to the games industry, and largely because of two things. One is ignorance and the other is hesitancy.

By ignorance I mean the amount of hard facts that many people who work in the industry actually know about their industry. It is surprising how many industry workers still believe in a lot of old-school illusions, from the idea that games are taking on movies to the one that Nintendo loves 3rd party developers and wants them on Wii. There's also the one about the guys who think that all they need is a great demo to take around to publishers and they'll seal the deal for sure.

What these beliefs amount to is an inexact picture of the industry as a liberal, expanding marketplace. This really couldn't be further from the truth. There are all manner of restrictions and constraints in the industry, many hoops to jump through and a highly top-down approach. Manufacturers don't want tonnes of indie developers, they want a few choice ones that feather their nest and make them look forward thinking. They know that the real meat and potatoes quality games for their platforms have to be internally made, but that plays badly in the press.

In reality, the console industry is claustrophobic. Publishers are uninterested in the team with the demo unless that team can prove that they can actually finish the game's production (a not unreasonable demand in this day and age) and they want the IP rights to the game because that's where the value is perceived to be. They also know that there are not too many places for teams to take their demo's and ideas, so deals tend to reflect that. They're not in the business of making other people wealthy.

Hesitancy is an even greater problem, because what it means is that many people in the industry have internalised the idea that risk is bad. It is hard not to internalise this idea when all around you the message is so negative on the one hand, and painting a very safe image on the other. Franchises are the very embodiment of this idea, and the game press's enthusiasm for them and their supposed heritage value drives the point home: Risk is bad. The familiar is good. Why fight it?

Except of course this isn't true at all. Many franchises fall in and out of favour, and companies that do take genuine entrepreneurial risks often reap the rewards. Entrepreneurship belongs in every part of the industry, and should be encouraged. From systems which challenge distribution methods to developers pioneering new genres, to tool makers, engine crafters, publications with a different spin than the usual fodder, all entrepreneurship deserves to be promoted, emphasised and accepted as how things should be. With some more presence in the industry's consciousness, we might encourage more people to take the risk themselves.

Do you have a story of entrepreneurial activities in games to share? Comment them here, or email me directly and I'll compile them. Maybe we might even make this a regular outing if enough people are interested.

Particleblog's comments have moved to The Play Room.