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.

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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?

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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.

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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?

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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.

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