When is a video game shippable? When it's as perfect as it can be - or when it's good enough to not embarrass a game dev?
More than a few video game designers have a few credits on our resume which we are, shall we say, less than proud of. Let's face it - most of us have a few real stinkers. Nobody sets out to make a bad game but sometimes circumstances dictate otherwise. Video game development is a commercial art. So by definition, game designers struggle to balance the demands of a business alongside their creative aspirations. Eventually, everybody needs to ship or suffer the ignominious fate of Duke Nukem Forever. But the eternal question for game developers is when is the product done?
Showing posts with label Production. Show all posts
Showing posts with label Production. Show all posts
7 Principles of Good Video Game Design
As the Apple faithful descend on WWDC, we ask what can Steve Jobs teach a game developer about good video game design?
If "child"-proof bottle tops, blinking VCR clocks and Apple's iPad teaches us anything, its that good design makes a difference. But as game designers, we often struggle to define "good design". Design in the vocabulary of the games industry spans everything from the video game narrative to character visualization to the game combat mechanics to the statistical curve of the level progression. So how do you come up with meaningful criteria for separating the good from the bad? Is there an objective way to evaluate design? Or is good design purely in the eye of the beholder?
If "child"-proof bottle tops, blinking VCR clocks and Apple's iPad teaches us anything, its that good design makes a difference. But as game designers, we often struggle to define "good design". Design in the vocabulary of the games industry spans everything from the video game narrative to character visualization to the game combat mechanics to the statistical curve of the level progression. So how do you come up with meaningful criteria for separating the good from the bad? Is there an objective way to evaluate design? Or is good design purely in the eye of the beholder?
Labels:
Game Design,
Game Dev,
Manager,
Production
Back Again For More: Sequels in the Video Game Industry
If your video game idea is so awesome, then why not double your fun and make it again?
One of the things you notice in the game industry is sequels. Lots and lots of sequels. A mountain of sequels. Holy crap, there's a lot of sequels.
This is not because game designers as breed can be a bit repetitive, sometimes unoriginal in their thinking and have a tendency to lock their jaws on to something with the tenacity of a demented bulldog.
Labels:
Business,
Game Dev,
Intellectual Property,
Manager,
Production
Scary Risk in Game Development
There are two kinds of risk in life and game development: Rational Risk and Scary Risk.
Rational Risk is where you can measure the likelihood of disaster and reasonably predict a successful outcome. To be sure, there is genuine danger but you can rationally consider the risk versus the rewards. Race car driving, sky diving and marriage would fall into this category. But then there's risk where you can barely begin to calculate the dangers involved - or if you can, the numbers or potential upside don't add up. Included in this category are liposuction at unlicensed border town clinics, throwing your drink in Mike Tyson's face and and unprotected sex with Courtney Love. These are what you would call Scary Risks.
And beware the game project with Scary Risk.
With a lot of game projects, young designers tend to want to invent entirely new game systems from scratch. Why propose a tried and true approach when you can brainstorm an idea that's never been done before? The wheel is boring and has been done to death - why not be innovative and try the hexagoneel? The thing is, there's often a reason a radically innovative solution hasn't been done before. Or, more likely, it has been done before much to the chagrin of those that tried it. Trying something new is inherently riskier than doing something that has been proven to work in the past. And the more risks you take, the more likely you're doing to run into catastrophic ruin, the kind of disaster you don't recover from well.
On the other end of the spectrum, you have business-minded executives. They are typically risk-averse in a way that verges on hypochondria. It's the reason you see sequels in movies, books and games or new games that are adaptations of properties from other media - you lower your risk by working with existing properties (or at least, that's the theory). It's reason you get mantras like "nobody ever got fired for buying IBM...or Microsoft...or Oracle...or whatever". Don't develop an engine when you can license Unreal. Don't invest in infrastructure when you can utilize the cloud. Don't create your own technology when you can engage a middleware vendor. But the problem with that approach is that it's extremely difficult to stand out from the crowd and score a true home run in the market when you are just another commodity, exactly the same as everybody else.
So the between the eternal tension of product development safety and potential disaster lies the danger zone we call risk. Learning to measure and live with an appropriate amount of risk is crucial to success in the game industry. Risk is like jalapeƱos - the right amount gives life spice, too much brings tears. So it's good to be able to intelligently map out your risks.
Remember that old adage "fast, cheap or good - you can choose two"? Well, with risk there are three types on a game project: content, technology or organization.
Content risk in games represents your game itself and its systems. This includes things like the IP, as well as the game systems. If you've got an innovative and experimental new game system idea, it's probably best to try it in context of an existing franchise (though there's no guarantee there). Proposing a new IP isn't quite so risky if you have a track record of a delivering games with solid technology which is why Bioware is now in a position to role out games like Mass Effect and Dragon Age after building a reputation on Star Wars and Dungeons and Dragons. Or, if you're Blizzard, you can significantly reduce your risk by avoiding out-and-out innovation in favor of nuanced iteration and refinement.
Technology is all that magical code that exists under the hood and makes the games go - and it's an area that can frighteningly risky. Developers find platforms like the iPhone or the Wii appealing because they aren't very risky from a technology standpoint. Being the first generation of games on a new console - that's a recipe for pain while producing a title three years into the life cycle is safe as kittens. Technology risk is also one of the reasons you so many MMOs crash and burn. A client plus a server plus a network layer plus a honking database and a billing and CS backend - well, that my friend is a lot of different points where your risks can bite you on the, er, backend.
Finally, organization is a combination of the personnel, their experience working together as a team, as well as the processes they use as a team. Again, if you want to moderate risk on a project, go with a proven team. Take the guys who made Medal of Honor a hit and fund them to create a new promising war-themed franchise (but here's a hint - don't alienate them, since odds are they'll just go form yet another studio and create another franchise).
If you're smart, you'll look to balance risks - take a risk in one area while playing it safe in another. You can risk a new game feature if you've got a solid team. Push the technology envelope but do it with an established game genre and feature set.
So what about that start-up made up of people who've never worked together but are developing radical new technologies to deliver a unique gaming experience no one has ever had before?
Well, if by some miracle they succeed, there's a good chance you'll all be zillionaires. But in the meantime, you might want to stock up on crash helmets and anti-depressants.
- Sean Dugan learned long ago to wear protective gear when attending certain development meetings.
Photo by Shayan via Creative Commons License
Rational Risk is where you can measure the likelihood of disaster and reasonably predict a successful outcome. To be sure, there is genuine danger but you can rationally consider the risk versus the rewards. Race car driving, sky diving and marriage would fall into this category. But then there's risk where you can barely begin to calculate the dangers involved - or if you can, the numbers or potential upside don't add up. Included in this category are liposuction at unlicensed border town clinics, throwing your drink in Mike Tyson's face and and unprotected sex with Courtney Love. These are what you would call Scary Risks.
And beware the game project with Scary Risk.
With a lot of game projects, young designers tend to want to invent entirely new game systems from scratch. Why propose a tried and true approach when you can brainstorm an idea that's never been done before? The wheel is boring and has been done to death - why not be innovative and try the hexagoneel? The thing is, there's often a reason a radically innovative solution hasn't been done before. Or, more likely, it has been done before much to the chagrin of those that tried it. Trying something new is inherently riskier than doing something that has been proven to work in the past. And the more risks you take, the more likely you're doing to run into catastrophic ruin, the kind of disaster you don't recover from well.
On the other end of the spectrum, you have business-minded executives. They are typically risk-averse in a way that verges on hypochondria. It's the reason you see sequels in movies, books and games or new games that are adaptations of properties from other media - you lower your risk by working with existing properties (or at least, that's the theory). It's reason you get mantras like "nobody ever got fired for buying IBM...or Microsoft...or Oracle...or whatever". Don't develop an engine when you can license Unreal. Don't invest in infrastructure when you can utilize the cloud. Don't create your own technology when you can engage a middleware vendor. But the problem with that approach is that it's extremely difficult to stand out from the crowd and score a true home run in the market when you are just another commodity, exactly the same as everybody else.
So the between the eternal tension of product development safety and potential disaster lies the danger zone we call risk. Learning to measure and live with an appropriate amount of risk is crucial to success in the game industry. Risk is like jalapeƱos - the right amount gives life spice, too much brings tears. So it's good to be able to intelligently map out your risks.
Remember that old adage "fast, cheap or good - you can choose two"? Well, with risk there are three types on a game project: content, technology or organization.
Content risk in games represents your game itself and its systems. This includes things like the IP, as well as the game systems. If you've got an innovative and experimental new game system idea, it's probably best to try it in context of an existing franchise (though there's no guarantee there). Proposing a new IP isn't quite so risky if you have a track record of a delivering games with solid technology which is why Bioware is now in a position to role out games like Mass Effect and Dragon Age after building a reputation on Star Wars and Dungeons and Dragons. Or, if you're Blizzard, you can significantly reduce your risk by avoiding out-and-out innovation in favor of nuanced iteration and refinement.
Technology is all that magical code that exists under the hood and makes the games go - and it's an area that can frighteningly risky. Developers find platforms like the iPhone or the Wii appealing because they aren't very risky from a technology standpoint. Being the first generation of games on a new console - that's a recipe for pain while producing a title three years into the life cycle is safe as kittens. Technology risk is also one of the reasons you so many MMOs crash and burn. A client plus a server plus a network layer plus a honking database and a billing and CS backend - well, that my friend is a lot of different points where your risks can bite you on the, er, backend.
Finally, organization is a combination of the personnel, their experience working together as a team, as well as the processes they use as a team. Again, if you want to moderate risk on a project, go with a proven team. Take the guys who made Medal of Honor a hit and fund them to create a new promising war-themed franchise (but here's a hint - don't alienate them, since odds are they'll just go form yet another studio and create another franchise).
If you're smart, you'll look to balance risks - take a risk in one area while playing it safe in another. You can risk a new game feature if you've got a solid team. Push the technology envelope but do it with an established game genre and feature set.
So what about that start-up made up of people who've never worked together but are developing radical new technologies to deliver a unique gaming experience no one has ever had before?
Well, if by some miracle they succeed, there's a good chance you'll all be zillionaires. But in the meantime, you might want to stock up on crash helmets and anti-depressants.
- Sean Dugan learned long ago to wear protective gear when attending certain development meetings.
Photo by Shayan via Creative Commons License
Labels:
Game Dev,
Game Entrepreneur,
Manager,
Production
Why Your Game Idea is Just About Worthless
Most game developers have a "yeah but" game. As in, "yeah we had this great idea but then this happened....".
Labels:
Intellectual Property,
Production
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