« March 2006 | Main | May 2006 »

Tuesday, April 25, 2006

How important are independents?

Good friend, Binu Philip, co-Founder & Biz Guy of Austin's Edge of Reality, kindly gave me permission to post a talk he gave at the South by Southwest conference (SXSW) last month.  I really liked his message, and so I present it here in full.  And sorry, you'll have to use your imagination on the engine demo he gave, but trust me, it is amazing jaw-dropping next-gen tech.

~~~~~~~~~~

The Future of Independent Game Studios

We are in year one of a platform transition. As with every transition, we face a myriad of serious issues. Rising development costs, higher production values, unfriendly publishing contracts, recruiting shortages, all make tough challenges for independent studios. What is the rightful place in the game industry for independents? Who in their right mind would want to be an independent?

As Gimli said in Lord of the Rings: “Certainty of death. Small chance of success. What are we waiting for?!” I sometimes wonder if this is the motto for independent studios these days.

Let’s start our talk with a one minute tech demo that was captured completely in our proprietary engine.

<<<cue video>>>

Our studio has been in business for 8 years now, and in that time, we’ve shipped 8 games resulting in many millions of units sold. We built our company gradually taking on small projects, executing them, and them moving on to larger and larger projects.

In order to have a discussion about the future of independent game studios, we must first have a discussion about intellectual property. Specifically licenses versus original intellectual property.

Licenses have played a large role in the growth of the industry. Licenses fill a need by consumers to play a game based on content they are familiar with and want.

The downside of licenses is that they are not as creatively fulfilling to make as original game content. Some large licenses have declined in sales and popularity in the gaming world such as Harry Potter. It is rare to find intellectual property that maintains strong popularity across various media such as film, games, tv, books, and comics.

Coming up with new properties is a necessity for our industry to thrive. The industry needs new intellectual property that is aimed at the gaming market first, not at films first. Translating a game from a film means that the developer is often tied into design decisions that limit gameplay in order to be true to the movie fiction. Games should be made with gameplay in mind first.

One major problem is that publishers are typically run by green light committees made up of a variety of people with different back grounds. Unfortunately, most green light committees are dominated by people who don’t have recent development experience. They are set up to minimize risk for the publisher, and this is the antithesis of innovation. You can’t create original game franchises without taking substantial risks. It often seems that green light committees operate like a driver trying to drive forward by concentrating on the rear view mirror.

Most publishers look to reduce risk by creating copy cat products by letting TRST dictate what they should make. Creating something new and compelling is extremely difficult, and exponentially more difficult when you must convince a large group of people at every step along the way.

I believe that today’s greenlight committees are well set up to handle licenses and established franchises, but they have a much tougher time gauging new original properties.

Creating new intellectual property requires a lot of patience and trial and error. This is difficult to do when most publishers have extreme pressure to perform on a year to year or even quarter to quarter basis for stockholders. One of the major new IP’s launched by a publisher recently had only 24 months of development time. We are already 24 months into the development of our original game, I could not imagine being forced to ship it so soon.

There are a finite amount of licenses that are worth having. Licenses often carry short development cycles which results in shoddy quality and lots of overtime for the team which leads to burning out good talent. Licensing costs are also going up as license holders become savvier about the economics of the video game business. Licenses may carry more predictable sales, but margins on licensed games will continue to be squeezed.

Owning a stable of original franchises should be a priority for publishers because it gives them greater control over their profits and their destiny.

The real value of an independent developer in today’s video game industry is in its ability to create compelling original content. Independent developers don’t have to answer to the stock market or to green light committees during the process of making an original game. By independent developers, I am really talking about veteran studios that have been in business for a while and can afford to self fund a significant portion of a game.

The risk of creating original properties is better suited for independent studios for a variety of reasons. Independent studios by nature have to be better than internal studios in order to stay in business. If an independent puts out one too many duds, the studio will fold. If an internal studio at a publisher puts out a dud, there are still other products in the publisher’s portfolio that can make money. Most internal studios do not offer royalty plans for their developers. This is a disincentive to developers who really want to work hard in a creative field and enjoy the fruits of their labor. Why try as hard as you can if you know that you won’t earn royalties and you will likely not get fired if your game fails? Internal studios have much less natural selection than independent studios.

The natural selection process at independent studios is much more fluid. If an area of a game isn’t shaping up as expected, we will work with the person responsible for that section, and if necessary, replace them. Independent studios have to perform.

Studios that are acquired often lose their identity and branding. This is a huge psychological disappointment to the developers within that studio because they are being assimilated into a larger parent company instead of being part of a cutting edge small independent studio. Instead of focusing on making great games, internal studios generally have a large amount of politics and red tape to deal with because they do not control their destiny.

Independent studios generally have smaller teams. With smaller teams comes better communication and greater clarity of vision and focus. Team members feel much more ownership of their portion of the game. Smaller studios have more freedom to do research and innovate b/c they don’t have to ask permission from a corporate parent. Larger internal teams have hellish communication problems. They are also at the mercy of the whims of upper management which is usually off site and often not in a position to make the best decisions about a particular project. Internal studios are often required to use shared engine technology between the various internal studios. This rarely works out well because no one engine is ideal for every type of game you can make.

In my opinion, established independent studios are extremely important to the future of the industry. It takes time to build a quality independent studio. You need to work out your processes and grow slowly. Hopefully the games you ship earn you royalties and you can save enough to fund your own title. Another route is to try to get an investor. The problem with this is that investors are always looking for an exit strategy and a return on investment in a timely manner. They aren’t necessarily interested in creating high quality IP’s if it means patience, trial and error.

You should be proud that Texas is a hotbed of independent development. Companies such as ours, id, 3D Realms, Ritual and Gearbox are all contributing to the industry by creating original franchises and maintaining the creativity and freedom that comes with independence.

Thank you for your time. Enjoy the rest of the show!

Thursday, April 20, 2006

The big crunch

I'm not talking about a certain unhealthy sugary cereal with a ship's stumpy captain as a mascot...I'm talking about the 14 hour days developers put in near a project's end to shine-up our games before that inevitable looming date when we must hand over the gold master to our publisher.  Even us "when-it's-done" studios have such dates -- we just do not make them public until the very end.  It's impossible to avoid deadline dates nowadays, because there's so much coordinated pre-planning and marketing that must be created and purchased (magazine ads, banners, marketing events, etc.) in order to maximize the anticipation and awareness of your game's release.

Testing of the game is non-stop.  And there's always a rush to improve last second elements and add in last second ideas that might have a significant impact.  It's during this final race to the finish that a game takes leaps and bounds every week, with every new build, as it all comes flying together like an exploding jigsaw puzzle played in reverse.  There are two phases I love most about game development, the beginning conceptual phase, where the direction is set, characters created, gameplay hooks devised, and then the last few months, when it all comes together and you finally see the results of years of hardcore effort.

We will soon release a three minute trailer of Prey.  I'll post the details of where the trailer will debut as soon as I know.  We're working with a major game site for the debut.  We took a little bit of a different direction with this trailer, and I'm curious to see reactions.  The trailer opens with live action footage, to help ground the character.  A lot of people who've seen the trailer don't like this aspect of it, but I think it works well.  In a few days, we'll all see how it pans out, reaction-wise.

All questions and comments relating to the trailer are welcome here.

Tuesday, April 04, 2006

4-day old Xbox 360 for sale

I have just about had a heart attack, thanks to my new Microsoft Xbox 360 that I finally was about to find in a store last weekend.  The problem is Xbox Live.  I've spent all morning trying to sign up, and each time I'm near the end of the process, I get a time-out and I'm told to try again later.  Okay, I can live with connection troubles like this, but what puts a stake through my heart is that the Xbox doesn't remember ANY of the 20 minutes worth of information I already typed in before it timed out.  So, I'm forced, kicking and cursing, to re-type in my GamerTag name, password, address, credit card info, secret question, birth date, favorite ice cream flavor, and a long list of other mind-numbing information.

After doing this four times, I'm defeated.  The Xbox wins... I cannot bring myself to type in all of this information again, just to have Microsoft fling it freely into the ether winds, forever lost.

Oh well.  Bring on the PS3...

UPDATE:  Well, turns out my account went through, but never was I given any indication by my Xbox 360 -- the only indication I ever saw was that of failure, with an Xbox 360 screen that said there were connection problems, and to try again later.  But, when I checked my email later, I see that my credit card was charged and I had an account set up.  I called customer service and had them cancel my account.  They said all I had to do was select the option to recover my GamerTag, but I pointed out that I had been given no indication that there was a GamerTag account to recover, so why would I try that option.  The tech support guy admitted to seeing my point.  I also pointed out that I did, if fact, begin the process of recovering my GamerTag, but when I saw that I was being asked to enter in a ton of data again, I blew it off.  I figured it was a long shot anyway, so the hassle wasn't worth pursuing what I thought was a dead-end, anyway.

I will try one more time when I head home late tonight.  If things do not work out, well, I'm putting it up on eBay.  I'll have one last update here tomorrow, one way or the other.

UPDATE NEXT DAY:  Had a friend come over and finally got it working -- this time it didn't time out and I successfully set up an account:  XBSux0r.  Yeah, I was in a pissy mood.  Especially since the account name I tried to get in the morning (when it showed it was available) was no longer available, even though a call to tech support said it was available.  Clearly, there are still kinks in the system.

So, I'm all set up and decide to check out the market place.  Here are my first impressions:

o  Microsoft, bless their little hearts, hasn't heard of the concept of quantity discounts that been going around for, oh, I don't know.... a few 1000 years maybe.  They let you buy credits, that can then be used to buy little arcade games that can be downloaded to your 360's hard drive.  You can buy 1000 credits for $6.25, or 10,000 credits for $62.50.  Most downloadable games cost under 1000 credits, so why would I ever plop down $62.50?  But, had Microsoft been ever so slightly clever, they would have at least discounted 10,000 credits to $58 or so.  That would have encouraged more people to buy the larger quantities, and in the end, resulted in more revenues and profits for Xbox Live.  As I like to say, it's always the little things that big companies can't quite get right.

o  Another little thing:  I downloaded a few demos, are was shocked at how little demo time you're given to test most games.  Robotron, for example, gave me like 30 seconds.  That's it.  Marble Madness Ultra, which was a GIANT friggin' download, gave me one level, per difficultly level.  That's it.  And the hard level was ultra hard, so worthless as a way for me to test play the game.  The easy level was too easy.  So really, I got to play one short medium level as a way to determine whether I liked this game, and based on that test, I'm still not sure, so I'll just hang onto my credits, thank you.

o  Geometry Wars rocks, and the demo was sufficiently long for me to properly come to this conclusion.  Sold.

o  Finally, for Oblivion players on the 360, there's armor that can be bought for your horse.  I have no idea how this impacts gameplay, but I suspect we're on the verge of seeing this type of gameplay upgrade a LOT.  And I mean a LOT!!!  If this proves profitable, then tons of games will step in line.  Heck, when I first saw this last night I was even brainstorming ways to do this for our upcoming game, Prey.  Money is money, right?  But seriously, I don't know if I like this or not.  I think I do, as long as the purchased additions do not alter core gameplay, but merely add minor features or upgrades.  In any case, I think it's going to be commonplace soon.  It's hard to argue against incremental revenues.

My Photo

Recent reads

  • : The Little Book That Beats the Market

    The Little Book That Beats the Market
    I've totally revised my investment strategy on this once-in-a-lifetime investment book. Very quick read, as it gets right to the point. (*****)

  • : The One Percent Doctrine

    The One Percent Doctrine
    Superb book on the policies that lead us to the current Iraq war. Two words: Blame Cheney! (Well, and Bush too, but he's not the linchpin.) (*****)

  • : Brands & Gaming

    Brands & Gaming
    Mostly inconsequential book that doesn't really explain HOW to make a successful game brand. Instead, it focuses on marketing for game brands. (***)

  • : Cleopatra's Nose: Essays on the Unexpected

    Cleopatra's Nose: Essays on the Unexpected
    Truly wonderful book, mostly dealing with history, by one of my all-time favorite writers. The final chapters, written in 1995, give a clear reason why America should not be in Iraq, if you read the underlying message. (*****)

  • : Myth & the Movies

    Myth & the Movies
    Great study of a wide range of hit movies, using The Hero's Journey as a measuring stick. Very useful for game developers. (****)

  • : Kitchen Confidential

    Kitchen Confidential
    This chef is clearly in love with his writing, but the fact that he's a non-innovative, hack chef makes this book less insightful than I was hoping. Still, a fun read. (***)

  • : See No Evil

    See No Evil
    I do not list 2-star or lower books here, and this book almost didn't make the cut. A somewhat unexciting behind-the-scenes look at the life of a CIA field agent working against terrorism. The book's title is spot on. (***)

  • : The Discoverers

    The Discoverers
    Love books like this, that offer deep insights into the growth of science throughout history, and giving a foundation of context that makes it all the more incredible that certain people were able to rise above their time. (*****)

  • : Disney War

    Disney War
    I started reading this and simply could not stop. A brilliant behind-the-scenes account of the mistakes even renowned CEOs make, and the steps they'll take to control their empire, even against the good of shareholders. (*****)

  • : The Hundred-Year Lie: How Food and Medicine Are Destroying Your Health

    The Hundred-Year Lie: How Food and Medicine Are Destroying Your Health
    Do not read this book if you prefer to believe that the government actually gives a poop about your well being. (*****)

  • : From Reel to Deal

    From Reel to Deal
    Subtitled, "Everything You Need to Create a Successful Independent Film." And much of it applied to the game industry. A revealing look at the true machinery of movie making. (****)

  • : The Great Bridge: The Epic Story of the Building of the Brooklyn Bridge

    The Great Bridge: The Epic Story of the Building of the Brooklyn Bridge
    The building of world's most technological structure for its time, against pitfalls, deaths and political intrigue. An amazing tale, told amazingly well. (*****)

  • Richard Feynman: What Do You Care What Other People Think?

    Richard Feynman: What Do You Care What Other People Think?
    My first book by Feymann will not be my last. A champion of common sense and insightful thought, Feymann's story-telling about life's events is riveting. (*****)

  • : Marketing Warfare

    Marketing Warfare
    A revised re-release of one of the all-time best marketing books. Only bother reading this is you care about running a successful company. (*****)

  • : YOU: The Owner's Manual

    YOU: The Owner's Manual
    Another good overview of way to protect your health in the long run. It's all about prevention, rather than hoping medicine can fix us when we're broken (i.e. heart disease or cancer). (****)

  • : The Universe in a Single Atom

    The Universe in a Single Atom
    Perfectly subtitled, "The Convergence of Science and Spirituality." Buddhism meets relativity, and believe it or not, there's a lot of common ground. (****)

  • : See Spot Live Longer

    See Spot Live Longer
    Feeding your dog at least 65% protein? Most likely not, as all dry dog foods (and most canned, too) absolutely suck and have less than 30% protein. And that is seriously hurting your dog's health in the long run. (****)

  • : 17 Lies That Are Holding You Back and the Truth That Will Set You Free

    17 Lies That Are Holding You Back and the Truth That Will Set You Free
    Anyone who needs motivation to make something of their life -- we only get one chance, after all! -- MUST read this book. (*****)

  • : Ultrametabolism

    Ultrametabolism
    Perfect follow up to Ultraprevention. Health is at least 80% diet related--nearly all of us have the potential to live to at least 90, if we just eat better. (****)

  • : How to Tell a Story

    How to Tell a Story
    Great overview of story creation, especially from the point of view of making a compelling stories, with essential hooks. (****)

All-Time Best