Category Archives: Design / Production

GDC: Wideload Production Model (Distributed Outsourcing)

Yes, I know that GDC has been over for a couple of days, but I spent the weekend blissfully pretending that game development is a figment of my imagination. So sue me.  ðŸ˜‰

Anyway, on Friday I attended a lecture entitled: “Creating Stubbs the Zombie with the Wideload Model”. Stubbs the Zombie is a moderately successful, humorous FPS. Wideload is the developer; the “Wideload model” is basically using a very small core team to manage many independent contractors. You may have read about this in Game Developer Magazine. For those who didn’t:

Wideload had a core production team of about ten people. Despite professing to some rather astonishing mistakes (for example, not hiring a single producer), Wideload managed to get Stubbs out the door just a few months behind schedule. The model, which they plan to stick with in the future, had the following benefits:

  • Maintaining a very small core team made it possible to turn down undesirable contracts that most other developers would ultimately be forced to accept.
  • Contractors were paid a fixed price for assets, not an hourly rate, so project delays were less of a problem than normal. [Sounds great — but delays can negatively impact marketing campaigns, not just development budgets. I’d like to know how Wideload dealt with that.]

There were a fairly large number of bumps in the road, many of which (but not all) can be rectified in future projects:

  • Stubbs was based on a proprietary (and undocumented) engine, which made life much more difficult than it needed to be for contractors. Next time: go with a popular engine.
  • Wideload didn’t create a variety of reference assets before selecting contractors, which meant that contractors weren’t sure what was expected of them. Unsurprisingly, some contractors proved unprepared to meet Wideload’s standards.
  • Potential contractors weren’t tested thoroughly enough prior to signup … again, resulting in sub-standard work.
  • Wideload did not attempt to ascertain whether contractors were well-managed and well-funded enough to remain solvent throughout the life of the project. Due-diligence.
  • Development was afflicted by longer-than-normal feedback delays [probably inevitable with so many different parties working independently of one another].
  • As noted earlier, not nearly enough dedicated production talent within the core team.
  • Contractors were expected to “crunch” when under pressure, the way full-time employees do. No such luck.
  • Assets required substantially more post-production polish than normal. [Multi-project relationships and better processes may reduce this problem over time, but it is unlikely to ever disappear.]

GDC: Nintendo, Will Wright

Gotta make this fast — I’m late for a meeting.

The Nintendo keynote was remarkable for its almost total lack of information about (or hype around) the Revolution console. Satoru Iwata focused primarily on his overall theme (disruptive innovation), some game demos, and the DS in general. The underlying message, of course, was “stop focusing on raw power — start focusing on interesting features, accessibility, and games for the true mass market as well as the hardcore”. My totally subjective observation: the crowd appeared more engaged during this keynote than during Sony’s keynote. Giving away copies of Brain Training to all attendees at the end was very smart.

Will Wright’s keynote inspired joy, deep thought, and relentless feelings of inadequacy.  ðŸ˜‰  He is an amazing presenter and thinker — absolutely the highlight of GDC ’06. I had assumed that there would be a full transcript of it (if not video) available online by now, but I can’t find anything worth linking to. Very frustrating. So: Will talked about what he does in the earliest stages of the game design process. He managed to weave astrobiology, aliens, and robots into the presentation on a regular basis. Pure magic. If a video surfaces I will absolutely link to it for you.

GDC: My Wednesday Was Totally Random

Sony’s keynote was interesting, if rather devoid of new information. Experimental gameplay session was very cool — there was a game where you build a tower of hands that catch umbrellas and use them to shield paper boats from the rain. Very weird / cool.

As usual, the guys from Harmonix were treated like, well, guitar heroes, despite the fact that they had some trouble with their experimental exhibition, which did not diminish the simple fact that guitar hero was being played in a new way, which everyone was happy to see! They had attempted to do some neat freestyle stuff with the game (where you play what you want to, as opposed to a given song on a script), and it hadn’t quite worked out (in the lab, or in the demo.) But the concept was fantastic, and I was thrilled to hear that they will attempt it again in next-gen versions of the game.  ðŸ™‚

GDC: Casual Games Summit

I had to get up at 5:30am this morning in order to have time to write something for Game Tycoon. This is really testing my newfound infatuation with blogging.  ðŸ˜‰

Slipped into the Casual Games Summit for a bit yesterday. Thankfully, there was little of the (formerly common) griping about “we don’t get no respect” — a definite sign that the market is maturing. Other signs that the market is maturing (as noted by Dave Rohrl, GM of Popcap’s San Francisco studio):

  • Team size is now 3-5 (as opposed to 1-3 in the very recent past).
  • Development schedules are now 6-12 months (as opposed to 3).
  • Development costs are $100K-$250K or more (as opposed to $25K-$100K).
  • The market has become extremely crowded, and consumers are learning to expect more from casual games. Dave hypothesized that the games which defined this genre several years ago would no longer make the cut in today’s environment.

In a subsequent panel, James Gwertzman (Director of Biz Dev for Popcap) made the following pronouncements:

  • Casual games need to be modified on a partner-by-partner basis to help the major game portals differentiate their offerings. Not core modifications, but things like better integration with a partner’s DRM solution, leaderboards, etc. James said it was affordable to do this for five or six companies: an unsurprising assessment, and bad news for portals below tier 1 (tier 2 and below represent just 10% of Popcap’s audience).
  • New customers are always flowing into the market, so you can’t ever stop making really simple, accessible games that suck people in.
  • No matter how powerful portals gets, Popcap can make must-have games that preserve its power in the chain. (My opinion: this is probably true, if Popcap succeeds at brand-building.)

A few other things mentioned by the panelists in general: there needs to be more editorial coverage of casual games, developers need to do a better job of supporting their brands (financially and otherwise) in order to combat clones, and there are too many single-player casual games. The argument was also made that casual game clones are no more “exact copies” than Quake was an “exact copy” of Doom.

Oh, and as a total aside: I heard from a friend that Warren Spector told a group of academics that he’d rather students get a liberal arts degree than a “game design” degree. I appreciate the sentiment. Hopefully universities will always make an effort to channel students towards creative writing, film studies, engineering, psychology, and business courses (etc), not just the game-specific stuff. There’s time for both.

Entry-Level Production Wages, Part 2

The last time I wrote about the subject of relatively low entry-level wages for producers, some very knowledgeable readers made the following arguments in support of the status quo:

  1. Production is a role that demands experience. Entry-level producers are not capable of making a “significant enough” contribution to a game’s development to justify higher wages.
  2. There are tons of people willing to do anything to become producers; why pay when you don’t have to?
  3. Academic degrees (even game and/or engineering-centric degrees) are nice, but ultimately irrelevant without multi-year project experience. “You can’t teach production skills.”

There’s something to be said for every one of these arguments. Nevertheless, I’m going to do my best to express a logical alternative point of view. Does this mean I think wages for entry-level producers should skyrocket? Not necessarily, no. But it does mean I think there’s room for nuance — that the industry’s current blanket approach to entry-level production isn’t appropriate for every case and candidate.

Read the full editorial here!…

What Does Top Entry-Level Talent Cost Nowadays?

I’ve been chatting with a few undergraduate MIT students who already have full-time offers from video game companies. Most had summer internships with one of the large publishers, and all appear to have worked on video game-related projects, in and/or out of class. I thought some of you might be curious to know what those offers look like.

Students who applied for engineering jobs seem to be getting offers in the 70s — in some cases, the high 70s. The same students got offers approximately 10K higher from companies in other industries; i.e. Oracle, Microsoft, etc. So the gap between game company offers and non-game company offers appears to be narrowing for engineers. In general, I was amazed at how high the offers were!

On the other hand, students who applied for production jobs (even students with a double major in computer science) seem to be getting offers in the 30s. I find this to be completely bizarre. I mean, yes, I understand the laws of supply and demand (there are more wanna-be producers and designers than well-trained engineers). And yes, production skills are harder to learn outside of the work environment. But are talented entry-level producers really worth only half the equivalent engineer? Even when they have the same academic training? (After all, a solid grasp of programming is useful to both producers and designers, not just engineers!)

I think this exposes one of the industry’s most fundamental flaws. Producers are expected to keep game development on schedule and under budget. They are expected to act as the bridge between the various development groups, the mouthpiece to the outside world, and the interface to marketing and sales. They facilitate (and in many cases participate in) the creative design process. In other words, producers are the oil that keeps the machine running smoothly — indeed, keeps it running period. If entry-level salaries are any indication of how much (or how little) the industry values its producers, it’s no wonder so many games run over schedule and over budget!

Update: many people have asked where the job offers came from, since location obviously affects salary. I haven’t had a chance to reconnect with every student I initially spoke with, but it appears the majority of the offers were from studios in California and Seattle.

2nd Update: As promised in the comment thread, I’ve posted a followup editorial (which has been reprinted with permission by Next Generation.

The Benefit of User-Testing a Prototype

I’ve been wondering if it’s possible to quantify how “useful” it is to user-test a game’s playable prototype before full-scale development begins in earnest. I’m defining a “user-test” as “spending a few weeks observing and interviewing a group of twenty or thirty diverse consumers as they play your game prototype.” Unfortunately, a really good analysis requires data that I doubt anyone has access to: the success rates of roughly equivalent games, that were and were not tested at the formal prototype stage, and were released into approximately equivalent market environments. Among other figures.

Given that I’m unlikely to see such numbers anytime soon, I had to settle for a simple experiment. I created a very basic excel model that calculates the average return for a game project that has been carefully tested (and potentially killed outright) at the end of prototyping, versus the average return for a game that semi-automatically proceeds from prototype to full development…

Read the full editorial!

Questioning the Value of Game Design Degrees

Gamesblog has posted an editorial questioning the value of a video game design degree. Part of me really wants to take this seriously (since at least some of the many design programs springing up worldwide must undoubtedly be half-baked). Unfortunately, this editorial doesn’t do the question justice at all.

Let’s start with the first argument (paraphrased): innovative designers come from different disciplines, and therefore have a fresh perspective. That’s certainly true in many cases. But wait: last I checked, a college degree was useful for expanding one’s horizons. Does a game design degree prevent students from concurrently taking courses in philosophy, art, psychology, or computer science? More to the point, couldn’t a good design course encourage interdisciplinary study? Ours certainly does. Many MIT CMS undergrads double major in computer science, and/or sprinkle film and TV studies, creative writing, and marketing courses into their schedules. Our design courses often require students to explore a range of design considerations, including business, engineering, social, and cultural issues. The idea that a game design degree precludes a broad perspective is simply laughable.

The author also notes that none of his long-term game designer pals have game-related degrees. Really? Maybe that’s because game design degrees didn’t exist until just a few years ago. Maybe we should eliminate all biochemistry degrees, since early biochemists enjoyed more “fundamental” educations.

Lastly, the author claims that “in most creative industries, people from the outside have the brightest ideas…” I don’t know what to make of this. Are creative writing majors automatically less likely to write a good book than other people? Are film studies majors less likely to produce an innovative movie? The author commends the value of these programs with one hand, but effectively denigrates them (and all programs like them) with the other. You’d be hard pressed to find many people who think that film studies programs have somehow sucked the creativity out of Hollywood, so I’m not sure why game design programs should be any different.

A better editorial might have questioned design programs that fail to incorporate computer science, film studies, creative writing, etc. It might have explored the importance of practical design experience (I feel that any program worth its salt strongly encourages students to take summer internships with game companies, and builds practical, long-term game development projects into the design curriculum.) It might have raised questions about game design theory, which is still a rather nascent thing, and therefore somewhat difficult to teach. These would have been interesting things to discuss.

Snoop Dogg Launches Hip-Hop Gaming League

The always-entertaining Snoop Dogg has formally announced the “Hip-Hop Gaming League” (HHGL), an invitation-only organization comprised of “A-list” musicians, athletes, producers, etc. These individuals, characterized primarily by their level of fame, will follow rules set and enforced entirely by Snoop, at least for now.

Celebrity interest in video games is nothing new. Many famous actors and sports figures now treat video games as an important legitimizing force, and some even choose to exert creative influence over the game design process. This despite the fact that games (via mods and hacks) could be used to play with a celebrity’s image in ways that they (and their handlers) would normally be horrified by. Since celebrities are surely aware of this risk, their estimation of the rewards must indeed be significant.

The game industry has long debated whether celebrity inclusion in games is actually a good thing. I don’t see it as an either/or issue. The industry should definitely continue to create it’s own personalities… the Marios and Lara Crofts of the future. That’s the best way to generate lasting profit (and experiment with the medium, IMO). However, it is also true that certain games would definitely be less interesting without celebrity inclusion. Not all sports titles need to include professional stars, but some obviously should. P2P fighting games have clearly done well with (mostly) original characters, but that doesn’t mean a Bruce Lee-centric game wouldn’t uniquely scratch a certain itch. We form an emotional connection with celebrities that can and probably should be harnessed by game developers. Sometimes. Occassionally.

Interview with Dorian Richard (Atari)

I had the unexpected opportunity to chat with Dorian Richard, Atari’s external producer for Neverwinter Nights 2, the anticipated RPG from Obsidian Entertainment. We ended up having a long conversation about publisher/developer relations and the pitfalls of production, which I transcribed:

What do you feel distinguishes publisher (external) producers from developer (internal) producers?

As a publisher, you have a broader perspective; you work on a lot more titles than any given developer over a five year time span. The average developer has two teams, and it takes two years to make a game, so you’re looking at approximately five titles over five years. I’ve worked on nine titles over the past five years.

What are the most common challenges you face when interacting with developers?

There’s inexperienced developers, and there’s experienced developers. Inexperienced developers tend to lack staff with sufficient scheduling and managing experience. They might be good at certain development tasks, but they don’t know how to read warning signs and manage people, so they frequently fail to recognize when a big slip is looming. They don’t plan for likely emergencies, like a key team member getting sick or having a family emergency.

Read the rest of the interview…