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  "F*ck It, That'll Do."
by Adam Saltsman on 05/15/09 02:57:00 pm   Expert Blogs
7 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 05/15/09 02:57:00 pm
 

Classic maddox, amirite??

Whether they know it or not, most game industry folks are intimately familiar with the old 80-20 rule.  That is, it takes 20% of the time to get 80% of the work done, and 80% of the time to complete the final 20%.  This raises an important question for all developers:

How much is enough?

This is one of those questions that doesn't have an answer, but it can still be a useful thing to think about.  I will try and explore some options and examples that show what sorts of compromises you can make, and what the effects might be.

 

Prototyping and Pre-production

i wanna play this really bad but its the worst name evar

I'm putting this first because it's kind of a special case, or at least the rule seems to apply differently here.  Prototyping is all the upside of the 80-20 rule; you are building little playable tech demos with no polish, so you never really get into the bad part of 80-20.  Getting this part wrong can have disastrous effects on the 80-20 relationship later on...maybe more of a 100-0 ratio or something.  There is a reason that master oil painters still do charcoal sketches before they dig in!  Classic examples of heavily prototyped designs include Super Mario 64 and Resident Evil 4.  Messing around and making the most of this stage can yield unexpectedly pleasant results as well, like when Mikami's early builds of RE4 launched the Devil May Cry franchise.  Of course, if you are going to spend 5 years developing a game, you need a bit of a warchest and maybe some co-development, or your boat is going to start filling up with water pretty quick!

VERDICT: It's hard to prototype too much, as long as you can afford it.

 

Programming Production

self portrait

The 80-20 rule manifests itself in ugly, frustrating, no-more-weekend kinds of ways in the realm of coding.  Getting the basic systems put together is usually a relatively straightforward process, but tracking bugs, accomodating new platforms, feature creep, and optimization all have the ability to hit back really hard.  Not to mention distributor lot checks and QA!  Unfortunately, this is one place where it's very difficult to just say "F*ck it, that'll do."  Your game might not ship at all, it might get critically panned, or it might not work on anything ever.  There are a lot of things you can do to minimize some of these issues (I'm sure every coder that reads this will automatically think of making modular code, working on organization and API design, etc etc).

There's another way to help put a dent in this stuff though, that is a bit of a turnoff for a lot of coders and designers, which is to just work on ideas that do not require insanely highly optimized code in order to work properly.  This makes porting easier, opens up the number of platforms you can build to, and should help minimize some of the brutal 80-20 backend on your coders too.  This isn't an option for all designs or all studios, but there is a lot to be said for a tight design that doesn't require Black Magic Code Voodoo in order to operate properly.

VERDICT: Always go 100%, but the easier that 100% is to hit, the better.

 

Art Production

he was the best thign that ever happened to lighthouses

This is a really hard area, made even more complicated by outsourcing and parralax occlusion mapping and 1080p HDMI TNA, not to mention our unhealthy obsession with cinematic duplication.  I would argue that at least currently, from a purely financial standpoint, a vast majority of the graphical detail crammed into most AAA titles is unnecessary.  I'm not saying that that's a good thing or a bad thing.  This is just a financial thing; the wii, PS2, and DS are happily and persistently outselling the 360 and PS3.  I'm not talking about historically either.  More PS2s sell in any given month than PS3s.  One message you might take away from that is that for most people, all that glamour is not actually their top priority.

Obviously, I don't think anybody could get away with claiming that Little Big Planet or Gears of War would even be the same game if they'd phoned in the artwork.  On the other other hand, some of the most beautiful games of the last year are very minimalist or rely on older, cheaper art production methods like pixel artAdvances in procedural content can also help modulate some of the expense of going for extremely detailed presentation.  Think about having blurred or dark backgrounds as a way of implying detail, rather than having to explicitly model things even when it won't be right up in the player's face. Think about fixed camera angles that can help reduce the amount of detail required in the environments and entities.

Even Disney's recent CG outing Bolt has some nice hand-painted frames, where CG modeling just didn't make the most sense financially.  Choosing a style that is less work but relies on the unique creative strengths of your art team is a pretty safe way of both getting attention and creating something with a reasonable budget.  Dylan and the Q-Games team are doing very cool work with relatively cheap and simple visualization.

VERDICT: Think really hard about what kind of 80-20 curve you want to bring down on your art team, and then pick your battles.  Also, creative collaboration between art and code teams can yield huge benefits.

 

Design Production

he was a level designer i bet

This might not be the right term, but I'm lumping stuff like level design, scripting, and all that good stuff under this banner. These are tasks that consume immense amounts of time in both single player and multiplayer games, though single player seems to take the brunt of it.  As opposed to prototyping, which rests mostly on the happy side of the 80-20 line, many of these tasks reside solely on the dark side.  We know what the game is going to look like, we know how it is going to work, we just have to figure out how to make 20 hours worth of levels and bosses.  And cutscenes.

In Derek Yu's RL-inspired Spelunky, every level is procedurally generated every time you play.  In my game FATHOM, level geometry is created on the fly each time as well, as is tile placement.  This approach alleviates pain-staking hand-placement and design, inherently creates some nice replay value, and also ventures into territory that is pretty unique to games.  And even very simple level layout algorithms are able to produce surprisingly playable, organic environments.

However, I think that throwing away everything the player knows about the game's geography has the potential to be extremely intimidating to more casual players; Spelunky is seriously difficult.  This may be due to the game's hardcore roots, and not necessarily to the changing geography, but this is a pretty new area for more modern games that is going to become more and more important.

VERDICT: Hurry up, technology!  This stuff is all on the bad side of the 80-20, and we need to start chipping away at it ASAP.

 

Again, these kinds of questions don't really have answers, and depending on your team, your platform, your publisher, and your design, these are very slippery sliding scales.  There are no set in stone rules or magic solutions to these problems, but there are long term ideas that we can all keep in mind in order to avoid wedging ourselves even farther under the 80-20 rule.

 
 
Comments

Luis Guimaraes
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I share many, if not all of these thoughts. Very necessary article.

Daniel Martinez
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I wonder how much time Polyphony Digital spends prototyping Gran Turismo. I also wonder how they manage to get away with so many deadline delays. It's like there's a reverence for GT to such an extent that it doesn't matter when it releases because there's a preconcieved notion it is going to be an awesome game; and for the most part, the past four releases have indeed been great. Polyphony Digital, the ultimate in prototyping?

Benjamin Quintero
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LOL dude that programmer picture is classic. I just had to say that.

Also, I pretty much agree with everything you said. I think that a lot of the eye-candy requirements for games today really come from our own people, developers, and hardware vendors. We are our own clients and our own worst enemy. We keep looking at the next game saying, "holy crap, did you see that? I want that in my game, but better looking!" which typically means higher hardware requirements, then the cycle continues. I actually know people (non-developers) who are selling their 360's for Wii's because they just don't care about the arms race and $60 price point for games.

Louis Varilias
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"but there are long term ideas that we can all keep in mind in order to avoid wedging ourselves even farther under the 80-20 rule."

Could you elaborate on this point? I'm not sure what it would mean to be "wedged further under the 80-20 rule".

Adam Saltsman
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Haha sorry I guess it doesn't make that much sense...what I mean by that cryptic, poorly formulated sentence is basically that with some planning and experiments and critical thinking I think that we can remove a lot of the kind of grunt labor/polish work that chews up such a large chunk of our development budgets. If we're spending at least 80% of our time finishing the last 20% of the project, maybe with some cool procedural tech or a better understanding of what our audience is really interested in, we could spend maybe...70% of our time doing the last 20% instead :)

Bob McIntyre
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Benjamin, I have to disagree. The "arms race" as you call it isn't important to anybody; that's pretty much true. Just about nobody cares how many gigahertz of deferred pixel RAMs can be shadered across the bandwidth cap per frame with bilinear antialiased specular voxel mappings. But people do care about how fun their games are and how good their games look.

Complex games like (to pick one at random) Metal Gear Solid 4 cannot exist on systems that don't have the raw power to run them the way they were meant to be. Actually, that's a really good example, because MGS4 had pretty low framerates in a bunch of places, which means that it really should have been on the PS3.5 or something. That game, as Kojima wanted to make it, can't run on a Wii or even a 360. The game requires a ton of storage space and a lot of processor power and probably a good chunk of memory, too. The PS3 can barely even run it.

Another good example is Dead Rising. Hordes of zombies in a huge, open mall. Cool idea. What happens when that gets put on the Wii? The zombies look worse, key parts of the game (photographing things, driving the car, etc.) are removed, and there are only about 10% as many zombies, which pretty much undermines the whole "zombie horde" concept. Give someone the Wii version of DR and the 360 version, and see which one they like better.

It's not that people really care about hardware specs, except for a small percentage of the audience. It's that the better hardware is nothing more than a platform to do cool stuff, and people care about the cool stuff. Well, that or good advertising.

Also, if you really think that audiences don't care about visuals, go watch an action or sci-fi film. Then rent one from 20 years ago. There's a reason that the special effects are so much better: Audiences like it.

Benjamin Quintero
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This might be running a little off topic here but...

Bob.. ? I'm confused. audiences DON'T care? Because you just gave reasons why they DO care, if I read that right. Also you "disagree"d with me earlier but gave a bunch of reasons to support my case...

Also, Dead Rising was a failure on the Wii because it wasn't built for the Wii. It was a crumby port designed to pinch out a few pennies from Wii owners who saw Dead Rising on the 360 and thought it was a cool game.


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