Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [19]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Sony Computer Entertainment America LLC
Audio Tools Engineer
 
Sony Computer Entertainment America LLC
World Wide Studios Technical Product Manager
 
Sony Computer Entertainment America LLC
Senior Software Application Engineer
 
Sony Computer Entertainment America LLC
Senior Gamer Insights Specialist
 
High 5 Games
Technical Artist
 
Airtight Games
Art Director
spacer
Blogs

  What Business Are You Really In?
by Lewis Pulsipher on 07/15/09 07:26:00 am   Expert Blogs   Featured Blogs
15 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 07/15/09 07:26:00 am
 

An example I used with computer networking students about "what business you're really in" is the failure of the great railroad companies (Santa Fe, Union Pacific, NY Central, etc.).  The great railroad companies dominated late 19th century business; past the middle of the 20th, most were bankrupt.  This happened because they thought they were in the railroad business, when they were actually in the *transportation* business. 

When the transportation business changed (trucks and good roads, airplanes) and railroads became much less important, they lost out.  My point to networkers is that they're in the communication business, not the networking business.

How does this apply to games?   Some video game companies apparently think they're in the technology business, when they're actually in the entertainment business (even the ones making "serious" games will prosper if those games are also entertaining, as for example "America's Army"). 

I think this can be applied to the Sony vs. Nintendo console competition.  Sony thinks technology, Nintendo thinks entertainment  (also applies in handhelds, it appears).  (And this should have been obvious to Sony, because the *really* good technology, PCs, doesn't make it as a major game platform compared with the whimpy consoles.) 

As another example, many people called "Crysis" a technology demo, but a poor game.  The management of the company decried piracy for a failure to sell the game in expected numbers, but the real reason might be that it wasn't much of a game.

To move down one level of complexity, some video game companies think they're in the story-telling business, or even more specifically in the movie-making business, when they're really in the video game business. 

Video games are not like movies, and stories are not the most important component of most video games.   (See http://www.costik.com/gamnstry.html)  At one time in the video game industry, film-maker wannabes published "games" that were more cinematics and cut-scenes than games, and that turned out to be a failure.

So we see proposals to treat video games, and video game production, the same way films are treated.  I think this is a mistake.  Every industry finds its own way of doing things.  Trying to pretend you're something else is very likely to end badly.

This is the difference between saying "we should do such-and-such because that's how the film industry does it", and "the film industry has a different way of doing such-and-such, and we can adapt it this way because it makes sense."  If it makes good sense, do it.  If it just happens to be how some model does it, forget it.

 
 
Comments

Luis Guimaraes
profile image
I share all of those thoughts. Totally agreed.

Chris Remo
profile image
I don't know how someone can claim Crysis "wasn't much of a game." I don't know who these "many people" are, but they're uninformed.

Crysis was incredibly deep, had far more room for player self-expression in gameplay than most shooters on either PC or console, had some of the most impressive open-ended level design I've seen in shooters, had a subtle but effective mechanic in the multi-purpose nanosuit, and of course was an impressive visual achievement to boot.

I suspect people who dismiss it as merely a tech demo are either parroting other kneejerk reactions, making assumptions on its gameplay simply because it IS such a graphical showcase, or played the game but never bothered to invest themselves in its mechanics and design mentality.

It asks more of the player than a typical corridor shooter does, but the reward is an incredibly rich experience.

It's certainly not particularly accessible, either from a technical or gameplay standpoint, and it's fair enough if you want to criticize it for not being mass market enough, but simply dismissing it as a game without any actual supporting points seems pretty silly to me.

Luis Guimaraes
profile image
I've seen MANY people complaining about Crysis not being a good game. But Crysis IS a game, I'm nobody to say it's good or not, but looks to me just a trend-follower one.

To first follow a design trend someone should know and understand why there's a trend on it, not blind-follow it. Games are made from details, having or not a nanosuit/open-ended system/whatever isn't the question, HOW every piece of the design is implemented and how smooth it works and flows in the gameplay is what makes a good game.

The first 3 or 4 levels of Crysis are not that bad, but the aliens are very dumb, the AI really feels cheating (choppers anyone?) and the mechanics are more about trying to be "realist" than to work well together. Bugs all over, things that start levitating, dead bodies becoming scarecrows and objetives that don't state to "complete" when you do the thing, making you restart all level again...

Lewis Pulsipher
profile image
Not having played Crysis (I have seen it played briefly), I'm not going to try to specify points against it. That's not the point of the post. I have certainly read many comments complaining about the game and specifically suggesting it was more techno-demo than good game. There are enough games in the "techno-fetishist" mold to justify my point, whatever you think/feel about Crysis.

Luis Guimaraes
profile image
All this (off-topic) discussion about the Crysis thing made me had a point... Which kind of business are we selling out? games? technology? The old discussion about creating a game cullture around, and so on, a recent post about achievements and some "game as art" I read as "the art of playing games", gave me some inspiration...

Even I think Crysis was not a good game, I personally enjoyed it. I am a seasoned player, creative and with game design and mechanics notions, so I can see what the game offers and give myself some joy, playing it a funny way, using the game to make my game. Ultimatelly people talk about it, but do players know how to enjoy a game?! Will we let our kind of business die as the railroads did?

An Dang
profile image
People make games based on what they think the market demands and based on the kind of game they want to see out there personally. I don't think it's fair to accuse people of being a wannabe this or that because they don't make mainstream games or because they don't have a bunch of focus groups and market research.

Tyler Lovemark
profile image
Definitely agree on most points. Even from a design perspective, many games still seem to suffer from somewhat of an identity crisis. When it comes to non-linear games, this identity crisis can become even more clear. As great of a game the first Knights of the Old Republic is, the narrative can be broken very early on. In one session, I made every choice as evil as it could be, and yet the story continued forward. The characters didn't seem to really be bothered that they were allied with a murderous and downright evil fellow. It was like the game tried to fit a linear plot around a non-linear structure. As such, many of these choices in the game ultimately lost impact. This problem isn't just unique to KotoR, however. It is present (in varying degrees) in most games which give the player divergent paths through the game.

As Lewis suggests, perhaps the solution to this is one that will be unique to the games industry (as the root of the issue seems to be from fitting a movie plot around a game structure). In non-linear titles, perhaps plot should be largely minimal. The only thing I can say for sure with this issue is that non-linear games with a linear story (meaning several plot points must be hit in a certain order, requiring all players to converge on the same points, regardless of their different playstyles/choices) tend to have their choices turned into shallow and arbitrary ones.

I didn't mean to go on that long. So yeah, great article, got me thinking. Thanks.

Alex Covic
profile image
I like the railroad-metaphor too.

Microsoft, Nintendo and Sony know they are in the Enternainment Business. Sony even so much, that they forgot to tell their kids 'PS3 is a video game console, not just a BlueRay-Player, a Home-Entertainment-System, etc...)

Video games compete with the most valuable human ressource: their finite time.

You want their money and you need their attention. Video games compete with all recreational activities people can think of; from 'going to see a movie', to watching DVDs at home, or going to a concert, riding a bike, going to a restaurant, hiking, etc etc...all is competition.

I am sure many of the game makers know this very well.

(about Crysis) Why Crisis became such a Technology-Showcase? Rather ask Microsoft, Intel, NVidia etc... they all had their 'helping hand' in this. You don't get 'that' amount of help (beyond the usual) without somebody telling someone else something.

John Petersen
profile image
I agree with An Dang. I think it's a good thing people experiment.

However, I am getting a lot frustrated with the fishing genre. They almost get it right, and then "Flop". It's like they only wanna go so far then stop. I don't get it, we got all these fancy games but they can can make a really decent fishing game that appeals to many people on many levels.

Adam Bishop
profile image
I find it problematic when people say that games are one particular thing or another. *Some* games are entertainment, and *some* games would benefit from being less film-like, but certainly not all. I think the continued success of the Final Fantasy and Metal Gear Solid games shows quite clearly that many people do want games that are film-like and focus primarily on telling a story. I think there's room for all kinds of things in the industry. The thing that books do best, probably, is to educate. But I would never say that anyone writing a book should remember that their goal should be to educate, because there are other things that books can do well other than that. It's the same with games. Entertaining is certainly something that can be done well with the medium, but it's not the *only* thing that can be done well, and I would be terribly disappointed if the industry stopped trying to do other things.

Derek Bentham
profile image
Adam, Totally agree! Things don't HAVE to be one way or the other.

Reid Kimball
profile image
@Adam
I always like to remind myself of the quote Clint said a programmer made during dev of Far Cry 2. "Dude, it's code... we can do anything." Exactly. Anything is fair game as developers are still experimenting, trying to find what works and what doesn't.

Chris Catalano
profile image
I believe the game industry is captivating the imagination of many right now, including those outside of the industry like myself. I feel there are so many possibilites out there in this industry to explore. Who knows what will be the next big hit? That is what is great about this industry...the creative people that can deliver it into those that get to play it. I think there is always room for great ideas and I look forward to seeing them.

JB Vorderkunz
profile image
On the linear/non-linear story thingy: L4D is a linear game which presents a somewhat non-linear storyline (the survivors are all over the place!). Games are a medium, not a form - which is another way of saying I agree with Adam. Shockingly, railroad companies still exist and make a lot of money... ;-)

Elliot Green
profile image
In response to John Vorderkunz's comment, the difference between the American and European railroad industry is like day and night. European trains are a functioning model. All American transportation is an absolute mess(trains, airports, highways, etc).

Games must be viewed as technology and entertainment at the same time. An art house film or a hardcore game will not make the same ammount of money as a movie or game that a person could understand if they are only ten years old, like Transformers or Pokemon(no offense).

Software and games get better as successive versions, not sequels are released. New versions or remakes of movies are almost always awful; Planet of the Apes, the Rocky Horror Picture Show, I kid you not.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.