|
GAME DESIGN AND
TARGET MARKET
Let
us begin with the most popular target market of today’s game industry: the casual
gamer. By separating the word casual from the context let us try to have an
idea of who this people are, or try to understand the true nature of this
target market.
Dictionary
definition of the word casual: “Not showing much CARE or thought. Not showing
that something is important to you.”
So
from that simple definition of the word CASUAL we can deduce now that this is a
market that does not CARE about games, and games are not very important to it.
This means that this market has other forms of entertainment that weigh higher
to it, no matter how hard you try to shove brilliant games in its face, it
accepts them with a nonchalant attitude.
I
like to compare it to a man going after a woman already in love with another
man.
This,
however does not go to say that this is not a cost-effective market to pursue.
This market is the largest target market there is. Nintendo for example, has
shown us that it is in fact a very lucrative market. But the effects it will
leave on the industry in the end is just as broad as its large customer base.
The
present dormant and lacking atmosphere of the game industry is as a result of
the pursuit of the casual game market. And it will get worse with time if not
immediately addressed.
I
also like to compare it to porn. Porn is probably the highest selling genre of
film. I want you to imagine the entire Hollywood pursing this very lucrative
market.
The
result as you know, will turn out to be very insane. It will completely halt
creativity. It will destroy the movie industry as a whole, but they’ll be
making a lot of money at first.
The
same way, I want you to picture the entire game industry publishing similar
titles to what Nintendo is doing today. It does not encourage forward movement
in terms of true creativity. What Nintendo is releasing today is almost totally
90’s style games. Just relax and take a closer look. It is pulling the industry
backwards.
This
is supposed to bring us down to the clash of profitability and creativity, a
topic that I will leave for another time.
But
now we know that pursuing the casual game market ushers in more cash and leads
to backwardness in the game industry.
This
is the most financially rewarding market, but we have seen its acute
disadvantages. Also notice that I’ve kept using the words “forward movement”
“Progression”, which is very different from growth in this context.
To
increase in size does not necessarily define progress. An Obese man grows in
size according to his continuous intake of unhealthy food. That this man is big
does not mean that he is healthy. The results of his wrong food intake will
only play out in the future.
Just
like a healthy man requires a balanced diet to be healthy, in the same way the
game industry needs to achieve a balanced system of game development. This I
will break down in the following pages.
Now,
keeping healthy is something of an effort. You need to accept some practices
that are not very pleasurable to you, like exercise, vegetables, etc. The same
way the game industry is like an organism, and I care about this organism.
There are things I will say, which will sound unpleasant to some in the industry,
but I believe they are things that must be said.
There
are things I will say which a few may not agree with, but I’ve been following
the game industry with an analytical eye. I believe I know what’s wrong and I
want to contribute what I can to providing a soultion.
I
was going to wait until I’ve proven myself with a shipped game written or
directed by me in order to gain the industry’s confidence, but time waits for
no one.
Due
to the rampant number of casual titles today, there are a lot more people playing
games today who weren’t playing games in the past. The game industry may be
financially bigger today, but this does not define progress.
Let
me give you an example of progress. The last time we had progress in the game
industry was in the days of the Playstation debut. I had been playing Street
Fighter and Mortal kombat on Super Nintendo/Sega Genesis a lot and there came
talk of these new games on arcade. I read about Tekken and Resident Evil and
eagerly looked forward to seeing these games.
The
day I walked into the right arcade, the first thing I saw was Law pulling off
the knuckle grab on Nina…I was dumbfounded, speechless, helpless, and
awestricken. That my dear developer, is progress. And then I looked the other
way and saw Taki doing a knife grab on Siegfried in a Soul Edge duel.
To
prove my point of a stagnant game Industry, what different was the recently
released Soul Calibur IV from the Soul Edge of many years ago? What different
are games of today from that of those days.
And
to return to our original line of discussion, everyone knows that porn is
extreme but I can assure you that both casual gaming and hardcore gaming are also extreme practices in their own rights.
And the question now comes, if casual and hardcore gaming are extreme then what
market should the game industry basically pursue?
The game Industry’s
average target market
Notice
that I have used the words Game Industry, and not the words Game Developer. It
is okay for a 3rd party developer to solely pursue after either the
casual or hardcore market, or both.
But
a hardware company and 1st party software publisher like Nintendo or Sony
pursuing after any of the two aforementioned markets would be totally wrong, as
Nintendo is wrongly pursuing the casual market today. You’ll make a lot of money,
but you’ll seriously harm the industry in the end.
Now
back to our question, what should be the Game Industry’s primary target market?
All
these years I’ve always heard game developers mention these two extreme markets
and waited patiently for the single normal market to be mentioned…which is the
Intermediate Gamer. This now takes us back to our dictionary.
Dictionary
definition of Hardcore: “The small central group in an organization or a
particular group of people who are the most active or who will not change their
beliefs or behavior.”
That
definition gives us an understanding of the hardcore gamer. He is the most
active. He is unbending and has a very high expectation of games. This gamer is
very advanced.
To
this gamer, gaming is serious business and is approached very passionately.
Also notice the word “small” in the dictionary definition. This is obviously
the smallest target market, and at the same time carries the potentials of
being the most massive market. I’ll
break all this down as we go on.
Just
like the casual gamer who will rarely attempt to purchase difficult games
because games are supposed to dance to his/her tune, the hardcore gamer will
almost never attempt to purchase a too simple/easy game, because games are
supposed to provide a high level of challenge/competition. Notice my use of the
words “rarely” and “never” in this paragraph.
These
attitudes makes this two group of gamers extreme. From our little analysis we
can now see that this two target markets are limited, due to the fact that
there are certain expectations already printed in their minds, which strongly
dictates what they will and will not purchase.
I
will now like to mention that the hardcore gamer however, is still the most
rigid. A lot more rigid than the casual gamer; which is a negative quality.
Remember the dictionary definition of this group: “who will not change their
beliefs or behavior.”
But
the casual gamer, just like the intermediate gamer, is more flexible, in that
he can still easily be swayed or influenced to purchase a hardcore game. If a
hardcore game comes out tomorrow and it’s very good, the gaming community will
talk about it and promote it.
This
will cause both the casual and intermediate gamer to want to check out this
game. These two groups have limited knowledge about games so most times they
are just following the crowd, they are novices, they’ll go and pick up a game
in the store if there’s a buzz about it.
But
this does not work in the reverse because the simplistic nature of a casual
game alone is enough to completely repel the hardcore gamer. This is why I
pointed out the fact that the hardcore market has the potentials of being the
most massive market. Because it can carry the entire casual and intermediate
market along on special occasions.
This
only happens on special occasions because it only takes an outstanding game to
do this. Tekken is a very complex game but casual, intermediate, and hardcore
gamers alike love this game. I noticed that most casual gamers preferred to use
characters like Eddy, with whom you only need to tap random buttons to pull of
a streak of crazy moves.
So,
ways that the game can be made accessible to the casual gamer can come in many
other forms apart from an easy mode setting. Easy to control characters,
weapons, items etc are also ways to consider reaching the casual player after
the main design of the game has already been achieved.
It is important for us to now take note of the
fact that the casual gamer is negatively extreme and has the highest potential
of ruining the game industry if given utmost attention; (which is presently ongoing)
Whereas the hardcore gamer is positively extreme.
Let
me explain this, the hardcore market still manages to foster creativity and
progression, thereby encouraging forward movement of the industry. Since the
demands of a hardcore gamer are very high and advanced, it pushes developers to
work with a more complex and progressive mindset, thereby coming up with new
ideas and creative solutions.
The
rout to original ideas is hidden deep within the intertwining corridors of the
maze called COMPLEXITY. Note that complexity is not actual difficulty, but
seeming-difficulty. It’s all about executing a complex game idea in a
simplistic manner.
For
example, I have a brand new idea for how weapons should be reloaded in shooting
games, which would eliminate the one button reload system that’s currently in
vogue.
Developers
with a casual-game-market mindset would discourage such a thing, stilling any
complex sounding ideas from surfacing at all, thereby stalling the progression
of the game industry.
Though
from my own understanding it is the direction of the IP owners and managers and
producers etc, it’s a shame that almost the entire industry pursues after
casual gamers today. Again, the clash of
profitability and creativity, a separate topic I will address in the future.
Were
it like this in the 90’s, games like Tekken and Gran Turismo, Virtual fighter,
Tomb Raider, Super Metroid etc would never have surfaced. But these were very
innovative and creative games. And judging from the list, these were all intermediate/hardcore
titles.
Even
though they were complex and challenging, they were still accessible and
enjoyable. Most of these games were key in ushering the game industry into its
next level at the time.
Giving
utmost attention to the hardcore gamer however, means that only highly skilled
players will be able to tackle games, (there’s only a few of these people) which
would also in the same vein, ruin the game industry, mostly in terms of profit.
But this works in the reverse when you develop a hit hardcore title, because
you’ll be making far more money than the casual and intermediate market alone
could ever generate.
So
what makes the hardcore market extreme is that it ushers in more creativity and
progression due to its advanced nature, and less finances, which is also not
healthy for the game industry.
So
what we’re looking for is balance.
I’ll
use the example of a hill. If getting to the top of the hill were the goal, the
casual gamer sits lazily at the bottom of the hill, the intermediate gamer is
balanced at the top of the hill while the hardcore gamer has reached the top of
the hill but is descending the other side of the hill.
Dictionary
definition of Intermediate: “Having
more than a basic knowledge of something, but not yet advanced.”
It’s
a very ordinary definition for a very ordinary group of gamers. This market is
not by any means the largest market and because of its ordinary nature is
invisible to the eye. This target market is just slightly bigger than the hardcore
market.
Anything
extreme tends to stick out or protrude which is why the focus has always been
on the casual and hardcore markets. While the intermediate market is balanced
in the middle, the other two lean to opposite directions.
I’ll use the illustration of three
men walking into a reception for a job interview. One of them is tall and is
putting on a jacket and shorts and has a crazy haircut.
The
other is a midget, while the third is your every day guy in a suit. Now anyone
that walks into that reception immediately notices the tall guy and the midget;
why? Because they are out of the ordinary, they are extreme. The every day guy
in a suit will only be noticed when it gets to his turn for the interview. This
has been the case with the Intermediate Gamer.
As a writer and game designer that I
am, and prospective developer, I know that I am a hardcore gamer. It is of
course not a shameful thing. But this fact actually affects the way I design
games, but because I am conscious of it, always want to see from the
intermediate gamer’s point of view whenever I do my game designs.
So
as a game designer, it is important to know what kind of gamer you are, and
learn to adjust your mind while you design games. Although every designer
should be able to design a game that appeals to the intermediate gamer, I
highly discourage something like (which I know is ongoing) getting a mentally
hardcore designer to write a casual game.
They’ll
mess it up. Call someone like me to design a casual game and you’ll almost be
throwing away your money. All this talk about a designer being able to multi task
and tackle different genres of games is quite wrong. But there may be rare cases,
though. This branches us into a new topic.
The Need For
Freelance Game Designers and Directors
Hollywood
understands this fact that is why a film studio will not get an action movie
director to shoot a romance movie. It’s common sense. Hollywood equally
understands that the director does not work for the studio but with it. That
way no one will be directing the director.
And
if the director’s earning a small amount for his work, means he’ll hardly be
respected enough to allow him the independence that a director is supposed to
be allowed in the process of doing his work.
Most
of the guys we call game designers and creative directors are supposed to be earning
a lot more money. These guys are the creative anchors, and even if you want to
keep them at your studios can you pay them in the six figure range for each
work they do? At least that way they’d still be respected and their creativity
would be working at maximum.
The
problem is that we want to employ everybody. When a creative anchor works for you
there’s a big psychological and spiritual negative effect on creativity, than
when they are working with you. It is for this reason that veteran anchors in
the industry are opening up companies of their own. That sense of independence
lingers in their minds.
And
I’m sure the film directors do not perfectly know how to handle film equipment,
how to set up the set, or how to do jaw dropping CG. It takes a lot of people
to do those other things but the director remains the director. The creative
anchor originates and anchors the vision. And the development team brings his
vision into fruition. That is how every branch of entertainment works.
This
is why we still solely depend on game ranking sites to sell our games to the
customer. Apart from the game ranking sites, which I am in no way disapproving,
the customer needs people to trust when purchasing a product. They need people
to celebrate. And the game ranking sites will only assist in celebrating these
people.
Example
of what customer talk is meant to be like by now: “Hey have you seen that
latest EA game directed by John black?” “I heard Peter black’s designing a new
game for Capcom.”
Microsoft
announced Peter Jackson would be working on a new Halo game. This is actually
supposed to get the fans excited that someone a superstar they trust is working
on the next Halo game… but yet we sit on our own creative anchors. When will we
start flashing big names in the industry to the fans rather than big names in
an already established industry? Let’s establish our industry.
If
Hollywood was not operating the right way by not trying to employ its creative
anchors, treating them well and properly rewarding their creativity, Peter Jackson
would be just an unknown employee at some film studio, and his creativity would
be dulled out by his employer who would constantly interfere with the film
direction. And there’d be a psychological/spiritual limitation to his
creativity.
In
music the studio works with the musician. In film the studio works with the
writer and writer/director. They consult them. In football the club works with
the coach. In books, the publishing company works with the writer.
I’ve
published a book and I don’t even have an idea what a publishing company looks
like, how many employees work there, or the exact effort and process it takes
to edit, produce, manage, print, bind, publish, distribute, and promote a book.
That
more mature industry understands that without the writer you can’t print blank
pages. In movies, without the writer/directors all the cameras/ CGI equipment
is a total waste. Nothing happens. In music you can’t just get anyone at your
recording studio to lend their voice. Even though you have the equipment, you
seek out the right voices.
Its
funny to me that in the game industry we feel comfortable getting actors from
Hollywood to do voice-over for us. Why not try employing some of the top ones
and see how it turns out. Try employing Vin Diesel for example. Vin Diesel was
once a nobody but Hollywood made him what he is today. And Hollywood in turn
profits from his talent. It’s vice versa.
The
truth is that if anybody had talent in games and talent in movies they’d pursue
and develop their movie talent over their game talent because they know that
the rewards in movies would be higher. Why pursue a career at an industry that
wants to hand you a few thousand dollars a year and pull you behind the
curtain, when you can go for film where just one movie can earn you an instant
six figures, and some fame to go with it.
So
the game industry can be sure it’s lost a lot of talent to Hollywood. Why are
my not pursing film instead of games? Because I have a passion for games and
I’m not a sell out. Because If I don’t say the things included in this article
no one else might say them in many years to come. I love games and I want to
see the industry living out the next level rather than remaining in one place
as it has all this while.
Try
to imagine Coldplay or Hoobastank being employed at a recording studio and
being handed monthly paychecks. Try to imagine George Lucas being employed at a
film studio back in the 80’s. Try to imagine Britney spears being employed at a
recording studio and receiving salary. Try to imagine Stephen king being
employed at a publishing company…would we have seen the level of creativity
showcased by these people so far?
These
people are creative anchors.
The
problem we have is we’re trying to get the anchor into the mix of employees.
This should never be.
This
is what brings about credibility. It’s not about making a lot of money and
being disregarded by society. It’s about the game industry being accepted and
taking its stand in society. Exceptional talent just has to be celebrated no
matter what, and I’m not just talking about the creative anchors here.
When
personalities in the industry become household names like movie stars and film
directors, then we become accepted as a reasonable branch of entertainment.
That’s why its entertainment. Have you ever heard of entertainment without
celebrities?
Understand
that it’s not about the position, it’s not about the money, it’s not about the
shine, it’s about maximizing creativity. And the only way it can be done is
very apparent as seen in other branches of entertainment. It’s nothing to get
sentimental about. You cannot trap a creative anchor and expect him/her to function
properly.
I
also want the technical guys, artists others in the industry to know that I’m
not discrediting anyone in anyway. If you’re outstanding and your company allows
it, you’ll surely be in the limelight and this affects the quality of work you
do eventually, in a positive way.
So
it’s not just designers and directors, perhaps I’ve not clarified this enough.
Anyone that can constantly come up with original ideas. Whether be you an
artist, engineer or programmer.
Maybe
not necessarily original but outstanding. Can you come up with something no
one’s ever seen in the industry? Then you need to be celebrated. That is why in
film we see awards for best picture, best sound, best CGI, best production,
etc. They try hard to reward and celebrate everything that stands out; that way
they’re encouraging these people to do more. Push yourself, do something better
than the last if you want to get another award.
They
try to maximize creativity. They try to push their industry forward.
For
example the first time I played with the double analogue stick strafe/look
control for FPS games I was very impressed and told my colleagues that I can’t
wait to meet the person that came up with that control style. I still look
forward to meeting that person and getting an autograph. Someone else may add
to it but I’m very certain that original ideas only come from individuals.
For
example John Carmac is a technical but very recognized person in the industry.
Notice how the man keeps ditching out new game technology. This would not
happen if he was not being celebrated by fans. I’ve heard fans call him a
technology god before.
And
I still look forward to getting an autograph from the guy. He was actually the
first person I wanted to contact in the game industry but after trying to get
my hands on his contact for two months and failed, I settled for the contact of
someone else at his company.
In
the game industry we’ve been taking our talented staff and non staff for
granted. We can start by setting up a game award ceremony where the people that
make the games are celebrated rather than the games; the artist, the engineer,
the programmer, the writer, the designer, the producers, and so on. Even in
books we see awards for best cover illustration. Even something as simple as
that gets celebrated.
To
round up this topic, another example of why we need freelance directors and
designers is: I have the design notes on what the next level of Tekken should
be like. I also have design notes on what the next level of Street Fighter
should be like.
I
also have design notes of what the next level of both arena and tactical FPS
should be like, and a few more. But it’s an obvious fact that I can’t work for
all the involved companies at the same time. But working with them would make
it very possible.
Returning
to our original topic, another question arises now. What is the Intermediate gamer’s
point of view?
The Intermediate
Gamer Perspective
Let
me begin by pointing out a discovery I made in the times I played games with a
group of friends. I carefully studied everybody’s attitude towards each game we
played together. With time I began to realize the kind of gamers these guys
were.
I
was hardcore, as well as was two other guys. I noticed that I and this other
two hardly played a game at first hand on the normal level; we always started a
game on the second to the hardest level. This was the only way we could
challenge ourselves and derive enjoyment from playing a video game.
Beating
us at a game we loved, and I’m not ashamed to say this, was not something we
took very lightly. We would always look forward to a rematch in order to redeem
ourselves. I’m sure most hardcore gamers will not deny that lingering habit.
We
had a very competitive mindset toward playing video games. This was a
limitation in regards to the amount of games we purchased. There was one casual
gamer among us. This guy would complain when he got pounded at a game and would
head home to go continue his single player RPG games or action games set on the
easy level.
There
were two other guys and these guys were Intermediate gamers. It didn’t matter
if they were losing 50 - 0 at a Tekken 3 game, they would still laugh and play
the game with you all through the night, which was a rare thing among hardcore
and casual gamers.
Finally
I decided to make a thorough observation and realized that while I and the
other hardcore guys mostly owned fighting, driving simulators, and first person
shooter games, the casual guy mostly owned simpler games like Sega soccer slam,
super smash bros, burnout etc.
Because
we were extreme, (hardcore and casual) the number of games we owned was
limited. On checking over at the intermediate guys houses, they owned every
game owned by both my hardcore group and the casual guy…and more. Not only
that, but they equally owned all the available consoles at the time, and would
hardly be involved in any arguments as to what console was putting out the best
games.
As
a fact, hardcore gamers would feel quite reluctant to purchase a console like
the Nintendo Wii since it publishes very few hardcore titles. But these are
clearly limitations of the hardcore gamer.
So
from all the observations I made, I found out that the intermediate gamer has a
more open minded approach towards playing games. The intermediate gamer loves
games but will never be fanatical or overly competitive about them and neither
does he/she approach games with a nonchalant attitude.
So
from the Intermediate gamer perspective every game is playable and enjoyable,
but he would prefer a game with balanced difficulty which is why he always
begins a game on the normal difficulty setting.
Again,
balance is what we’re looking for.
Summary
To
do a comprehensive summary of all we’ve leant so far:
CASUAL
MARKET brings in cash because of its large customer base. But it limits
creativity and stalls the forward movement of the industry.
I’m
not denying the fact that Nintendo publishes quality games today but if you
look closely you will notice that these games hardly appeal to more passionate
gamers. Such games will only appeal to people who are not so passionate about
games.
The
true video game fans want something new, and it is only by meeting the demands
of the passionate gamer that the industry progresses.
HARDCORE
MARKET fosters creativity and forward movement of the game industry, but due to
its small customer base, brings in too little cash to meet the financial
demands of the industry, but ironically holds the potential to bring in the
most cash than any other market. A good example of a complex game that was
widely accepted by all gamers is the Street Fighter series. I remember how
difficult it was to master the hadouken, but once you got the hang of it, it
was second nature. Another is Mortal Kombat. I have a friend who still has a
list of a good number of complex-button-combination fatalities in his head till
date.
INTERMEDIATE
MARKET is the balance we’re looking for. Meeting the needs of the intermediate
gamer means making more games that do not lean to the left or to the right in
terms of simplicity/complexity and difficulty; which simply means operating a
game industry where major focus should never be on the casual or hardcore gamer
so as to maintain the balance of creativity and profitability, thereby pushing
growth and forward movement of the game industry.
The
best example of Intermediate games is the Resident Evil series. Not too
difficult/easy, not too simple/complex.
FREELANCE
DESIGNERS AND DIRECTORS: Directors and designers whom to the game industry are
like screenwriters and movie directors of Hollywood working externally and
being paid their work’s worth will help in providing an ambience of respect
from the management and development team while they do their work. This
maximizes their creativity and pushes forward movement of the industry.
CELEBRATION
OF TALENT: I can not emphasize the need for this enough, for what difference
does it make if all an employee expects for all his efforts is the same
paycheck year round. Celebrating the brains behind the games motivates those
brains to perform better. Just to show how other branches of entertainment have
been doing this:
Movies
– Oscar Awards
Music
– Grammy Awards
Books
– Hugo and Nebula Awards
Games
– blank space (please fill with award ceremony that celebrates game developers
at every level)
If
you’ve been developing top quality games for over ten years and don’t have a
trophy in your living room to show for it I want you to know that it’s been
complete injustice.
Final Notes
As
I look back to the past two three years I begin to admire EA for its efforts at
wanting to come up with something new. The only place it went wrong was that it
allowed management interfere with development. And management is very
casual-market–minded. And I can almost bet that a lot of people in management
will only have a go at games for business reasons and never for personal
entertainment.
If the development team had been solely
allowed to create those new IP’s things would have been different; the
development team led by a single game director of course, or better say an
external creative anchor.
Also
looking further back to the days of the playstation, you will notice that
Nintendo has been into the business of focusing on the casual market for a very
long time.
And
If not for the original playstation which came out and focused on intermediate
and hardcore titles, I wonder where the game industry would be by now. This is
why the Sony Playstation flawlessly dominated in those days. Many intermediate
and hardcore titles translated into hits and carried Nintendo’s casual market
along.
Take
a careful look back and you will see that it was those Playsation intermediate/
hardcore titles that ushered the industry into its present level. Of course
there were a few Nintendo titles like Turok, Metroid, Doom 64 and a few others,
but these were equally not casual games by any means.
The
only reason Nintendo is taking the lead today is because other hardware and software
companies are now trying to beat them at their trade. But understand that
Nintendo has focused on the casual market since the famicom days. If there is
focus again on the intermediate and hardcore market, progress will return.
Focusing on the casual market will not get us to the next level.
And
notice that I am not against the making of casual games, but only against the
focus on the casual market. Our current focus on the casual market affects the
way we make games. That is what I am against.
To
conclude, let us also note that it is a necessity for there to be 3rd
party developers who focus solely on the hardcore and/or casual gaming markets.
The intermediate market is basically the primary market. All 1st party
developers should try to direct major focus on this market. This is how balance
will be achieved in the industry.
As
a final word of advice developers should try separating the words complexity
and difficulty in their minds. Once you do this we’ll be moving a step forward
to begin with. In fiction, I think the most complex stories ever told were Star
Wars and The Lord of the Rings. They were just told by skilled creative anchors
who had the special ability of origination and execution.
And
speaking of creation and execution perhaps I should also point out the basic
categories of talent, namely:
ORIGINATOR
TALENT
EXECUTOR
TALENT
DEVELOPER
TALENT.
I
have arranged them in order of value. Note that while the developer talent is
an employee talent the first two should not be, if you want to achieve maximum
result in any given industry. Also note that those first two are the creative
anchor talents.
If
theres any industry out there that’s fully operating in this order, it’s
Hollywood.
The
originator talent of hollywood is the SCRIPTWRITER. An example of executor talent
in hollywood is the FILM DIRECTOR while an example of developer talent is the
entire film studio employees, the guys in charge of the art, cgi, set, camera
e.t.c.
The
game industry simply has to emulate this structure.
The
fact is that top class originator and executor talent are hard to come by. You
can’t duplicate or easily find a replacement for someone like Tarantino
(killbill). To cut the long story short, for the game industry to attain the
height that hollywood has, it needs to begin fulfilling the American dream.
Books and Music are other branches of entertainment which are fulfilling the
American dream. That is why these other forms are widely accepted.
How
does the industry fulfill the American dream? Can we turn a nobody into a
millionair overnight?
These other forms of entertainment are doing
it. The fact is that when this happens society is naturally attracted to the
particular industry and everyone wants to be part of the show. This is how
society accepts you as an industry, because you can change the common man’s
life overnight by simply rewarding them according to their work’s worth.
Personally,
I believe video games to be the next major form of entertainment but we just
have to chew our vegetables.
To
round it up, if we want to enjoy the super success of hollywood, we have to
begin fulfilling the American dream.
It
can never be one sided, whereby one party enjoys all the gains. It just has to
be vice versa. There’s no way around it, that’s the way it will work, that’s
the way forward for the video game industry. Thats the way forward for us.
|
The middle part, about recognizing talent, seems to belong in a different essay. Here's why:
1) It's a well-traveled path that people think they have discovered anew, time and time again. [I weighed in heavily on a similar topic here: http://www.gamasutra.com/blogs/JohnHahn/20090421/1223/A_Life_Long_Career_In_Game
_Development.php, which focused on recognizing talent via compensation]
2) The industry recognizes our "stars" (DICE and Game Developer Choice awards, to name two), but the general public does not recognize us, even when we shout names from rooftops.
3) There are independent consultants out there, but they are not widely used [AFAIK], because developers trust their own instincts (not always the healthy option).
4) It detracts from the thrust of your main argument, which, I must say again, is quite inspired, and I like it a lot.
I wish you luck in your quest to get in the industry. Keep those writing skills sharp!
When an industry can do something like that in the lives of people there'll be completely no need to shout from the top of rooftops to get recognized, the fact is that the general public will do the shouting for us.
Game directors will never have the reputation of movie directors because there are so many unpredictable elements of game creation that it's almost impossible for a game director to be consistent. No talent of a game director can compensate for lack of time, tools, and qualified personnel.
I think the mediums are very very different and require very different sensibilities. Unless you're Hideo Kojima, chances are you don't feel like you're wasting your time in games when you could be making horrible movies.
I guess your views are just a little different from mine, Ian Fisch, but thanks for the comment anyway.
Nor do I think that hardcore games are any more creative than casual games. Casual games may be simpler, yes, but that does not mean they lack creativity. After all, art games are usually considered to be "casual" (Flower, Braid, Noby Noby Boy) and they are some of the most creative games I know of.
Having said all that, I do agree with you that developers should look more towards the middle when designing their games. Making something for the "intermediate" crowd would not only result in more sales, but probably a better game as well.