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Features

Structuring Key Design Elements
All
games start as an idea, something like "Wouldn't it be cool to be
a space marine and blow up zombies on Phobos" or "Wouldn't it
be cool to be a pilot in a starfighter involved in an epic struggle to
overcome the oppression of a star empire gone bad" or "Wouldn't
it be cool to drive modified street cars on Tokyo streets at night."
These idea sparks are often the source of long conversations between developers
late into the night at the studio. Another potential starting point for
a game is a licensed property; i.e., "make a RPG/RTS/action game
using XXX license." (Fans may want to play that license specifically.
Major licenses include Star Trek, Star Wars, D&D,
WWE, Lord of the Rings, and Harry Potter.)
This
article discusses how to turn the structure that your business context
and your game ideas provide into a game concept worthy of fleshing out
into a game design document.
Business
Context Shapes Design, Or Does Design Shape The Business Context?
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Where
the key design elements lie in the project's lifetime.
(Click
image to enlarge.)
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First
of all, I am not asserting that having your business context in hand will
act as a magical tool that will turn any game idea into a well-thought-out
game concept. It is only an important aid to assess the requirements
that your game idea is implying. Some game ideas (such as the faithful
recreation of Middle Earth where the whole world is modeled with strong
AI, 3D graphics capable of great indoor and terrain rendering, where an
unlimited number of players can join in together on both sides of epic
conflict between good and evil) cannot be reconciled with the business
parameters of two artists and a programmer looking to break into the industry,
who have six months of living expenses available to them on their collective
credit cards. That Middle Earth concept is an example of a game that will
dictate the business parameters. If we take the business parameters of
two artists and a programmer, they might want to recreate an arcade classic
on the Nintendo Game Boy Color or Advance, use it to secure their first
deal, and then move on to more ambitious projects.
For
many game projects there is a middle ground where the business parameters
and the game idea go back and forth and refine each other. Perhaps the
developer pitches a massively multiplayer game to a publisher who is wary
of the costs and risks behind massively multiplayer. From these talks
it is quite possible the developer will end up creating a game that exploits
a license the publisher has rights to and features a much more modest
multiplayer feature set. This is not an acceptance of a mediocre plan;
rather it is a mature development of the idea into a viable concept. A
viable concept is a game that people with capital believe will be seen
through to completion, with a high probability of favorable reception
in the market to overcome the inherit risk in game making.
Reconcile
the Business Context and Game Idea Early
This
process of refining the game idea and business context is the earliest
stage of a game project. All projects reconcile their business contexts
and the game idea at some point. Tragically, for too many projects this
reconciliation only occurs after the project manifests itself by underperforming,
usually by missing milestone dates. Some projects have a painful reassessment
where senior management allocates more funds and grins and bears it. For
other projects, senior management interprets this late reconciliation
as an unpleasant surprise presented by an immature development team and
consequently cancels the project.
Allocating
more funds and time to a project is a common occurrence, and because it
is commonplace, too many developers think it does no harm to themselves
and no significant harm to the publisher. That is fallacy; when a publisher
is forced to spend additional dollars and push back the release of the
title, there are many negative impacts.
First
of all, the publisher must extend additional money to the developer. This
is an obvious point, but it means that these funds are unavailable towards
the development of another title with another developer or (worse for
this title) funds may be drawn from the marketing budget to pay for this
overage.
The
second impact is that the publisher has to delay when they will be able
to start recouping their investment and see a profit that they can put
to work in future games.
The
third problem is that the marketing effort is deflated as the awareness
for the game is now ill-timed, and it will be difficult for the game cover
that marketing was able to secure for your game last quarter to have real
value 18 months later. Right or wrong, the developer is the vendor and
the publisher is the customer, and the adage that the customer is always
right holds firm in this case, with the developer being tarnished by the
reputation of poor estimating capability.
Another
reason to avoid going back for extra money and time from your publisher
is that the business deal will never improve. A loss of royalty points
is common; sometimes you will see a shifting of intellectual property
rights. In the extreme sometimes the developer agrees to an assignment
of equity in the project to the publisher. In the case of shifting equity
to the publisher, the developer is strongly advised to get full value
for that equity; no matter how small an equity stake the publisher takes,
it will make all other publishers avoid doing business with the compromised
developer for fear of a conflict of interest and confidentiality concerns.
The
developer is also losing time by going over his time budget, and spending
more time on a project with the business deal worsening is not a good
goal.
The
final reason to avoid a late reconciliation of the business context and
game idea is to prevent team members from becoming disillusioned and moving
on to another company.
At
Taldren we have released Starfleet Command, Starfleet Command:
Gold, Starfleet Command: Neutral Zone, Starfleet Command 2: Empires
at War, and Starfleet Command: Orion Pirates in less than two
years. At the same time we gathered more fans and have always produced
a profit for our publisher. Many of our employees are loyal to Taldren
because of the steady pace of release; they know their work will be released
and not wasted.
The
Effects of a Slipped Game
1. Less
working capital for the publisher.
2. The total advance is tied up longer than expected.
3. Marketing dollars are often wasted as the hype bugle is blown too
soon.
4. The developer's reputation almost always suffers.
5. The business deal never improves for the developer.
6. The developer loses the opportunity to work on other titles.
7. Team members are in danger of becoming disillusioned, and the team
may suffer uncomfortable turnover.
Ion
Storm has to be the most infamous example of the consequences for late
reconciliation of the business context and the game idea. Ion Storm was
founded around John Romero, who is credited with the design of Doom-perhaps
the greatest PC game ever. The UK-based Eidos was flush with cash, and
John Romero left id just as Quake was entering its final stages
towards release. Eidos needed to put the surplus capital from the Tomb
Raider series to work, as all businesses must do. Tomb Raider was
so successful that Eidos needed to get into a number of games, but established
top developers were already booked, so Eidos would need to go with a less
established development house. The idea of taking advantage of the designer
behind Doom and creating a new development house is not a bad idea;
in fact it is a good idea. Experience, a built-in fan base, and a great
story for the media would create an environment that would be conducive
to game development, one would think.
Ion
Storm was founded with the vision statement that design is king. Even
this is not a bad idea; treated properly this would mean that Ion Storm
would capitalize on its core strength -- game design embodied by John
Romero -- and take advantage of existing game engines. Looking at how
Ion Storm interpreted their vision statement would reveal where Eidos
made their mistake. Ion Storm used the vision statement, design is king,
to treat game development as a pure art form and lost respect for a strong
development process. Ion Storm's marquee project Daikatana suffered
all of the ills described above. Whole engine retooling caused massive
delays and required Eidos to double the already overgenerous advance of
$13 million to $26 million to keep Ion Storm's three projects rolling.
Daikatana
did not just lose face in the game press, it became the material for much
derision, and even the local Texas newspapers saw the poor management
at Ion Storm as a good story for a series of columns. Ion Storm not only
suffered crippling turnover, but some employees helped feed the negative
press storm by leaking to the press ugly internal email. John Romero was
forced to hand over the company to Eidos, and their games shipped to little
success. Ion Storm's Dallas office has been closed by Eidos to what amounts
to a large write-off of Lara Croft earnings and a reputation for Eidos
to overcome. In fact the quieter Ion Storm Austin studio run by Warren
Spector, which shipped the critically acclaimed Deus Ex, is now
looking for a shiny new name to operate under to distance that studio
from the ill-fated Dallas studio.
The
sad thing is that John Romero really can design games; just play Doom
any day and you will see how amazing a game it was and still is. And Eidos
turned on the cash to set up the game for greatness. It is just heartbreaking,
really, to think about the potential of Ion Storm and to see it fall for
lack of rigorous development methods.
What
can be worse than either pumping more money into a late project or canceling
a project? Shipping it. It should never be done, but almost every
large publisher has shipped a game well before it was finished. I don't
mean just with bugs; I mean before critical parts of the game were complete.
Descent
to Undermountain from Interplay is a classic example of a game that
was shipped too early. The idea behind Descent to Undermountain
was to take advantage of two key assets of Interplay: the Advanced
Dungeons and Dragons license and the mega-hit Descent. Management
at Interplay decided it would be a snap to plop down some fantasy environments,
characters, and monsters to bash. Management decided the Descent
game engine would be ready for immediate development into another title.
Most publishers do not have a strong technical director available for
code review. Yet at the same time many publishers also negotiate the terms
of the publishing deals to either own the software engine behind the game
or have a license to the software engine. Descent to Undermountain
was a case where the revenue opportunity was so large as to prevent an
objective review of what it would take to get the game done. The original
business parameters for this title called for a budget of only six months
of four developers' time. No established development house was chosen
to do the job; rather an ambitious independent contractor programmer stepped
up, and various artists at Interplay contributed to the project. No project
manager was allocated. Let me share with you what Gamespot thought of
the results of this game after it slipped to three years and six times
the original budget:
From
Gamespot review of Descent to Undermountain:
But
somewhere along the line something went horribly wrong, and now gamers
are asking themselves two questions. The first arose merely out of befuddlement:
How could the company that produced Fallout also be responsible
for one of the lousiest games to come down the pike in quite a while?
The second, though, addresses a much more serious issue: Why did Interplay
ship the thing when it wasn't even close to being the sort of cutting-edge
product the hype machine had led us to believe it would be?
There's
probably no way to learn the answer to the first question, but-thanks
to some very frank members of the Descent to Undermountain team-the
answer to the second is now common knowledge. The game went out when
it was scheduled to go out (in time for a Christmas release) even though
it wasn't ready. That's not just me speculating; that's precisely what
a member of the DTU team stated in a recent post on Usenet.
When
a project is three years in the making and six times the original budget,
there is tremendous pressure to just ship the game. At the time, Interplay
was receiving a huge amount of attention for Descent to Undermountain;
everyone wanted a truly 3D dungeon romp. (Dungeon Siege, the first
really 3D dungeon romping game, and BioWare's Neverwinter Nights,
which is a more detailed 3D implementation of D&D, weren't released
until 2002.) Interplay thought at the time that with all the hype, maybe,
just maybe, the early sales in the first few weeks would be large enough
to recoup a significant portion of the costs. It was also Christmas time
when 40 percent or more of our sales as an industry happen. Interplay
had three choices:
1.
Ship it now.
2. Cancel the project altogether. (Remember lost money really is lost,
and it is best not to chase it.)
3. Find a real AAA development house and start over with a new large budget
and two years more of development time. (Really the same thing as canceling
the project.)
Unfortunately
for Interplay at the time, canceling the project or starting over with
a new developer appeared to be more expensive than shipping the title.
Let us see what Gamespot thought of this decision to ship the game:
From
Gamespot review of Descent to Undermountain:
The
lesson to be learned should be obvious: If you're gonna ride the hype
machine, you'd better deliver the goods. Sadly, DTU doesn't even
come close-and the worst part is that sometime over the next year or
so we'll probably see this same story played out all over again.
So
what have we learned today? That pushing a product out the door before
it's ready makes loyal customers angry; that game developers should
keep at least one eye on what's going on in terms of technology when
working on a new game; and that if you buy Descent
to Undermountain
after reading this, you get what you deserve.
Descent
to Undermountain shipped in a condition that was far below the industry
standards of the time, Diablo and Quake II. The hype behind
this game also crushed it. It is just possible that if Interplay had developed
this title quietly, hard-core fans of AD&D and/or Descent
might have bought 20,000 copies and been patient for a patch or two. I
am not saying this is a great idea, but it is better than a hype storm.
This is a poor way of doing business; the game industry shows time and
time again that the mega-hits are just games that offer straightforward
gameplay with strong production values. Wacky or niche games or poor craftsmanship
are not rewarded. Just make a few quality titles and you will spend a
lot less money in development, and your individual titles will have more
capital to work with.
Descent
to Undermountain was a perfect case where the game idea and the business
parameters were in conflict. If Interplay wanted a title in six months
and had only a modest budget to accomplish it with, then Interplay should
have commissioned the developers of Descent, Parallax, to create
a cool expansion pack for Descent and they should have contented
themselves with the sales of an expansion pack. Perhaps it was perceived
that with Descent II already in development at the time, it would
have been competing for sales. The other option was for Interplay to allocate
the funds they were to later plow into Stonekeep II and hire a
top developer to create a 3D dungeon romp of quality. Stonekeep II
would later go into production for five years and then be cancelled. You
must create a game that is compatible with your business context or fail.
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