|
Features

The Anti-Communist Manifesto
Jason Rubin, president and co-founder of Naughty Dog,
threw down the gauntlet at the 2004 D.I.C.E. Summit
in Las Vegas in early March, when he challenged the
industry to value the talent of individual developers
instead of grouping studios as faceless teams. While
some have observed a disparity between the way the
film industry regards its celebrities and the more
timid approach the game industry takes toward its
creative talent, few have presented their research
as dramatically and as forcefully as Rubin.
Using the invitation of pop icons to game premieres
as a jumping off point, Rubin projected his developers'
manifesto onto a screen more accustomed to reflecting
convergence charts and character models. He passionately
argued for developers to seek help in promoting themselves,
to take advantage of the collective bargaining power
of agents, and inject themselves into the mainstream
consciousness as the artists behind the entertainment
medium that pundits consider the new opiate of the
masses.
Rubin pointed out a strong connection between the gaming
industry of today and the film industry of the 1950s,
in which celebrities were still beholden to ironclad
studio-specific contracts. Those film stars banded
together, and talent forced a change that led to the
system in place today, where stars, directors, writers,
and everyone involved in producing the film are now
free to work on whichever studio's project they see
fit.
Given the research, passion, and direct action Rubin
has brought to bear on this issue, coupled with the
strange mixture of a standing ovation followed by
muttered grumbles between the slot machines, we had
to explore this further with him.
GD: What steps can a studio take to promote
the names of one or two of their key developers?
JR: Certainly the first step is to identify
those key developers. Many development studios still
adhere to the egalitarian, yet impractical, view that
they can market the team as a whole instead of the
directors that run it. The media is interested in
people, however, not teams. You cannot interview "Naughty
Dog," you have to interview a person. It is the
personal story that makes the article interesting.
Failure to focus on individuals when doing publicity
for the team is a good way to make sure that the publicity
never happens. Additionally, the team is not comprised
of equals. Although I would never want to lose any
of my incredibly talented artists or programmers,
I would rather have one of them quit than my game
director. The previous is unfortunate, the latter
is a catastrophe. This difference in value must be
accepted.
Once the key personnel is selected, it is up to the
team to make it clear to the publisher that they believe
publicity for these team members is as important to
their future as the dollars they receive for making
the game. The fact that I have incessantly pushed
myself and my partner Andy in front of the camera
should not be mistaken for vanity. Of course I have
to make great games, but there is also a connection
between my notoriety and Naughty Dog's game sales.
This in turn means I have more to spend on bonuses,
so the process increases the income of all the people
I work with. Stephen Spielberg does not do makeup
or camera work. He is not solely responsible for the
product he makes, and certainly I am not either. But
there is an acceptance in Hollywood that he is going
to be the name on the box and in front of the press,
and that that helps everybody he works with. We need
to get there.
What shocks me is that many talented game directors
in our industry don't see this connection. They sign
on for a high paying, and very comfortable, position
inside a publisher. But if a director does this at
the expense of self publicity then they are tilting
their long term earning potential downward. The publisher
is paying them well so that they can apply the value
they create to the publisher "brand" instead
of the individual. Frankly, I don't believe publisher
brand can mean any more in the Video Game industry
than it does in Hollywood. Universal Pictures has
always published everything from crap to cream movies;
Vivendi Universal will always publish everything from
crap to cream games. But it is certain that when the
unknown director tries to get a better gig they won't
be able to compete against those that fought all along
for publicity.
GD: How far can we take the Hollywood analogy
before it breaks down? For example, we may have Spielbergs
in the industry, but our Tom Hanks is Mario, IP owned
by a publisher. Besides the project lead, who are
good candidates for celebrity status?
JR: I don't think the Hollywood analogy breaks
down. The game director who made Rise To Honor is
no less important than the director of a Jet Li movie.
There is very little difference between Shrek and
Lara Croft. This is especially true if the Lara Croft
game paid a top actor to voice her. In fact, Lara
Croft is a perfect example because she has been in
both movies and games. I know more about the director
of the movies than I do about the game creators-and
games are my industry.
Each product is different, but I see the game director,
the art director, the producers, and the programming
director as obvious, though not exclusive, choices.
If the game is heavy in art, then maybe it is only
the art director. On a game that is all about technology,
then maybe it is the programming director. The important
point is that having live talent in the product vs.
inanimate characters does not lessen the value of
those that put the product together.
GD: Name brand talent are still asked to
create sequels with limited budgets instead of creating
ambitious new games. What's missing from this picture?
JR: There is often value in sequels for all
involved, and certainly I have chosen to make a few.
The key word is "chosen." The question is
why other top talent are not calling the shots in
our industry. In Hollywood up and coming directors
are project takers and top talent are project makers.
If the up and coming director shows his or her skills
in making successful pictures, then he or she is sought
after and get to pick projects to work on. Too many
misses for top talent and they find themselves taking
the projects they are given.
The bottom line is that our industry works that way
as well, but many developers don't have the confidence,
negotiating skills, or notoriety (see above) to make
it happen for themselves even after multiple successes.
If you are a developer that has significant success
in your past and you find yourself unable to pick
your projects, then you need to accept that you are
doing something wrong. If you are working inside a
publisher, then you need to get the guts to break
free. Too many developers take no for an answer. I
never did. Finding a good agent can give you confidence,
opportunity, and someone to push your name at the
same time.
GD: Once a studio establishes its
individual talents, and a higher budget, how can it
prevent pricing itself out of the market?
JR: Unless a developer is unreasonable about
their worth, they cannot price themselves out of the
market. On the flipside, unless a developer is realistic
about their worth they cannot garner the maximum amount
possible for their creativity. As in Hollywood it
is all a question of risk and potential. If a developer
proves itself consistently capable of on-time launches,
kept budgets, and large unit sales, then the publisher
(or whoever funds the project) knows that they are
taking less risk and are more likely to have great
success on the project. To purchase that reduced risk
and increased chance of a hit the publisher pays the
developer more. The line delineating how much is "fair"
is always moving. The fair amount, however, is more
than every single developer, including Naughty Dog,
presently gets. Publishers have hidden the talent
behind successful games behind their "brands"
for so long that even they don't know taker talent
from maker talent.
GD: You and others have called for
an open disclosure of budgets, so that developers
can negotiate with publicly available objective standards.
However, publishers often consider that information
confidential. How do we get that open disclosure started?
JR: I am sure it is "confidential" what top
Hollywood talent gets per project, yet a week after
signing even I know what they make. Isn't it convenient
how information that would help the developer is considered
strictly "confidential," while information
that helps the publisher is "needed to conclude
the transaction"? We must change this paradigm.
Certainly having an agent that represents significant
numbers of developers gets us around this roadblock.
Are they not allowed to use what they know?
|
|
"I think Jason's presentation
had a lot of very valid points. There's
no doubt that developers add the majority
of value. I think Jason's support for
developers will help us achieve our goal
to have fair and reasonable contracts
with our publishers."
Ron Moravec, COO,
Relic Entertainment
|
 |
 |
 |
First Person
|
GD: Beyond getting the names of the talent
on the box, how can creative talent be promoted to
the mainstream consumer? Does this mean doing The
Daily Show with Jon Stewart when a game premieres?
JR: Ideally, game talent would be doing Jon
Stewart's show, but we have a long way to go. There
was a period when game publishers felt it was in their
interest to publicize developers. EA was founded on
this principle. Andy and I had our photos on the two
products we did for EA in the early 1990s. Photos!
Publishers have certainly changed their tune. The
picture they are painting of game industry is that
the Publishers take select franchises and properties,
add their valued branding and marketing talent, and
then have the videogames developed in factories. Jon
Stewart doesn't interview factory workers.
The road to Jon Stewart starts with agents and publicity
firms looking out for the long term interests of the
developer, not the specific product. Radical thinking,
yes, but it is time. The argument is continually made
by publishers that personal publicity compromises
the product's publicity. Funny that it doesn't in
Hollywood. If working internally at a publisher prevents
a developer from hiring this type of help then the
costs of that loss must be weighed against the benefits
of the position. Five years from now if two developers
go looking for non-game-industry funding, the one
who was on Jon Stewart is going to have an easier
time finding it.
GD: How do you strike the right balance between
being celebrity talent and a representative of the
talent of the team?
JR: I am always clear that the projects I work
on require the talents of everybody involved. If the
interviewer comments about a specific element of the
title, then I mention the person or persons most responsible
for that element so that the interviewer knows that
I give credit where credit is due. I always try to
mention the name of Naughty Dog's game director, art
director, creative director, and programming director.
I do the best I can do, but inevitably the question
"how did you get into videogames" will be
asked. I can't tell 65 stories. I tell my own, and
I don't feel guilty for doing it.
GD: What games are you playing now?
JR: NFS: Underground. They did a great job with
the feeling of speed, and I just can't stop collecting
upgrades. My goal is to create the ugliest "Frankenstein"
car possible. I just wish I knew more about the developer....
Note: Rubin announced his departure from Naughty
Dog as we were going to press, and he was unavailable
for comment.
______________________________________________________
|