|
Features

Adapt or Die: The Biological Imperative
for Aging Creatives
Flashback to the summer of 2000, I am the Art Director
for the LIFE Studio at Microsoft and a small independent studio
from Boston has come to pitch a little game called Zoo Tycoon.
There are three guys in the room, Adam Lévesque, the creative
director and one of the founders of Blue Fang Games, John Wheeler,
the chief engineer and the other founder of the studio and, wait
for it… Hank Howie, the president of Blue Fang Games.
Six
years later with over five million units sold and more than 120
million dollars in revenue generated I think it is safe to say
that we made the right choice when we signed them to produce the
game for us.
I flew in to Boston, we talked, and I flew back to
Seattle and resigned from Microsoft. It was obvious to me that
the reason the work was not going well in Redmond was because it
had moved to Boston. The stakeholders at Blue Fang had sensed that
same rapidly chilling wind of impending change and they had already
begun the migration to warmer climes. It was easy to join up with
the herd and head south, adapt or die.
It has been a little over a year since I made the decision to leave Microsoft
and it feels appropriate to take some time to reflect on that decision.
The
move from a major publishing house to a small independent studio has provided
me with a unique perspective on our business in general and, more importantly,
helped to crystallize my thinking about what it will take for any studio to
thrive in a rapidly evolving market place, and how guys like me can reinvent
themselves to become a catalyst for change. The thoughts that follow may well fall into the “for what its worth” category.
I would like to believe that there is some nugget of hard won wisdom to be
had, but you never know until you count the box office take. So, with that
in mind, read on cautiously - one mans adaptation may be another’s swan
song.
Let me begin by saying that I believe the single
most critical adaptation we must make in our business is to raise
the level of the discourse with product and process. Let me explain.
Much like the leading edge of a tsunami, real change
in the interactive entertainment (read: PC and console games) business
often goes unnoticed until all that energy hits the shore line
and you are staring at a wall of water that threatens to overwhelm
you very quickly. Studios like Blue Fang have been surfing that
rapidly growing wave of change for some time now, and they are
well positioned to accelerate themselves into a commanding leadership
position in the world wide development community.
The old saw that “ideas are a dime a dozen” has
never been more relevant. Rapid changes in technology, platform
and rising production costs, coupled with a genre driven market
and limited retail channel, have created the perfect storm of an
exceptionally demanding and acutely constrained environment for
developers of interactive entertainment. Your hot idea is meaningless
if you can’t deliver it to the market place on time and on
budget.
The continuing contraction of the traditional Big Box market
place, a shrinking demographic of 19 to 34 year old males, and
the consolidation of control for both publishing and platform have
conspired to create a real “adapt or die” situation
for independent studios. If you are just now noticing that approaching
wave of change, it may be too late to do much to alter the inevitable
outcome. That bus left yesterday and studios like Harmonix and
Blue Fang were driving.
|