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Bleszinski: Industry Doesn't Properly Value Visionaries
by Chris Remo
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October 13, 2008
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The games industry doesn't always properly recognize the contributions of individual influential developers, Epic Games design director Cliff Bleszinski told Gamasutra during a recent interview.
"I don't think the industry values visionaries as much as it could. I really don't," said Bleszinksi, who recently completed work on Gears of War 2. His comments came as part of a more extensive discussion set to appear on Gamasutra at a later date.
The designer compared the games industry's attitude towards creative talent to that of the film industry. "As sad as it is, you're only as good as your last game, in many ways," he said. "In Hollywood, at least, you get movie jail for like a year, and you're out, and you get to try and make another good movie. In games, you screw up once, and no one ever wants to hear from you again. It's pretty sad."
Bleszinkski singled out a few designer examples -- admittedly ones more recognized than most. "Look at a guy like Ken Levine or [Peter] Molyneux or Chris Taylor or [Hideo] Kojima. I mean, we all need to celebrate these people," he said.
While Bleszinksi was sure to state that game development is a heavily-collaborative process, he noted that other creative industries more willing to acknowledge individual creators gain associated marketing benefits.
He pointed to his current role as executive producer on the upcoming Gears of War film as having given him more perspective on the distinctions between the two industries. "It's a very structured, yet organic, process in Hollywood," he said, "where in games it's still the Wild Wild West in some ways right now."
"It absolutely is very much a team effort, and I'm nothing without the 100-plus people who worked on Gears," he acknowledged, "but if I can go out there and evangelize the game and help sell the vision of it, that's a very useful thing, and we're all able to put gas in our gas tanks as a result of it, right?"
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I'll give him Levine and Kojima, but Taylor and Molyneux lost their touch long ago, after Total Annihilation and Dungeon Keeper.
Then I wondered how many of us actually got invited...the real problem here is the game industry itself. Especially the upper execs who don't invite the very own talent that makes them money to events like this.....
Second, of course they don't want personalities, that means paying them more money!
More to the point, I don't think gamedev needs more "personalities". It needs more craftsmen (that is: artists who are also educated professionals).
However, I think the comparison to filmmaking is valid. Games are as much in need of vision as films are. But there's more to it. In movies, there's a director, but then there's the cast, the screenwriter, the set decorator, and many more. People don't go to see a movie and then say "this was a bad one, I'll never go to see a movie by this studio". Instead, they often say things like "the direction was poor, but the actor playing the main character saved the day" or "it was stupid as a drunken monkey, but I've never seen better FX".
So, on one hand, it's sad when a studio closes becasue their latest game "didn't sell" and nobody seems to believe in them anymore. On the other hand - and this is something I've experienced myself - the personality-based approach of "THE MAGNIFICENT DEVELOPER and his puny team" is just as harmful. Escpecially when the "and his team" part turns out to be more important, that is: someone is being taken seriously because they have a team, rather than because they have a captivating vision.
Everyone "thinks video games are the coolest things since sliced bread". Everyone "has dreamed of making their own video game since . . . before they were even born". And, yet, one of the most recognized game developers of the past couple decades has stated the fact that, in the games industry, you are, in fact, no better than your last product; that every 1-3 years (in current game development terms), you need to re-prove that you have not lost your touch as one of the best. While game development, in some sectors, has come a long way, and while there are certainly several mainstream interdisciplinary development procedures that individuals and teams should regularly follow, there is still very little about quality game development that is a dot-to-dot cake walk . . . and this is completely outside the task of making sure you are properly utilizing your target hardware platform(s) as well.
While it is certainly safe to say that CliffyB will have a home at Epic for the next 1,000 years if he so chooses, if your next offering is off by a hair, regardless of who you may be, critics, even groupies, will always come running to make sure you are aware that you missed the mark (especially if you have disappointed the fans of your last product who simply wanted a bigger, faster, greater version as a follow-up).
Most of us understand that rarely, if ever, can you make everyone happy, which is why, ironically, more "risky" original IP should be supported (and publishers throughout the world suddenly feel a familiar chill run up their collective spine), because, if a product is truly original (with a given, in this case, of being visually pleasing with above-average game play), it is much harder for critics to smash to pieces until they have, first, taken the time to really understand what it is they are reviewing and the depth of what it is they are reviewing. But I digress . . .
Reviews for motion pictures and video games (which, again, directly affect the amount of praise one receives for their product-creating efforts) will continue to be treated like 1A and 1B, or one 1F, until they are judged on the same general criteria, which may never be possible. Your semi-typical movie review (displayed in mainstream newspapers, magazines, on film critic shows, and online) provides separate, in-depth judgments on the director, the producers, production costs and profits, the various shoot locations, plot and story quality, rumored story alterations, chosen actors, actor backgrounds ("Are they up for the part?"), character believability / depth, special effects, audio, sequel potential, number of domestic and foreign theaters in which it was released, and whether or not there will be any academy award nominations). And, currently, there are no more than a handful of game reviews that go into that kind of detail. And the typical response? "That critic has too much time on his / her hands". Game players / purchasers, for whom game reviews are mainly generated, care not for most of these kinds of details. They simply want to see the set of ratings a game has received (e.g. 7.5 out of 10), and, then, go about their business. Game ratings and related materials are generally not going to be on the agenda during dinner at the average American family's dinner together (where they are more likely to discuss the latest football game, the latest movie, the latest fashion, and the latest test scores, gulp).
One of the toughest parts of having to re-prove your game industry greatness, over and over again, may be that you rarely hear people (regardless of age) referring to their memories of a AAA video game like they would a blockbuster motion picture: "Hey, remember when Ripley got into that loader mech and took on the queen Alien?" vs. "Hey, remember when we were playing Unreal Tournament 2008, and you shot my arm out of its socket and blew out my knee right as I was about to capture your flag?" This is a no win comparison in favor of motion pictures (even with better examples).
You almost never hear people (non-industry, game-playing folk) saying, "Hey, the Dark Knight brought in ticket sales of over $1 billion dollars over its first six months on the silver screen, but the video game by the same name brought in $500 million over its first two months of availability on store shelves". Besides, sales comparisons are not directly indicative of "creative genius" or "innovative brilliance" (SEE my recent comments on Steve Jobs and Apple, regarding the greatest business innovator, at http://www.emscharf.com). You have to remove the money issue completely when comparing something like a motion picture to a video game. Yes, blockbuster directors are praised when their films sell an interstellar number of tickets, but, just the same, directors of well-received independent films, that may go straight to DVD, have garnered the same positive attention as well.
One other "minor" detail to remember is that, other than inserting a DVD, Blue-Ray disc, or, gulp, VHS tape into a player and hitting "play," society does not have the chance to play a movie the way you play a video game. This ties into CliffyB's additional comment, under a mildly different context (I believe), about the games industry still functioning a bit like the "Wild Wild West" (one of my favorite old TV shows with Robert "I dare you to knock this battery off my shoulder" Conrad).
How can you fairly and properly critique or judge a product (and its creator / creative team) that is designed to allow for as many unique endings as your personal game-playing skills can produce? You can run out of "lives" at any point during a particular game, within any of the available environments / levels, where you may or may not have interacted with main characters and / or level bosses. You can make one false move, and, if you have not saved the game before making that mistake, you are done (again, only after you have controlled your fate through your own skill). Motion pictures are one-and-done, like a traditional oil painting or stone sculpture. You can watch or study them as many times as you like, but, other than the now-popular bonus disc, you can perform no such interaction like you can with a video game. All that great game-playing skills collects dust during when it comes to a motion picture. Therefore, it will remain, for some time to come, very hard for critics to review video games like motion pictures, and it will, in turn, be even harder to reward quality results equally in each of these entertainment fields.
One last revelation on the depth of the problem with video game developers ever achieving the daily or even annual recognition that motion picture producers do: Video games (and game development by unappreciated association) are broadly viewed by society as throw-away commodities; non-essential products that provide soon-to-be-forgotten experiences. Society and, in many cases, publishers (and their bottom-line share holders), view games and game development as forever cookie-cutter, and, dare I say, like the toys they were originally invented to be, without question. With the concept in mind that there are popular video games for almost all age groups now-a-days (and not just the lonely, male, parents'-basement dwellers that purchase most of them), ask anyone what they have a library of at home? Most will say "a humble collection of my favorite movies". Others will say "a humble collection of my favorite movies and a smaller collection of my favorite video games . . . because I keep trading them in for new one at my local Game Stop". And, finally, the smallest group, the hard core gamers, will have a fairly robust collection of video games, and, still, they will admit to trading away half of that collection to their local Game Stop, because it takes them about a day or less to play through each of those games, AAA or not. If hard core can become mainstream (why do scenes from "Idiocracy" keep flashing through my mind), then, game developers may finally start to receive their just due . . . those, of course, who really do create AAA, top-quality, brilliant products (whether entertainment, serious, casual, or edutainment), that is.
Ultimately, back to CliffyB's original comments, he is right, but, much like the time is will continue to take for the visual quality of video games and motion pictures to "meet in the middle," so, too, will accolades for both video game development and motion picture production take a long time to reach the same level.
"Do not hate the playa'. Hate the system".
Well then I may suggest, the gaming branch needs their top stars, too. You known, when Vin Diesel, Mel Gibson, Angelina Jolie play a role or Peter Jackson, Steven Spielberg direct a movie, that one will most likely be a hit, because the people entering the cinemas have done good experiences with them in the past.
The gaming industry has hardly such individuals. So how can I as a potential buyer of a product known it won't disappoint me?
Despite a whole team is responsible for the success, a big name should be established and enforced as kind of a marketing action.
I only can speak for myself but when I read certain names, I instantly have a imagination what quality a game will have. Blizzard or Bioware for example are reliable and the chances are good their next project will be worth buying.
Maybe even the publishers shall have a premium label (or sign) and a label for games not having the potential of being a big box office hit.
It's a wonderful goal, and I do believe we will reach it someday, but I do not believe it can be the next step from here without making games as easy an experience to enjoy as films, museums, theater, where one simply attends and experiences the art.
Interaction may be what separates video games from any other art, but it also creates its largest barrier.
No one ever asks: "do you watch movies" before they attempt to illustrate a point/concept. It’s simply: “have you seen XYZ”.
I don’t think games will achieve that kind of widespread social status for a while, the next generation perhaps. Similarly to how (over time) people moved from watching plays to watching movies to experience a new level of entertainment, I think the future of popular culture will truly hold video games up as something "everyone does". Interactivity will simply be the next level of the entertainment experience.
I think the game industry WANTS super stars... It’s just not ready for it yet. The industry has tried to lift developers into stardom before and for the most part it doesn’t seem to work out too well. Perhaps it will happen more often when the development process achieves that "structured, yet organic, process” cliffyB talks about. Then, when a guy like Peter Molyneux talks up a storm about how much they are going to put into a game like Fable the consumer can trust that he knows what he's talking about because the development process is "structured, yet organic" from the publisher all the way down to the lowest rung of the developer.
Visionary?
lol?
As an industry, when we do celebrate people (via magazines, awards, and so forth), we only celebrate what would be the movie stars - the designers. If you look through any set of awards in a game magazine, you'll find things like Best Game, Best Shooter, etc. What you won't find is something like Best Audio Designer/Team or Best Programmer/Team. At the moment, we only celebrate the art and not the craft. The movie industries does both, though it may (for lack of a better word) pimp out the director and stars much more. The movie industry recognizes with awards and consideration that, yes, the special effects team does important work.
Before we can, or should, start pimping out stars, we need to make sure people know that games aren't just about one designer waving a magic wand, making people do what they say. We need people to understand that everyone from the community manager to the lead animator to the producer all do something beyond 'get in the way' of the designer and their vision. That making a game in the modern age requires a team and a substantial investment and that developers aren't simply rolling in the dough laughing at stupid gamers for buying cheap knock offs. Then we can start attaching names and making sure that non-industry people do start to recognize that this games sound is good but the stars are terrible in it.
Otherwise, we will simply keep having what we already have. An aura of The Big Bad Publisher beating down A Lone Designer that persists. Look at the Spore forums - there's a strong belief that Will Wright was this lone small designer with a core 6-man team (or whatever) that got beat up, threatened, and beat down by evil EA and EA stooges. You have people seeing quick demos or seemingly easy features else where and, quite confidently, claiming they could do better in six weeks what took the devs several years. Compare something like that to when a movie gets criticized - no one person is blamed directly but everyone is because people know that a movie is a collaborative effort requiring hundreds of people.
It's that sort of fluidity that also allows stars to be made. When you see Tom Cruise appear in 6 movies in one year... it leaves an impression.
In the same way, the video game industries lacks the a second tier of creation. With movies, you have a range of levels - student/low budget (no body knows you), indie/arthouse (industries knows you and you get developed), mainstream(Pa Kent knnows you). Video games miss that stepping stone. You're either completely unknown or you're well known.
If there is any parallel to be made, I think it's that the game industry equivalent of the Hollywood superstars are the games themselves. No one person in the development process earns or deserves that much credit. Sure you need a visionary, or a champion of the game design, but games are a collaborative effort in a way that film will never be.
And how many more films would be turn out to be box office bombs if they had to be interactive? It is far more difficult to make a great game for that reason. If you want to draw comparisons to film, it would be far more relevant to restrict the comparison to animated films.
my 2 cents worth anyway
It seems to be that the public wants things that they remember. Things that are nostalgic. People like IP's, parodies, references, and crossovers.
in a way the public needs change to one that doesn't fear the unknown. we need to stop asking about MGS5 and start asking about the next title from Kojima Productions, we need to ask and demand for things to be different instead of the same thing. Simply we are the public.
In a way people are still a slave to their primordial instincts of fearing the unknown. Its like our instincts and history are going to craft us a psychohistoy for us to discover. Then corporations can sell us stuff that we want.
hey its not dystopian, its just anti-existential and it will probably drive you nuts if you think to hard about it.
But I'm just a student, so all this stuff is probably just redundant.
When was the last time you saw a "Behind the Scenes" of a AAA title? We all can picture what an average movie set looks like. Does anyone have an idea what an average game studio is like?
Watching the trial and tribulations of how Star Wars and Blade Runner barely made it through production is almost as entertaining as the movies themselves. There's nothing sexy about looking at a bunch of unshaven geeks hacking away at code. Yet this is all I see in "Making of..." videos.
The real question is, Can we romanticize game development like the movie industry has glamorized film production?
When was the last time you saw a "Behind the Scenes" of a AAA title? We all can picture what an average movie set looks like. Does anyone have an idea what an average game studio is like?
Watching the trial and tribulations of how Star Wars and Blade Runner barely made it through production is almost as entertaining as the movies themselves. There's nothing sexy about looking at a bunch of unshaven geeks hacking away at code. Yet this is all I see in "Making of..." videos.
The real question is, Can we romanticize game development like the movie industry has glamorized film production?
As I look at it, one reason video game designers aren't glorified is that big games appear to be "designed by committee", with nearly everyone on a team contributing to a greater or lesser extent. Which is one reason why so many video games are so derivative.
But this failure to recognize isn't exclusive to video games. Ever hear of Reiner Knizia? He makes over a million dollars a year (freelance royalties) on his board games. He has a MUCH stronger influence on one of his games than a designer of a AAA video game does.
In the movies, certain folks (especially the director, basically the storyteller) are glorified. In contrast, writers of the story itself are given almost no "glory". Do video games want to follow this skewed model?
In movies, because the director takes the credit ("a film by so-and-so," as they all say), he or she also takes the blame for the money lost when a film fails.
Because AAA games cost so much to produce, it's natural for publishers to avoid risking millions on a designer whose last game was unsuccessful. Much like Hollywood.
This doesn't happen in non-electronic games, because the final prototypes can be produced by one person inexpensively. If Knizia produces a weak game, or a dozen weak games, they may not be published, but they don't tarnish his reputation because no publisher money was lost.
Many big names of the industry are being tracked very closely by media, and this isn't limited to directors either; as technology guru's like former Gearbox Corrinne Yu and Ryan Payton moving to MGS to head next Halo game shows.
I am also very eager to see game industry grow and mature to be structurally comparable to movie industry. I think this will be realized soon enough with enormous growth it's showing. With so much enthusiasm from audience and great influx of talents, I expect games to start delivering much more than just "cool" experiences soon... probably around 5 years.
To come back to the topic, with the growth of the industry, audience will start recognizing many talents and marketing people will start using this to raise sales. Or marketing may come first before people start caring. But either way, it'll come.
So, I'm looking forward to see if Fable 2 meets the hype.