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News

  GDC: Blizzard's Pardo: 'We Sometimes Value Innovation Too Highly'
by Chris Remo
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March 25, 2009
 
GDC: Blizzard's Pardo: 'We Sometimes Value Innovation Too Highly'
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During a high-powered Game Developers Conference luncheon event attended by Gamasutra, Blizzard executive Rob Pardo suggested that game developers sometimes put too high a premium on innovation at the expense of execution.

The comment was part of a discussion also involving Junction Point's Warren Spector and inXile's Brian Fargo.

Spector had kicked off the discussion by lamenting the limited spectrum of game settings and experiences. "I am so sick of games being, 'Is the guy going to get an axe in the head?'" he said. "I think the kind of fantasies we provide aren't helping."

Fargo, who had a great deal of experience working with successful fantasy properties at Interplay, which he founded, disagreed, saying that some settings just work better for games.

"[Blizzard] are the kings of knowing what works," he pointed out. "Why did [Blizzard] pick high fantasy? There's a good reason, and it's not because Blizzard isn't clever."

The studio behind World of Warcraft ended up being a frequent topic of discussion over the course of the session, and though there was likely more discussion about the developer than there was total input by Pardo himself, he did weigh in here.

"I think we sometimes value innovation too highly," said Pardo of the game development community. "We really don't teach lessons of execution enough. It's not necessarily that there are a lot of fantasy games. I don’t think that's so much the problem as that there are a lot of bad fantasy games."

Pardo pointed to Nintendo as a company that is “always nailing the execution” -- something Blizzard holds at its core, with obviously lucrative results.

“You get rewarded for that,” he concluded.
 
   
 
Comments

Wolf Wozniak
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Oh that's lovely.

Blizzard has not only ruined the fantasy genre for me, but now also spits in the face of people trying to break away from convention?

Disgustingly cocky.

Wolf Wozniak
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(wish there was an edit)
WoW's success derives from blizzard's good standing with its older audience.

I'll tell you, everyone I know that plays... says they play because people they know play.
Matter-of-fact, most people I've asked say that they do not enjoy the game, unless they can talk trash over VoIP, or get their lollies being elitists.

WoW's success also comes from its friendly, welcoming visual art style. So when some hardcore blizzard fan says "Hey! You should try this game!" people aren't so intimidated. And want to play with their friends.

I can't imagine going into a game like that not knowing anyone. Too many "Xbox Live" attitudes.

Also, I may not be "beating around the bush" with fancy buzz words or going in depth about all of this, and I don't feel this should be seen as "trolling", only because that, while I may (seemingly) be pompous on the subject. Look deeper, and you'll find I'm right.

Glen Corby
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He's not saying don't innovate, he's saying that whatever you do, make sure you do it well.

The assumption here is that it is easier to do a good job of implementing common mechanisms than it is to figure out and effectively implement new mechanisms.

If a company can't do a good job of the basics, then their attempts at pushing the envelope may be vain and misguided. However if they can nail the basics, then they should be more confident about exploring the domain a bit more.

Neil Burton
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"...spits in the face of people..." Wolf? Did I come to the WoW forums by mistake?

WoW's success is obviously due to a combination of factors but the prime factor, the only one that really matters and that is at the heart of Pardo's statements, is that the game is *fun*. Its reward structure is perfectly poised, it's completely accessible to new players, and it has enough depth that game mastery in the later levels pays handsome dividends to those who choose to take a paddle in the numbers.

I happen to agree with the sentiment that innovation is over-valued. It's hard to disagree, actually, when the arguably the company that exemplifies the statement is the most succesful PC developer of all time.

Mark Harris
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Glen really nailed it. We need to innovate, but we can't innovate at the expense of execution. A high quality game with little innovation usually reviews better and sells better than an innovative game with low quality. Honestly, how many times have you read the line "great idea, but it just wasn't implemented well" in a game review or post mortem?

Ever wonder why you have a Quality Assurance team and not a Quantity Assurance team?

Tom Newman
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Blizzard have been one of the most innovative developers. I think they are just trying to discourage the competition - lol.

John Webb
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"Blizzard have been one of the most innovative developers."

True in many cases, but what you often find, especially with WoW is that they watch the community. When something does well in the community, they pull it into the game, and make it better. There's a lot to be said for taking something and making it better. Like those great ideas that Mark mentioned that weren't implemented well.

Caleb Garner
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Well I think putting too much weight on the passing comments of a few successful game developers is hardly earth shattering... is this comment going to make any of us "change our evil ways?" i highly doubt it. That said, I have great respect for all three of those guys, especially spector and fargo being they've made some of my personal alltime favorite games...

At the end of the day their observations are just that.. observations.. it's arguable about the Wii's success and i don't think it's all driven by a motion driven controller.. price point, previous popularity with certain demographics, built in wifi and other stuff all contributed to it's success... even it's production shortages (i think) created a demand that might not have been there if the item was readily available..

and yea innovation over execution is very common. The nature of (most) games is a creative process.. new ideas offer very little roadmap for how well they get executed and unlike other more formal / business applications for computers, there is a dynamic that we all seek and unfortunately this makes for a rocky road, especially with time constraints and other considerations knocking on our doors. I doubt that will change and a few exec's sitting around eating lunch kicking out some thoughts is going to alter the nature of game development.

Nintendo has the luxury and experience to take the time they need to do a game right and efficently. Most developers don't have as much control of their development fate.. even independent developers want to get ideas out asap so they can work on something else.


Jorge Barros Cabezas
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"game developers sometimes put too high a premium on innovation at the expense of execution"... this does not happen just to game developers, but software developers too... I call it "frustrated software developer syndrome", which affects software developers that try to innovate the day before release, they delete the working code and rewrite it again just because of innovation. From experience I would say that innovation should be defined at the start, and not at the end.

Audry Taylor
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I agree wholeheartedly with Pardo. The important thing is execution. "Innovation" is sometimes just an excuse to do something perceived as fun or easy (come up with new ideas) while avoiding the hard work that is necessary to create a worthwhile product. Ideas are nothing; execution is everything.

When execution and innovation exist side by side, only then does innovation really become worthwhile, in my opinion.

Brandon Lesche
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This article is actually quite shocking to me. They over value innovation? As I recall, this is a market dominated by popular sequels - Grand Theft Auto IV, Halo III, WoW, Diablo III and the Guitar Hero and Rock Band series are the most prominent that come to mind.

Considering each of those series has at LEAST three separate published titles devoted to their respective IPs, that does NOT strike me as innovative at all.

Review:

GTA: 7 releases (1, 2, 3, 4, vice city, san andreas, london 1969)
Halo: 3 releases (4 for collectors' edition)
Warcraft: 8 releases
Diablo: 5 releases (including D3, not released yet but expected soon)
Guitar Hero: at least 3
Rock Band: at least 3

I think Blizzard needs to get off their high horse, and not only realize they aren't rewarding innovation ENOUGH but also that they're the butt of every other joke about video games. Also, they're the poster child for video game addiction - something I don't think they've ever said anything about publicly.

Bob McIntyre
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I agree with Pardo here, in part. Innovation is given lip service, but people also throw the word "innovative" around carelessly and it loses meaning. The Wii is the best example of this; it's a console with a novel input device that replaces button-pressing with stick-waving (actually a step backward in user interface quality) and the company releases games that are retreads of 20-year-old IPs, and it gets called "innovative," primarily because they said it was innovative in the ad campaigns.

Starcraft and Warcraft have always been good, solid RTSes, and while you might not call them totally paradigm-shifting/innovative, or say that they "redefined the genre" with each new game, they didn't stagnate and they were very well executed.

At the end of the day, I would rather watch a really solid movie in a well-established genre than an "innovative" film with bad production values, terrible acting, awful lighting, annoying soundtrack, and sloppy editing. I'd also take a good cheeseburger for dinner over an experimental dish that tastes disgusting. Pardo's got a good point: You can innovate all day, and it's really cool to try new things, but if the final result isn't well-executed, the experiment has failed and you need to try again or move on.

Spector is a designer I hold in very high regard, but his constant insistence that violent themes are somehow bad strikes me as counter-intuitive. So much of art, even going back to the classics, is centered on expressions relating to our most base urges and primal emotions that it seems ridiculous to block off the whole category of violence. I understand that it would get old fast if every game were designed by Itagaki, but to say that violence shouldn't be included? Why not? It seems arbitrary.


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