GAME JOBS
Contents
A Human Work: Denis Dyack On What Games Need
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  A Human Work: Denis Dyack On What Games Need
by Brandon Sheffield [Design, Interview, Console/PC]
4 comments Share on Twitter Share on Facebook RSS
 
 
March 10, 2008 Article Start Previous Page 3 of 4 Next
 

Right. Yeah, the thing that people would probably argue is that often you do find, as you're developing stuff, is that, "Hey! This works better! And this... I didn't realize that it was going to be so well suited to this," or, "This doesn't work at all." But, indeed, ideally, if we could figure more of that stuff our earlier...

DD: It's not a matter of making things out early. So here's my dilemma: I face those decisions all the time. As a director, when something like that comes up, it's my job to say, "OK, we thought X was gonna work. X clearly doesn't work." That happens all the time; I'm not trying to push this utopia where X should always work. That's a joke. Anyone that does video games knows that that won't work.



So then you're stuck with Y. And you know that Y works, everyone loves Y, but instead of saying, "Y is now going to change our direction all the way over to here," as a director, my job is to say, "OK, it's Y now; how does Y fit into the direction?" How do I turn that back in, to make this the original vision that it was supposed to be?

And if there's a point in time where you're so off, if you're trying to go to here, and you ended up being over there, I think you really have to say, "Should we kill this project?" And that doesn't happen very often in our industry. You get these sort of random, sometimes it works out, most of the time it doesn't.

Yeah. Well, I mean, it's really, people are definitely afraid to kill stuff. But it's funny, because people ask, or instance, Blizzard -- I don't know if you saw their talk...

DD: I did; I liked it. Yeah.

They asked them why their games are always good, and it's because they only release the good ones. And someone during the Visual Fight Club... he was saying that if you look at all of the successful, blockbuster, really good games, they were all delayed and late. Like, they were all finished when they were done. They tried to meet a ship date, but, you know, it wasn't the guiding principle.

DD: Absolutely.

It wasn't the thing that ultimately crippled them.

DD: Miyamoto-san said it right a long time ago: "No one will remember a late game; everyone will remember a bad game."

Yeah!

DD: And, you know -- maybe he was more positive, that everyone will remember a good game. You know, either way it shakes out, I hope it's pretty clear: We believe in that strongly. We live and die by our last game. And, you know, you're only as good as your last game. This industry is merciless, it's competitive, it's difficult, but it's worth the effort. But I agree with that. And it's pretty clear.

I look at -- I was listening to Mike [Morhaime] talk today, and the other day, when he accepted the award, talked about his family. Just wanted to go up there and hug him myself; I know what that's like, when your family is behind you, and it's tough. It's really tough up there.

Yeah. It's interesting that more people don't subscribe to that. Because if you look at Valve, or somebody? It took a really long time to get from Half-Life 1 to 2. But was it worth it? Yeah.

DD: It's a good game. Well, we as a company, we don't ever want to give in. If we think something is not working out right, we'll just take the time and fix it.

And I think we owe that to the consumer, and to the gamer, and we work for the gamers. Under any circumstance, or anything, in the end we have to be the people who deliver and fix the things. It's us that's ultimately responsible.

 

 
Article Start Previous Page 3 of 4 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Anonymous
profile image
I'm not sure if you guys want to take advice to Denis, there's a reason why games in his studio always taken 4+ years to make, there's horrendous mismanagement there. Take it from a girl that's been there...

Steffen Gutzeit
profile image
Well, maybe.

However it seems he and his company is doing pretty well so far. What else can someone want? How you reach it is not so important like that you reach it.

Despite I believe many organizations have some kind of mismanagement.



Anyway, this article was nice to read, but I doubt that complex stories are really necessary or needed for games. I myself play games more for fun and not for epic plots where I have to remember who the bad guy was I why I am actually killing these people now walking through the jungle. Experiencing a storyline which forms your environment and your character is very good but as I said I don't think it should be to complex for a leisure time activity (PC-Game).

Raymond Grier
profile image
In many respects i think he's right. making a game is analogous to making a movie (even if it doesn't have a long complicated script/story) therefore it's reasonable to have the same kind and degree of management structure found in movie-making. Next time you watch a mere half hour tv show, remember to watch the credits and contemplate how much effort went into planning and design of that half hour before they even started to film...alot of gamesare more complex in scope than a half hour tv show.

Mickey Mullasan
profile image
Anonymous: Some of the best games came out of a horrible trainwreck of a development process. And some of the worst sequels have come out of a squeaky clean streamlined managed project. That is the creative process. If it was easy everyone would be making awesome.



We will never reach the sun if we don't first fall screaming in agony with firey wings to the hell's depth below.


none
 
Comment:
 




UBM Tech