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  Gamasutra's Best Of 2008
by Simon Carless, Chris Remo, Christian Nutt, Leigh Alexander, Eric Caoili [Business/Marketing, Design, Indie, Smartphone/Tablet]
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December 31, 2008 Article Start Previous Page 2 of 15 Next
 

Top 5 Disappointments

Next, we go in-depth on 2008's top five biggest disappointments, from rampant piracy to the oft-downplayed impact of the economic downturn on the games industry.

5. Wii Software Is Still Weak



Sure, it's a tough sell to assert that the Wii is a disappointment of any stripe. It outsells its fellow consoles handily, has brought gaming into the mainstream family living room, and has done a goodly heap of shiny white image control for an industry that many still want to relegate to the domain of the basement nerd.

But the Wii's banner success seems to do little good overall for anyone other than Nintendo -- its lineup of successful third party titles is still too thin as the console comes up on its third Christmas, while the company's own Wii Fit and Wii Sports remain top sellers.

And while Nintendo has long promised "something for the hardcore," few rejoiced to know that Animal Crossing: City Folk was that something, and barely iterative on its predecessors to boot.

Nintendo can easily keep in riches through the whims of the faddish mainstream trendline -- and that's only sensible, the well-earned fruits of brilliant business savvy and an admirable marketing campaign. But it's disappointing to see that arguably the most successful console of all time has so little to do with the rest of the video game industry.

4. Rampant, Unrepentant Piracy

Piracy has always been a problem for the game industry, and one could even argue that an increase in the variety of copy protection mechanisms and the success of distribution services like Steam has actually lessened the issue in recent years.

But unfortunately, we've got few reliable ways to measure it concretely, so all we know is that whether it's a high-budget, long-lead title like Spore or a wildly innovative indie success story like World of Goo, alarming numbers in the audience still think it's fair to steal en masse.

Some digital rights management methods are controversial, as are the publishers that continue to employ them despite widespread protest, and the industry has yet to offer compelling data that demonstrates the extent to which piracy hurts the business.

But turning a profit on a game is a high-risk proposition already, and any activity that shaves those profits harms innovation and the medium's future health -- and it's disappointing to see continuing volumes of people who believe there's any rationale for that.

3. The Holiday Glut

Last year, we were promised that 2008 would be a breakout year for a maturing medium, and this holiday saw one of the most impressive release slates across the board in terms of quality and differentiation than we have perhaps ever seen.

But did anyone, whether critic, reviewer or consumer, really have time to give any of these titles more than a cursory fifteen minutes of fame? The year-end crunch meant hype-driven flashbangs that dissipated far too fast before cultural pressure demanded attentions turn to the Next Big Thing -- which is a shame, when what we've asked for all along is titles with enough depth for us to savor at length.

And the holiday glut tactic actually turned out to create additional challenges for the industry as the floor fell out from under the economy -- better sales from better titles earlier in the summer might have boosted investor confidence ahead of tough times. Let's hope that next year publishers space their crown jewels out a bit better, for everyone's sake.

2. Lack Of Critical Vocabulary

The critical reception for many of the year's interesting titles often seemed inconsistent and stilted throughout the year. It seemed like many reviewers (among whom this editor includes herself) struggled to find a new language through which to evaluate the offerings of a medium whose complexity -- both technically and creatively -- ramped to new heights in 2008.

Reviewers even argued amongst themselves the merit of the assertion that they might be missing the forest for the trees, as the old "product guide" methodology continues to translate ever more poorly to the modern era.

Discussion and media coverage of games -- which is capable of creating ambassadorship between the culture of games and the culture of more established mainstream media -- would do well in 2009 to embrace the distinction between "review" and "criticism," and to better incorporate the idea that games are now a much more subjective, experiential medium than they were in the days of pixels and bloops.

1. We Are Not Recession-Proof

Former U.S. Presidential candidate John McCain received a widespread backlash when he faced the darkening economic horizon and claimed, "the fundamentals of our economy are strong." He later clarified that, in making this assertion, he was referring to the spirit of the American worker, but general consensus held it was still something of a naive statement.

And the fundamentals of the game industry may indeed still be strong -- monthly NPD is still growing, with declines largely due to mitigating factors in year-over-year comparisons. Hardware is still selling, and a raft of analyst opinions and retailer surveys show that even the cash-strapped consumer is still buying video games.

But even the stalwarts among the industry's major publishers feel the pinch when investors -- themselves cash-strapped consumers -- get skittish. And lowered share values, sales declines or profit gaps that might be statistically insignificant to them can be outright punishing to smaller or more challenged companies.

In the end, nobody likes reporting on layoffs, but we did quite a lot of that as the whispered word "recession" grew into a roar, and the industry indeed felt the impact from the bottom to the top. Companies like Electronic Arts, THQ and NCsoft tightened their belts and terminated projects and staff.

Midway now threatens to buckle under the weight of its backers' credit crunch, and many smaller studios were jettisoned, acquired or shuttered. Those that remain face major challenges -- a credit crisis can spell the end for promising venture-backed startup studios who may now never see their projects get off the ground.

So it'll likely be another successful holiday for the video game industry, even more impressive and positively portentous considering what it's up against. But even when products sell, when people are hurt, "recession-proof" is the wrong word.

Rather than parrot the gratifying refrain, it may be wise to prepare to consider how the displacement of talent and the climate of increasing risk aversion will affect the creative direction of the industry in the coming years.

You said:

Anthony Velli: "As a consumer, I would put holiday glut at #1. It simply makes no sense. I understand that traditional philosophy dictates that people are willing to spend money at this time so it is the best to put product to market, but I think video games subscribe to a different model. A game is a large purchase and takes a while for its value to the consumer to be exhausted. It makes no sense to release all the best games in a two week period while leaving sparse few AAA titles for the rest of the year."

Ephriam Knight: "Yes the Wii software line up is weak. But again another article makes it sound like that is Nintendo's fault. Yes Nintendo games sell well. But they don't have to be the only ones. Third party developers need to stop trying to be Nintendo and be themselves and make games for the Wii."

Stone Bytes: "If anything, the recession may be the push the industry needed to lay off the old ways, and move towards the flexibility granted by intelligent outsourcing, orbiting core studios. While sales numbers would probably continue to grow, the industry's morphing may actually make it healthier than ever within less than two years."

 
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Comments

Sjors Jansen
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@Tom Newman: As far as I know Activision was founded because some developers specifically wanted more money and credit, not more creative freedom. Taking a glance at their list of published and developed games I'd rule out creative freedom as one of their high goals as well.

My sources are:

* once upon atari episode 2 (http://www.onceuponatari.com)

* wikipedia (http://en.wikipedia.org/wiki/Activision)

* ign (http://games.ign.com/objects/025/025004.html)



If you've got any evidence to back up their goal of creative freedom, please let me know cause I really want to believe that statement. As far as I'm concerned Activision is worse than what EA used to be and I really hope Blizzard's not already been affected (http://multiplayerblog.mtv.com/2008/10/30/starcraft-ii-to-be-mom-friendly/ && http://multiplayerblog.mtv.com/2008/10/11/key-starcraft-ii-trilogy-details/).

If you can't then talking about this fictional past will only make the current situation look worse.



Here's to pitfall and desert strike...

Mike Ante
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In my opinion Metal Gear Solid 4 would have deserved to be in the Top 10 Games list. It's a masterpiece in every direction games can offer, from technological brilliance and artistic style to cinematic storytelling and delivering a powerful message. Just more than a big blockbuster like GTA4!

Tom Newman
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Not to get into an off-topic discussion, but I have to admit a personal bias. My first Activision game was Skiing on the 2600, and as a little kid I knew that Activision games were going to be fun. I won my 7th grade science fair using Activision's Game Maker for the Commedore64, and one of my most memorable gaming moments was beating the original Ghostbusters also for the C64. Jumping into the modern era, one of my favorite PC games of the 90's was Interstate76, and Activision has taken many chances on new titles that ended up being franchises, like the first Tony Hawk on PS1 - no one would have predicted that would turn into the cash-cow that it did. My opinion (and that's all it is) is based only on personal experience, not a wikipedia article.

Anthony Charles
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MGS4 is very appealing to the senses, but the story is maddeningly bad. i know any video game that makes an attempt at serious subject matter is automatically labelled as having "good story", but MGS 4 story is so mind numbingly skull thumpingly bad the game would have been better with 1/10 as much dialogue. Video games should be held to the same standard as other mediums and if this script was in a hollywood movie it would be the joke of the century. Its like the big taboo of video games to talk about the stupidity of mgs4's story.



the whole ending at the grave for about 4 hours of jumping from unrelated topic to unrelated topic in a meaningless and futile attempt to tie up a million loose ends. by the time the credits finally rolled i was bald from pulling my hair out.



one and two had very good stories, particularly two, but guns of the patriots had a story written by a 15 year old boy with ADHD.

Raphael van Lierop
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Regarding Bart Stewart's comment, quoted in the article above:



>>>Bart Stewart: "Part of me wants to object that any game that was excluded for months from PC gamers should be excluded from this list. Is it helpful to reward a publisher with a 'best of' award or honorable mention for a game on a particular platform if that platform wasn't considered worthy of support at the game's launch?"



Bart may not realize that there is a growing trend of releasing the PC SKU of games months after the console SKUs. This has nothing to do with disrespecting the PC as a platform. Rather, it has to do with combating piracy.



By releasing the PC SKU well after the console versions have had a chance to sell through their peak period (1-3 months post-launch), publishers avoid having pirated PC copies cannibalize sales of the console SKUs. Also, anyone who *really* wants to get their hands on a particular title might be willing to purchase the console version rather than wait a few months for the PC one.



It's not a perfect solution, but it makes a fair bit of sense. After all, nobody benefits from PC piracy except the pirates and those who steal games, and our livelihood by doing so.

Kevin OBrien
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I agree with the dismay at a lack of a solid critical vocabulary for game criticism, and on the need to move away from the product review model when discussing games and game design.



When we critically consider other forms of entertainment - for instance, literature, movies, and theater - we can focus on both the phenomenal experience of the thing, and on the formal quality of the thing being reviewed. It isn't a perfect approach, but it gets at the heart of the matter, which seems to be twofold: "is this thing well put together", and "will I be moved by this thing in some fashion?" It doesn't take a vast and complex understanding of the field to speak to those points, either - we all know that a review citing poor special effects and horribly mixed audio (arguably formal issues) suggests that even an exciting science fiction story (the experiential side of things) will come across poorly on film.



The interesting question, I think, is whether we should we approach games (be they electronic or otherwise) in the same way, and if so, whether the tools that we can borrow from other critics are sufficient?

Amir Sharar
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Just a clarification on the LBP delay Top 10 Contraversy: Muslims don't find it offensive to have Quran quotes in songs, it happens quite often in Muslim hymns.



What makes this a remarkable news item though, was that Sony reacted to a gamer's post on a forum, rather than a complaint by any organization. Muslim organizations didn't complain because it was in fact a hymn, but you saw a gamer stating his opinion, and Sony taking that as a representation of over 1.5 billion people. It seems from my limited research that Sony did little in making an effort to contact organizations like the Muslim Council of Britain...which would have saved them a lot of hassle in delaying the title, reprinting BluRay discs, and in affecting launch sales.

Fireblaze Blaze
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"alarming numbers in the audience still think it's fair to steal en masse." Thats is a false statement, steal is to take something from another person so that that person does not have it anymore, copying is another matter.



Am I to understand that Gamasutra thinks that make of Tris a tetris-like game for the IPhone is a thief? Cause he made an clone of Tetris?

Z Z
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My list:

1MGS4/MGO

2Fallout 3

3Lost Odyssey

4Last Remnant

5Soul Calibur 4

6Super Street Fighter II Turbo HD Remix

7Crisis Core

8Valkyrie Chronicles

9Resistance 2

10Farcry 2

Tony Coles
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I'm surprised that Saints Row 2 hasn't made it into any lists here. For my money, it offered one of the best player-considerate sandbox experiences yet seen. Superb levels of detail and real consideration for what the player will want to do and how they want to do it. Compared to GTA IV, it was a revelation, making Rockstar's folly seem aged and clunky in comparison.

Matt Myers
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My favorite this year would have to be Tales of Vesperia. It may have been business as usual for some folks, but it was my first Tales game and has the best combat system in a JRPG I've ever played. That plus the ~40 hour storyline with characters atypical to the usual JRPG fare makes it the most memorable game for me.



Also an indie game not mentioned anywhere here is Passage. It's a very simple 2d experience that only lasts five minutes. Nevertheless I found that it had a profoundly emotional effect on me and is certainly worth checking out at least once.

http://hcsoftware.sourceforge.net/passage/

Z Z
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I agree tales is pretty good, but I don't like that the battle system has characters that control themselves. I like to be in control of everything and while you can set the battle rules for them it turns out that it feels like you're barely playing the game and making the decisions. Compare this system to FFXII and I like how FFXII allows you to pause and issue moves for characters each turn so that at times I can let the gambits do the work for trash enemies, but on harder bosses I can micromanage a bit more. The only Tales game I ever played all the way through was Tales of symphonia for the gamecube and I played through it with all the characters dead except the main character because I didn't like the AI controlling my guys.

Chris Remo
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"Fireblaze Blaze,"



How about "obtain illegally" rather than "steal"? Does that work for you? Call it what you like if it makes you satisfied.

Bart Stewart
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Raphael, I appreciate the point you're making. I did/do understand that piracy of PC games is a potential reason for delaying the release of a multiplatform game for the PC SKU.



I'd just ask readers to consider a couple of points.



1. The PC is hardly the only platform on which piracy occurs -- Gamasutra itself recently published an article on the massive, almost casual piracy of games for handheld devices in Asia. Singling out the PC for a delayed release may not be justifiable on piracy grounds alone.



2. The question I raised -- regarding the decision to reward publishers (with a mention in a "best of platform" category) despite excluding the gamers who prefer that platform by not initially launching the game on that platform -- I think stands on its own regardless of the reason for not launching on a particular platform. As I said in my original comments, it's not something I'm losing sleep over, but I do wonder whether it's a good principle generally for anyone who publishes widely-read judgements on games. That said, Chris's response satisfied me that some thought went into the decision to do so, so I have no serious complaints. As I said then, I thought the games that made it to Gamasutra's "best PC games" list were generally excellent... once they came out for the PC. :)


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