GAME JOBS
Contents
Bing Gordon: On Being A Contrarian
 
 
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
  Bing Gordon: On Being A Contrarian
by Brandon Sheffield [Design, Interview]
7 comments Share on Twitter Share on Facebook RSS
 
 
June 1, 2009 Article Start Previous Page 3 of 5 Next
 

Well, with you being in venture capital here, do you see this as a time for safety or more risk for companies? Obviously, there's always a balance, but in what direction or another, what do you think?

BG: Let's see. I think most people misperceive risk. On paper, Nintendo's current success is from the Blue Ocean strategy with trying to go someplace where no one else would consider going. Electronics Arts' launch on the Sega Genesis when they had less than 5% market share was seen as ridiculously stupid at the time, so sometimes going where no one else goes creates big payoffs. But, you know, you tend to not hear about the explorers who died along the way.



You see this with customers: do you want to buy a sequel when you're pretty sure it's going to be a good value, and you kind of know what you're going to get? Or do you want to go out and try something totally new? I was one of those with The Sims, John Madden Football, World of Warcraft, and Diablo. When the next version came out, I was dying to go and play it again. So, I didn't want to take a risk with my own money and my next hours of play.

I like a metaphor about risk from ice hockey. The thought is, in sports in general, the teams that always make the playoffs never get a chance to totally rebuild. So the powerhouse in the NFL, the 49ers in the '80s and the Cowboys in the '90s, and then the Patriots more recently, had huge success after a decade of spectacular failure.

So, the 49ers were kind of in last place for a decade, and so they got to draft and rebuild and take a risk on a coach no one believed in, Bill Walsh. And the Cowboys suffered and got to put together a couple good drafts. The same with the Colorado Avalanche in the NHL.

They made one draft that basically stood them in good stead for 15 years. And like a comparison to the Boston Bruins, who went to the playoffs something like 21 or 22 years in a row -- which is a record -- and they never won the Stanley Cup. In that case, the good was the enemy of the great.

I think it's the same with risk-taking. Great success often comes from amazing risk, but most people would be more comfortable with a good outcome rather than a lot of failures for a chance of a great outcome.

I think psychologists would say that the emotion of failure -- a failure of one has double the emotion of the success of one, so people don't tend to realize human emotions [keep] us from maximizing expected outcomes.

So if we maximize our hormonal outcomes, we tend to go for small success rather than a chance for a big success or a small failure. And that's people. Unfortunately, all these creations are done by people.

It seems like it's very difficult for people to measure failure in that way sometimes because they have a lot of people, stockholders, to explain things to.

BG: But if you think about your articles. So, you could go out and spend two weeks to do an article that the magazine's never had before and that the editors don't think they want, and you can say, "Yeah, but if this works, I'm going to get promoted, and it's going to be a cover story." And they say, "Yeah, but if it doesn't work, you're fired."

Most people would say, "What I'm going to do instead is call up some dude I saw at some conference and try to get him to say a couple new things that maybe nobody else said, but it's not like wildly risky." And that again is more normal. It's like stabilized success as opposed to continuous risk.

Again, it's not just video games. It's hard to balance incentives so we will take a chance of failure for an outside chance of success unless you don't have any other alternative.

So, it's kind of interesting about bloggers, they can say, "I'm going to try to create a story that's faster or different than anybody else because if I write something that everybody else has, it won't get linked to." But once you get a salary at a magazine, there is a lot of pressure to do what the editors want.

 
Article Start Previous Page 3 of 5 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

scott anderson
profile image
"BG: No. All Counter-Strike would have to say is, "You know, for 50 bucks, you can play for a hundred hours, and after that, you have to watch commercials," you know. That's fair."



- Apparently Bing Gordan isn't familiar with angry internet men.

Mike Lopez
profile image
How old is that photo of Bing? 20 years?



I don't seem to recall Bing every rallying for us designers back at EA in the 90s when it was all about the suits in EA Sport marketing. Even Will Wright was lost in limbo as an unhappy exec for a few years after the Maxis acquisition. Perhaps he had an epiphany about creative talent once EA began printing money with the Sims/Spore...

Mike Lopez
profile image
Good interview though. He has always had some impressive insights into the industry and its future.

Richard Smith
profile image
I remember Bing standing out as a douchebag in a sea of douchebags. "Contrarian".. the man's ego requires little floaty things like the Baron had in Dune.

Alexander Bruce
profile image
This was a very interesting read, and I particularly liked the third page, but I don't agree with any of his suggestions for getting more money out of people playing your games. Big budget blockbuster films in cinemas cost just as much to view as art house films, and if you buy the DVD, you're free to watch it as many times as you want. Running servers is hardly reason to charge people more either, as many third parties host their own games and are in no way connected to the developers.



Whether the comments were at all serious or not, I don't believe the solution to more revenue is trying to get more money out of the consumer for something they have already paid for.

Joseph Young
profile image
Great interview. Thanks GS!

Michael Rivera
profile image
Very interesting, but his ideas about squeezing more money out of the consumer are exactly the sort of practice that makes people hate companies like EA. If any publisher started charging based on time played it would be unanimously reviled among the gaming community. True, MMOs are able to do this, but they also A) far more content than a traditional game B) free content updates between expansions.


none
 
Comment:
 




UBM Tech