GAME JOBS
Contents
American In China: McGee On Making It Work In Shanghai
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
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 [2]
 
Cracking the Touchscreen Code [4]
 
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
  American In China: McGee On Making It Work In Shanghai
by Christian Nutt [Business/Marketing, Design, Production, Interview]
12 comments Share on Twitter Share on Facebook RSS
 
 
January 22, 2010 Article Start Previous Page 2 of 5 Next
 

It makes sense. In fact, I think people don't necessarily figure out the right places to add the personality or add the touch. That's the question, right?

AM: Yeah. I don't know; it's just been a kind of rule that's been with me, I don't know since when. I mean, I think a part of it was when I was at EA, they gave me a job for some time that was to go out and to look at teams that were in trouble...



So I had this job which turned into basically, executioner, because what they were trying to do is ask me to take what I knew about making games and then go and visit these teams that were in trouble, and then work with the teams to try and resolve their problems or kill the team.

It got to a point where when I would come in the door of a studio, guys in the studio would start crying because they knew that I was there to uncover what was wrong, and then kill the team.

And what I saw was, so many times over and over again, decisions made in design, or in the tech, or in creative, that were these giant, unreasonable attempts at some kind of innovation that the technology, or the hardware, or team, or somebody wasn't ready for.

I just saw it so many times, again and again. And a lot of times you'd see what was a good core idea messed up by something like, say 10 years ago, a team trying to make a completely destructible environment.

And you're like, "Guys, give it another 10 years." And even now, 10 years later it's still hard to say anybody has done that, right? But 10 years ago, you'd see guys that set out on a mission to build a game and their core idea was a fully destructible environment.

That's the kind of like innovation for the sake of innovation, but taking too big a bite. And I just saw it too many times; I guess that's where that came from.

How long did you do that at EA?

AM: Until I got really depressed and threatened to quit. It was actually the first thing that I did. They brought me on to work. It was really this weird, mysterious thing. I got flown out, mysteriously, to North Carolina and told that I had to be quiet -- "You can't talk about what you're going to see."

And they walked me in and there was Michael Crichton. Michael Crichton wanted to make a game. They said, "We want you to work with Michael Crichton on this thing." And I signed on to it and I almost immediately started telling EA, "You've got to kill this thing. You can't make this game; it's really bad."

And so I fought so hard to get my first project killed that they then said, "Wow, you're really good at this." That game subsequently went out and sold one copy, literally. It's called Timeline. They did a really bad movie based on it as well.

It does not ring a bell.

AM: Yeah, so they were like, "Wow, you're quite good at this identifying and killing problem teams." So I think I ended up doing that for maybe six or eight months and then I finally said, "No more." And they were flying me all over the world to do this and I just was like, "I can't, I can't."


Timeline

Wow, that's amazing. What year was that?

AM: Well, I'd left, or been fired from, id. I would've been starting EA [around] 2000...

That's crazy. I could always look up Timeline on GameFAQs...

AM: Oh yeah. It ended up being published by Eidos. It's funny. He's actually got a history of making really bad games that sink developers, Crichton does. But nobody really knows about it. Now he's dead, so I guess we'll never find out. His secret will go to the grave with him. He was an exceptionally cool guy; really nice guy to work with. I felt bad to be the guy that killed the project at EA.

It was just a disaster.

AM: It was really bad. It was really, really bad.

It seems like there still hasn't been a lot of opportunity for outside creatives to come in and really actually capitalize properly on the possibilities of games. Is it because they don't understand the medium, do you think? Or have you not worked with anybody else?

AM: Well, in that instance, there was a sort of basic misunderstanding about what was attractive in an interactive entertainment product, right? But then you've got game creators that struggled with that problem as well. So it's not to say that...

Apparently Steven Spielberg did okay with Boom Blox and maybe had something to do with Medal of Honor. And there are people out there that can bring something of an idea. I wouldn't preclude other entertainment people from being able to make games but...

No, I wouldn't say it's not possible, I just haven't seen it. Even Boom Blox is a limited success given the creative potential, I guess. It's a good game and it sold well. But I can't think of a great really "this is it!" moment for an external creative.

AM: No, I'm sure it'll happen. I mean, I think the tools are getting to be ubiquitous enough and close enough to what Hollywood people understand in terms of building sets.

 
Article Start Previous Page 2 of 5 Next
 
Top Stories

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
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Clinton Keith
profile image
Wow. Fantastic article!

Michal Strzelczyk
profile image
Very interesting inteview!

Glenn Storm
profile image
Okay. I have to admit, I began this article once before, got part way through and stopped, thinking, "Where's the cultural difference part? That's clearly the point that should be made." I'm glad to say I gave this another go and found the real point. Not: Western culture bad for process, Eastern culture good for process, but -- assumptions of process without effective communication and relatedness among the team -- bad for process. (Hope that's fair to say, even if just paraphrased in comment)



And yet, I will still quote this for truth:

"And so for [the culturally Western] type of a team, process is looked at like the enemy, right? People see process as a barrier to doing the John Wayne style of making games and owning something and just going off and doing it."



While I personally believe there is a culturally natural fit between lean development practices, tight-knit communication and a clearly broad generalization of the East, the interview manages to avoid that trapping and yet still finish neatly with, "Throw away [the typical Western expectations wrt people and process]." And I couldn't agree more.



If the Western development culture doesn't let go of the Hollywood-esque myth that [cue Don LaFontaine] "In a world of corporate culture that doesn't understand, one reluctant hero stands alone and against all odds to deliver us from evil", we're in big trouble.



Thank you!

phil carlisle
profile image
Hmm, we did a fully destructable environment about 8 years back.



The reason "process" in the west is looked on as bad, is generally because it is imposed on the team rather than endorsed by them. I don't think anyone would disagree that being organised is good, but being TOLD how to organize can be harmful if the method of organisation is just some rigidly imposed structure.



It really just boils down to ego at the end of the day. Too many big ego's and teams tend to do poorly. Too few and teams tend to lack ambition. The right mix and the team can find its feet and learn a way to work. Having someone who is good at exciting the team about process is always useful.



I don't buy into the idea that western devs are all into that John Wayne thing. I think thats a very american way of thinking. That wasn't my experience, but of course I did see it happening. Nothing to do with culture so much as individual personality and insecurity.

Nathan Lee
profile image
Good old American. Still selling himself as well as ever! If only half of what he says weren't outright lies (starting with the "absence of crunch time). He almost had me thinking he was running a charitable NGO when he mentioned he cuts his own salary, too, almost had a tear roll down my cheek! :) American, you talk about big devs abusing peoples' passion for the industry... how does you paying a british 1/4 of what he'd earn at home just because you are "giving him a unique opportunity to work in China as a game developer" not constitute the same kind of abuse? What's in it for them? A "developer's paradise"? Give me a break. Most of your staff doesn't even come from the industry. Unless of course you do pay them more, which is what I believe happens, if my sources are right. Either way, stop lying.



If you're doing so good and have so many people knocking at your door, why are your people constantly, desperately calling everyone in the Shanghai scene?



Stop boasting, McGee, and make something people actually care about (without your name at the front, you egomaniac, you're not Disney), then we'll talk.



And don't blame the failure of Grimm on GameTap, come on. The game had no polish whatsoever (and you still didn't manage to get a steady framerate on such simple geometry using Unreal!). No wonder you were hitting your milestones!



Was this a paid piece, or what?

Glenn Storm
profile image
@phil: I would like to give you the opportunity to clear up two apparent contradictions I saw in your comment. If it "really just boils down to ego at the end of the day", does that not illustrate exactly the kind of dangers brought up by a John Wayne development mindset spoken about in this interview? And "some rigidly imposed structure" appears to me to be a pretty basic definition of organization, is it not? Perhaps there was an aspect of organization that you can further elaborate as a threat to development?



@Nathan: I am completely ignorant of the politics being alluded to in this comment, so I apologize up front. But, aside from quality of product, commercial success and critical acclaim, the subject that emerges from this interview framed around McGee's games made in China appears to be actually one of development practices and closer to development philosophy. In light of this, your comments are pretty far off topic, unless your aim was simply to discredit the subject of the article at its source. And taking a swipe at Gamasutra and staff in the process comes off as a bit tactless. /my $0.02

Yannick Boucher
profile image
Hopefully he's just jabbing at McGee! Personally I don't have any doubt in Christian's writing. Now, that being said, in regards to philosophies and practices of development in China, I wish there'd be more about that on this site, as there's a whole bunch of people out there with perhaps lower profiles but whom I consider much more authoritative on the subject.

Reid Kimball
profile image
Don't forget about Chronicles of Riddick. A fantastic game that Vin Diesel was involved quite a bit with I think.

phil carlisle
profile image
Glenn: My point was that I don't think every game developer in the west is following the american (not McGee) style. Certainly my own experience was far more of a collective effort. I don't think ego has anything to do with organizational structure. But I think ego has a large effect on the perception of process. So an externally imposed process led by an egotist is my idea of hell, but a internally led culture of process definition and iteration led by someone who hasn't got an ego seems to me to be the ideal.

Glenn Storm
profile image
phil: I agree. That clarifies your point for me. Thank you. Well said.

Jonathan Arsenault
profile image
@Phil Carlisle

I can only picture working with McGee or Molyneux as the sixth layer of hell then...



@Nathan Lee

Mmm and there i was thinking i should brush up my communication skills specially toward being more tactful, weirdly i couldn't agree more about most of your point tho.

Brian Yu
profile image
I have read quite a few articles with McGee before and every time he would throw out his wisdom left and right, some make sense but very obvious, some doenst and some is like wtf. May be I am old fashion but I think someone should walk the talk and have credit to back up his claims. How many years since he has been associated with a decent game? 10 yrs ago? He is at the same level as John Romero. Just keep talking the talk to sell himself and got nothing to proof...


none
 
Comment:
 




UBM Tech