GAME JOBS
Contents
The Secrets Of 5th Cell's Success
 
 
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
  The Secrets Of 5th Cell's Success
by Brandon Sheffield [Business/Marketing, Design, Interview]
2 comments Share on Twitter Share on Facebook RSS
 
 
April 22, 2011 Article Start Previous Page 3 of 4 Next
 

I think we talked about it a little bit before, but it feels like you're sort of moving up the consoles in terms of technical requirements and difficulty of making games -- well, not necessarily that, but fidelity. Is that something that you are cognizant of?

JS: Oh, absolutely. We were very cognizant of that.



JT: We've been a two-game studio for a couple of years now, so just doing Hybrid and the next big game that we do doesn't necessarily mean that you won't see another handheld game from 5th Cell at some point in the future.

We look at every platform. There are some platforms that we talked about in the speech -- Facebook and stuff -- where we don't do it. We don't sit there and play FarmVille for hours.

JS: Or ever.

JT: (Laughs) I've tried it. You won't see 5th Cell there. But 3DS, NGP...

JS: They're interesting platforms. When me and Joe started our first company, Epix, which we didn't talk about in our speech, we did an MMORPG on Xbox. Obviously, it didn't come out, or you would have heard about it. But it totally failed; it was huge. It was shooting for the moon, especially on the consoles. There still isn't really a console MMO -- don't count Final Fantasy.

JT: DC.

JS: Yeah, DC.

JT: EverQuest Online.

JS: Ugh. (Everyone laughs) Well, as we shot for the moon, it didn't really work out, so we thought, "Let's do the opposite; go really small and start building." So it was mobile to DS to XBLA -- not doing full console because this is kind of like "learn some more stuff in 3D." Everybody has 3D experience at our studio -- a lot of people -- but not as a studio. It's kind of a stepping stone.

JT: And it's ambition within the platform, I think, that's a big thing. We haven't necessarily said we're on DS and want to do something small on DS; we've always been like, "We want to be the best-selling game on DS. We want to be the best-selling game on XBLA." We always aim big, whatever platform we're in. If and when we do a console game, it will be a huge console game. We won't go and aim for double-A.

JS: Yeah, if there is such a word. You never hear that word; it's always triple-A.

JT: You won't see many of those games anymore. All the publishers are unanimous in their verdict that any middle-ground is dead: "We're doing XBLA, we're doing Facebooky stuff, or we're doing super triple-A high-end stuff."

What do you think about those new handhelds you mentioned?

JS: They're interesting. We've been playing with stuff. Obviously, I was at the Nintendo conference last year for 3DS and stuff, so. They're interesting. I'm not in either camp; I think they're both interesting, and I'm not sure what or if we'll do something for them, especially with new IP and stuff. I don't know; maybe.

It's tough because everybody's like, "Yeah, which? Red or blue? Which do I like better?" I don't know where the market's gonna go. I don't know what the consumers -- we have our own opinions, but they're not necessarily true. I definitely don't have all the information that both the first parties do.

JT: Not only that, but we've never done a game for an unproved platform or an unreleased platform. We've always looked at what the market is, who's buying that console or that handheld, what type of games that they're playing...

JS: It's interesting to us. We're not sure.

JT: It's something we'll have to do at some point in the future. We'll see.

How do you think the stores factor into that equation -- their ability to purchase games within the console? How important do you think those will be? Because they're not necessarily going to be there at launch.

JS: Who knows? It depends again because we don't have the full picture, so it's really tough to tell what Nintendo and Sony have planned for their things. If they're smart, they'll support it because that's this feature.

JT: But we know that retail's still gonna be a key part at least with 3DS. They're still in retail space.

JS: Well, he's saying because Nintendo has their store, and it's going to be a better version; they've learned a lot with DSiWare and WiiWare. So they'll be better, I'm sure.

JS: I don't know. Just give me mega broadband so you can just download games really quick. Give me Korean-style military-grade where it's two-hundred thousand megabytes per second. That's what I want!

JT: As soon as that becomes mass-market it's a great thing for developers because --

JS: -- look at the music industry, right? Nobody buys CDs anymore; only collectors or some hardcore die-hard fan who's like "I've got to listen to this." The reason why is because we can download them so fast. If we can download games so fast...

JT: Publishers take a lot of risk because of making retail games. At the end of the day, they've got to buy x hundreds of thousands or millions of units to stock, and that's at some cost. I think publishers with digital -- you can kind of put it up there. You still have to market it, but if ten people download it you're not stuck with a hundred thousand copies in the warehouse that you paid money for.

JS: Yeah. With digital, there's no warehouse. I think everybody in the industry is on board with it as far as the developing and publishing side. It's just a matter of when it'll happen. I'm excited for it.

 
Article Start Previous Page 3 of 4 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
Comments

Carlo Delallana
profile image
Shares many similarities with the 7 Creative Principles of Pixar by John Lasseter:



1. Never come up with just one idea. “Regardless of whether you want to write a book, design a piece of furniture or make an animated movie: At the beginning, don’t start with just one idea – it should be three.



2. Remember the first laugh. “A big problem in the creative process is related to the enhancement of your ideas,” cautions Mr Lasseter. “Revising, retouching, refining is very important, but it carries a danger. “If you have a story, a joke, a thought, which you write down, it loses its effect over time. It wears itself out. When you hear a joke for the second time you still laugh heartily, on the third or fourth occasion already less so, and when you hear it the hundredth time, you hate it. I say to my authors: ‘Take notice of the first laugh, write it down if necessary. This may at times be bothersome, but it is important. Many times, good things got lost because people could not remember anymore how it felt when they heard the idea for the first time.”



3. Quality is a great business plan. Period. “There is a crucial rule: no compromises. No compromises on quality – regardless of production constraints, cost constraints, or a deadline.



4. It’s the team, stupid. “One of the most popular questions is always whether groups are more creative than individuals. My answer: In most cases, it’s the team – provided you follow certain rules”



5. Fun invokes creativity, not competition. “There is this idea that you put two people, who cannot stand each other, into a room, hoping that all this negative energy leads to a creative result. I disagree. Co-operation, confidence and fun – that is the way”



6. Creative output always reflects the person on top. “Poor managers harm the creative process,”... “Laughter, being crazy, freaking out, behaving in ridiculous manner are hard work. A manager who spreads his bad mood and who forbids his employees to have fun impairs their creativity, and thus harms the enterprise. I would fire him. Animated movies are not least a bang-hard business. I cannot risk so much money, only because a manager indulging in his bad mood harms my business.”



7. Surround yourself with creative people whom you trust.

Evan Moore
profile image
As far as the video game industry equivalent of concerts for the music industry, I would point to arcade games. Concerts are something you cannot experience at home; they bring something new and fresh and live to the table. If someone could build an arcade game that people want to play, but they can't play at home because the hardware is too expensive (you have to give them a good reason; a game you could feasibly play on a console at present-day isn't going to bring anyone to an arcade), I think whoever did that could make a lot of money. I would do it myself if I had the expertise and money.


none
 
Comment:
 




UBM Tech