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The Birth of a Game
Some games start as one person’s idea. Others are built because the
owner of a license or intellectual property (IP) wants a game created.
Some are sequels, expansions, or improvements on a previously
successful game. Take a stroll through your local videogame store and
notice the wide variety of game types that are on the market. Here are
the most popular genres:
Action Games. Equally popular on PC as well as consoles, these games are generally fast-paced and require skill and reaction time to win.
Strategy Games.
This type of game dominates the PC world and is not popular on
consoles. Most of these games come from classic board games.
Role-Playing Games (RPGs).
These are considered the most difficult type of game to design due to
the number of characters required, the depth of plot, and necessary art
assets. They have their roots in classic paper games like Dungeons & Dragons.
RPGs are usually games about character-building, exploration, and
adventure. The hottest trend right now with RPGs is online games that
allow thousands of people to play simultaneously.
Adventure Games.
This type of game dominates the PC world and is not popular on
consoles. Typically, they require a player to navigate through a world,
interact with people, explore, and solve puzzles. Adventure games are
slow-paced and depend heavily on the skill level of the player for
advancement or success.
Puzzle Games.
This type of game dominates the PC, PDA, and mobile phone worlds, and
is not popular on consoles. Most are short, simple “casual” games like Tetris.
Sports Games.
This type of game—particularly football, baseball, and
basketball—dominates the console platforms. It is interesting to note
that while sports games are easier to design, they are also more
complex to develop.
Simulations. There are two main kinds of simulation games—flight and driving. A subset of this genre is the so-called “God games” like Sim City which allows players to create an environment and then see how it behaves.
Adventure is adventure.
These Are the Players
Within
the games industry, we find three different kinds of key businesses—the
publishers, the developers, and the hardware manufacturers. These days,
most publishers have their own in-house development teams. However, the
majority of companies developing games are still small independent
studios.
Each key business plays its part in bringing a game to retail:
The publisher.
They are responsible for bringing games to the distribution channels by
funding development of an original, licensed, or conversion title, then
overseeing that development. They also handle marketing, sales,
duplication, and packaging of the game. Publishers usually pay the
development studios an advance against future royalties, based on
achieved milestones to cover development costs. As the game is sold and
the publisher recoups its investment, then the development studio
begins to receive additional royalty payments.
The developer.
Development studios create original content, licensed content, or
conversions, also known as ports. Most original games are created by
independent developers who then seek funding and/or distribution from a
publisher. While publisher-owned development studios do create original
games, most publishers prefer that original products, which are
considered riskier because there is no built-in fan base, be developed
by independent developers, also known as external third-party
developers. A licensed product is a game based on an IP like a major
movie, cartoon, toy, book, or TV show. A conversion or ported game is a
game that has been created on one format and then copied to another. To
sell as many games as possible, most games are ported to as many
platforms as possible. Development studios can be small or large, and
they may create products for a variety of publishers on a variety of
platforms. Third-party developers may also specialize in specific
genres or on a particular product line.
Hardware manufacturer.
These are the companies that build and sell the game machines, also
known as consoles or platforms. Currently, the PC enjoys a deep market
share, but it presents some issues with compatibility and configuration
because PCs are “open” systems—in other words, the owner of a PC can,
and often does, alter the standard manufacturer’s configuration
settings by simply installing new software, printer, graphics, or sound
cards. This compounds the challenge of ensuring that the game will work
correctly once loaded. Console systems offer a solution to this
problem; they are closed systems that use proprietary technology with
strict definitions. This means that the owner of the machine can’t do
much to alter the system and, therefore, less compatibility and
configuration issues arise for the developer. Unlike other industries,
hardware manufacturers in the game industry take a very active role in
software development and even the publishing process.
The Game Development Process
A
game begins its life as an idea or concept which is then expanded into
a full-fledged story by the game designer. The designer creates a
detailed design document which describes all the games features. The
document not only covers a description of the game play, but also the
visual and audio style, including examples.
In
some companies, the game designer also acts as producer, while in other
companies, the game designer is focused solely on fleshing out new
treatments or concepts. The project manager or producer is assigned to
the project to produce a task list and schedule for the development of
the game. This person manages budgets and ensures the creative intent
of the game is maintained throughout the development process.
Once
a design is complete, the development team usually prototypes the game
before jumping immediately into full development in order to show that
the design concepts are sound. This is also done so that the
development studio has a demonstration or “demo” of its game idea to
show publishers when seeking funding. If the idea is a flop, there will
be no need to spend additional time and money.
Once
the game concept gets purchased or funded, then the writing of the
game’s programming code and creation of the game’s assets—such as art
and sound effects—gets serious. This process takes several months to
complete. During these months, the various groups work on their
portions of the game which are ultimately combined or linked together
to create the finished game.
Generally
speaking, the producer oversees and manages this entire process. This
person has a tough job making sure that all the highly creative
artists, programmers, game designers, and other team members play
nicely in the sandbox, while keeping the creative vision of the product
consistent. Additionally, the producer communicates to the development
studio’s management and to the publisher the progress and problems
during the development cycle.
Once
all of the game’s assets have been linked together, the game is tested
for errors or “bugs.” The game’s playability is also reviewed and
tweaked as needed to ensure that the end-user has a smooth experience
when playing the game. This is known as the testing and tuning of the
game.
If
the game is intended for one of the game consoles, the hardware
manufacturer gets involved in the testing and approval of the game. The
manufacturer knows its own closed proprietary operating systems and
wants to ensure that the game performs flawlessly and consistently on
the platform. This approval process takes place before being sent to
the duplicator for manufacturing. Products developed for the PC do not
need this type of approval as these computers are not proprietary.
Once
the game is manufactured, the hardware manufacturer begins the
marketing process to build awareness of the product so consumers are
interested in purchase. Independent development studios may choose to
only use a publisher for product distribution. In fact, many
development studios can and do fund and market their own games.
Obviously, in these kinds of agreements, the third-party developer gets
a much higher cut of the profits as it took on more of the risk.
Months
prior to the game’s actual street release, the sales and marketing
folks employed by the publisher, the development studio, or an
independent sales/marketing company focus on “selling” the retail
community on the game. Sell sheets, screen shots, and product
description information are created to highlight elements in the game
and excite the retailer and consumer. When the game hits the market and
is available for sale, you want a presence for it. It’s hard to
generalize this process as there are several options available for
getting the game on the store shelves. Basically, it costs a lot of
money to have an internal marketing and sales staff, but, at some
point, a company grows large enough that it makes financial sense for
it to bring these functions in-house. Typically, smaller development
studios prefer to utilize the hardware manufacturer’s distribution
strength or the strength of an independent sales and marketing
organization. It’s hard for a single, small company to get the
attention of the major retailers, such as Wal-Mart, CompUSA, and
Electronics Boutique, who are more accustomed to dealing with the
industry’s larger companies.
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