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Spanking Death: Ron Gilbert Goes Episodic... And Loves It
 
 
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Features
  Spanking Death: Ron Gilbert Goes Episodic... And Loves It
by Chris Remo
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June 30, 2008 Article Start Previous Page 2 of 7 Next
 

So why did so many publishers disagree? What was the deal? What happened there?

RG: I think a couple of reasons. One was, I really wanted to do it episodic. And a lot of publishers just aren't set up to do episodic games; they just don't really understand the economics of it, they don't really understand the distribution of it, they don't understand it creatively. And since I really wanted to do this episodically, I think that was a big stumbling block.

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The other reason was, I think, the name, definitely. I think that it put people off; they didn't understand it. And to me, it's like, he is DeathSpank. He has to be called that, because of who he is, and what the games are like, and what they're poking fun at; it's very important.

It's a very overtly video-gamey name.

RG: Yeah, exactly. And, I think the third reason, and probably the most important one, is that I didn't have a demo. I think publishers are so reliant on seeing a demo before they do anything, that it's very hard for them to make decisions unless they can see something.

And I don't think that's inherently a bad problem, but what I think is a really bad problem is that publishers won't fund those demos. They expect people to go out and totally make them on their own, and I think that's generally bad for the industry, that that happens.

Do you think that has a long term impact, creatively? Because it seems like you could have designers experiment in broader genres or concepts if they didn't have to rely on these massive, set team structures every time they wanted to at least think of an idea for a game.

RG: Yeah, I think it does. I think what you find is, really, the only developers that can really get products pitched, are developers that have very large, established studios; where they can actually dedicate a team for six months to put together a demo to wow a publisher. And I think that's putting a lot of burden on developers that I don't think is really fair.


Image courtesy of Grumpy Gamer Comics

I think the publishers, first of all, should be able to look at a written design or a verbal pitch, and go, "OK. You know what? That's kind of interesting. We're going to put a couple hundred thousand dollars behind this, and see what comes from it." But they're really just not willing to make that kind of an investment, and I think that's too bad.

What are your thoughts on the Hollywood sort of system, where you have individual creative people who assemble into teams for the purpose of a project, and they have people that they often work with because they know that they work well with those people, but they're not in a defined, "Here's the 40, 50, 100-person development studio." Do you think that could ever work for games? At least for certain games?

RG: I think that it will. And I think that, ultimately, it has to. And I think we will shift to that model, but I think that there are a couple of things that have to happen before we really shift to that. One is that I think technology has to settle down a little bit. I think technology is moving forward really rapidly, and part of what a lot of teams do is exploring new technology, and I think that's kind of hard to do with an ad hoc thing.

I think the other thing that's going to have to happen - and this is a really big one - is we're going to have to become unionized. Because I don't think that you're going to be able to grab all of these freelance people when you need them if there isn't some kind of a union structure that's over the top of them. You can't really have a bunch of animators just floating around from job to job with nothing in between.

So I think there's going to have to be a lot more structure, and I think that's going to have to come in the form of unions - which, you know, I don't know that I really agree with that; I think unions bring a lot of bad things to gaming, but I think they're going to be necessary for us to move into that Hollywood model.

And I also think that game people are just going to need to get a bit better at scheduling projects, and planning projects, and hitting deadlines, and all these other things. Because I think if you're going to have a lot of contractors that are going to come in and go away, they really need to know when they're going to go away; because they're going to be booking other projects behind yours, and we're going to have to become a lot better about hitting dates. And I think the movie business, for the most part, they're damned good at getting their movies done on time.

 
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Comments

Dean Gebert
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Coming from the movie industry, I still don't understand why games wants to move into the Hollywood model. It's exclusive, fragmented, and rarely innovative. On top of that, it's financially obese at every step of the supply chain. None of these things are good for consumers. Why do we want to follow this model again?

Tim Carter
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Film is rarely innovative? What planet did you come from? Also if film being "obese" means that the creators get a cut that reflects the fact that they... um... actually created the work (as opposed to the suits and the shareholders getting it all, and the creators getting a mere wage), then I'll take "obese" any day.

Luke Rymarz
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Disregarding the money aspect, Gilbert does make some other interesting points about the movie industry. Clear job titles would be very useful, proper standardization (movie scripts all look the same, why not game design specs?), and more focus on cultivating talent by publishing games that are in the middle ground. As it is now, it seems like you either already have a big studio to make your game, or you build it in the garage as an experiment. Something in between, like a lot of indie movies, does sound like it would bring a lot of talent to the surface.

Philipp Kolhoff
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Comparing the game and movie industry i always like to see episodic games like TV Series because it is so obvious. Episodic games should tell some small stories with recurrent characters and elements and maybe a larger storyline over all episodes of a season. By doing that, the gamer has the chance to get to know his characters in a much deeper way. For example, the game designer has the chance to take a whole episode just to introduce one character. And i think taking the time to slowly build up a story would pay off. At least it does in TV series. Following a Season of Lost or Heroes is by no means less attractive than watchnig a blockbuster movie. It is just different and for some people exactly what they are looking for. So is episodic gaming.

Anonymous
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Concerning his comments about a bunch of people designing something. I think think the disadvantages outweigh any advantages. There always needs to be one person in charge of the final design. For us it seems like its the lead designer but there are too many people above him on the chain that can come in and change things. It might be someone who is remotely attached to the game but they can come in and ruin ideas.

You definitely need to give other designers, or level designers, scripters ownership for their part too and the lead designer needs to recognize that. Otherwise team members can get frustrated and you might lose some talent.

Basically I am trying to say its very complicated these days and amazing that situations like I describe ever produce something decent. I think it would be a great idea to have clear definitions of responsibilities and I think the old adventure genre is still ahead of the curve in these respects.

Jeff Zugale
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The movie industry has a distinct advantage over the game industry - they only have one basic "platform" that's been essentially the same for roughly a hundred years, the motion picture camera and photographic motion picture film. Even though the technology has recently changed a great deal with the introduction of digital filmmaking and processing, the basic hardware used to shoot a film is essentially the same, and functions the same way. You have a camera, it has lenses and some kind of recording medium, you have lights and sound recording equipment, and all that other stuff.

Sergey Eisenstein would not have to re-learn the mechanics of how to shoot a film if he suddenly were reincarnated and put on a brand-new film.

In contrast in games, we're reinventing the platforms and basic tools every 3-5 years, or upgrading them so drastically that the tools themselves wind up re-engineering the way games are made. On top of that, most studios have their own in-house tools and engines, with varying design and user-friendliness.

Sure, there's a bit more standardization happening these days with engines like Unreal and middleware like Bink and Havok, but even with that, there's no "one toolset fits all" solution. Most games require custom programming within the engine, which means the toolset changes, which can mean steep learning curves for the production staff at inconvenient times.

So we can't just go over to Studio Systems and rent 2 Panavisions and 3 Arris, buy 5,000 feet of film stock and "shoot a game" in 3 weeks, then take it over to a post house and cut it together, like filmmakers have been able to do since what, the 1930s? '40s, maybe?

Using their basic standardized toolset, it's still possible for filmmakers to make a *distinctive*, high-quality film. Using a generic game toolset, it's extremely difficult if not impossible for a game studio to make a distinctive game.

We're always going to have a problem to some extent with our constantly-evolving tech and tools.

Trace o'Connor
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This interview really got me thinking about target audience and how they like to play games -- not just age, gender, and what entertains them short-term. The section on p. 4 talking about Valve, Portal, and "hard core" gamers who like to play to the end really intrigued me. Emailed a link and the topic to a few friends whom I thought would also find this tasty food for thought. Thanks for the inspiration! -- And I'm looking forward to Deathspank!

Tim Carter
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Jeff Zugale, you have it backwards. Film has been a constantly evolving language. Eisenstein wasn't "trained". He was an inventor. The thing in film, though, is that because the technology is more constant the aesthetics and forms can be innovated on. In games, a huge issue is because the foundational technology keeps shifting under us, we can't get down to the business of innovating games.

Take the first-person shooter. Nothing really fundamentally innovative has happened to that genre in years. Why? Too much focus on making it prettier - better graphics. But the fundamental elements - the fact you see out a single-perspective, you move, fire, have a use key, etc - have remained static. Except for minor incremental improvements, the gameplay has remained static.

That's the issue. We can't innovate on the gameplay because everyone thinks it's about tools.

If film people ran the film industry the way game people run games, we wouldn't have Method Acting yet, we wouldn't have New Wave, we wouldn't have Cinema Verite, we wouldn't have Film Noir. We just have a lot of awesome colour 3D cameras, but boring stories and wooden acting.

Steven An
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Total agreement with the "lapsed gamer" market. There have been other names, like mid-core and ex-core gamer, but I can say I'm definitely in this market. I have other responsibilities these days, so I can't dedicate myself as much to games, but I still want to play "full" games. I have no interest in Bejeweled, but no time for Mass Effect either. "Portal" was great for me. Looking forward to "DeathSpank"!


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