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I
think that also, to a certain extent, that there's also a certain issue of the
games industry not entirely having figured out everything about the creative
process. Like, It's sort of what you mentioned about a publisher looking at a
design document, and being able to make a judgment call, at least on a
relatively firm basis, whether this is worth supporting.
I think that the film
industry, where the process is so understood, and it's become such a
well-practiced art at this point, that when you have a director that has a
clear vision, and you have a screenplay that is complete or relatively
complete, skilled filmmakers are able to understand what that is going to be in
the final process a little more easily than game designers are.
To
be fair, games are far more fluid than films are, obviously. I mean, you're
making a product that everyone will have a different experience with,
guaranteed, simply because it's interactive. But I do think that there is some
time to progress in really nailing down that creative process, and I feel like
when that happens, there will be a more obvious line from concept to
completion, and maybe some of those other avenues will start to open up.
RG: Yeah, total agreement there. I think
one big advantage that Hollywood
has on us is that generally they can read a script and they can understand what
the movie's going to be. And one of the reasons is, I think scripts follow a
very standard structure; every script looks the same, if you just flip through
it from beginning to end.
Game design documents, you know, every game
designer does game design documents differently. And it's very difficult for
people to read through, and also what you mentioned, you know, that games are
very fluid. Not a linear experience. It's something that players can screw up,
they can meander around in, it doesn't necessarily happen in the same order...
Just very hard to describe that structure.
One
game that I - I'm just kind-of being a horrible shill for this game, but - I
don't know if you've played No More
Heroes, by Grasshopper Manufacture, it's on the Wii.
RG: No, I haven't.
It's,
I think it's worth checking out, because it feels to me like it's in that
middle ground. It's definitely a fairly ambitious exploratory game. It's a very
combat-oriented game, and you're fighting these insane bosses, and it's very
deliberately over the top, and pokes fun at videogame clichés, but it feels
like it's that middle ground.

Capcom/Grasshopper Manufacture's No More Heroes
It's clearly not the highest budget game, but it
still does a lot of those things that you expect out of a full game, and I
imagine it won't need to sell as much as a comparable game would if they're
giving the full 360/PS3 budget, but it can still find its audience with this
incredibly strange atmosphere.
It's
a crazy game, and one of the other things that I love about it is that you can
really see the designer come through. Goichi Suda, the guy who directed Killer7. I think it's a big step up for
him, from a gameplay perspective, but you can feel his style in the game, and
that is something that is less common in games than movies, that is something
that I would just love to see more of it.
RG: Yeah. I'll definitely have to check
that out. Because it does really sound interesting; you know, serving that kind
of market.
And I think, you know, the other thing you
mentioned that's interesting, is being able to see a designer develop a style
in a game. You know, you really can do it with a movie. I watch a Coen Brothers
movie, and it's like you don't have to tell me, and I could tell you that's a
Coen Brothers movie.
I think there's a whole debate about "Are games
art?" and I think they absolutely are, and they really - when they start
to be taken as art, and viewed as art, and even designed as art, I think we'll be able to tell who made the game
just by the style sensibilities of it. You know, the gameplay styles, all of
the artistic styles, and things.
I
have to say one of the things I miss about adventure games is that it really
was very heavily invested in that "designer at the top" kind of
thing. I mean, if you play one of your games, the sense of humor is extremely
recognizable; and if you play one of Tim Schafer's games, that aesthetic is
very present; and if you play one of Jane Jensen's games, that hardboiled
fiction is there.
And I feel like the adventure genre was ahead of the curve in
that respect. Really giving the designer that big marquee slot, and it's too
bad that that seems to have diminished in recent years.
RG: Well I think there might be some
reasons for that. I think one of those reasons is that when we did Monkey Island,
there were five people on that project. And, you know, not 150. And I think,
also, as publishers put more money into things, they start to be designed by
committee. And it's not even that the publishers are mucking with it, but even
at the developer, you just have a lot of people.
My friends work in the business, and they
work on some of these very large, high profile titles, and you know, I often
ask them, "Well, who's the project lead? Who's the guy with the
vision?" And they're like, "Well... It's just a bunch of us. And we
sit around, and we all just really kinda figure it out together..." I
think there's a lot of advantages to that, but I think that you lose that individual
personal style that comes out in a game when these things are designed by
committee.
And I wonder if the large budgets, and the
large teams, and the lack of structure that I think a lot of games have... I
wonder if that is what you're seeing more than anything else.
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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.
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.
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.