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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
9 comments
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June 30, 2008 Article Start Previous Page 6 of 7 Next
 

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.

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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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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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