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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 7 of 7
 

I do feel that, at least in many cases, games are a medium where you can have that level of auteurship, if you want to say it in that way, and design control. I do feel that there's room for that.

RG: I think there is too. I think that it's actually critically important that we have that. I mean I grew up in an era of that, with gaming, and it's just the way that I've always thought about them, but I think it's really important. I think it's really important that a game has the movie equivalent of a director; the person whose vision it is that the thing is becoming. I think that's really important.

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Someone recently asked me if I think that the games industry is moving towards having more very visible representative faces on games - and they pointed to Jade Raymond, one of the producers on Assassin's Creed. And I was wondering if we're going to move more toward the direction where the producer, more than the designer, is the face. Because producers do seem to have so much influence on games; more so than on film.

RG: Well, I think what their titles are really isn't that important. I mean, we don't really have a set group of job titles in this business. I think that's one of the other areas that I think the unions have helped Hollywood out, is the title that somebody gets on a movie is really dictated by union rules. You know, you can't just decide, "Well, I'm going to call my brother the director, because he's my brother." If the director's union doesn't think that he's the director, then he's not.

And in the games business, you know, I don't really know what a producer does. You know, versus a designer. It seems like some people think of designers like they're a script writer; that they sit in a room, and they bang out a design, and they slip it through a slot in the door, and then a game gets made. And so I don't really know what the titles are, and it seems like a lot of producers - and I look at what they're really doing - they really are actually acting like the director of a film.

Yeah. That's true.

RG: Even though they have this weird name, "producer", which doesn't really seem to fit. I'd love to see titles just get settled out in this business, so when somebody says, "I'm a producer," or, "I'm an art director," or, "I'm a designer," I actually knew what they did on the project. And I really don't know that today. But it does seem like some producers are acting like the project lead for the thing.

Yeah, it does seem to be going that way. But yeah, "project lead", that's another one. Project lead, designer, director; I notice Japan tends to use "director" rather than project lead. So, what would you say - this is a silly question, but - what would you say your title is on DeathSpank?

RG: ...

Have you even thought about it? Have you even considered that?

RG: Yeah, I really haven't... I mean, I just always used "project lead", because that's just what we called them back at LucasArts. But see, to me, that is the director. It is the movie equivalent of the director; the person who has the vision for the thing, and sees the thing all the way through the process.

Speaking of project lead, how much leading have you done on this project? It's been a while, right, since you've actually been installed at a studio, in charge of a team, making a game from start to finish.

RG: Yeah. It has been a while. It's actually really nice to be around people again, as opposed to working alone. And that's one of the reasons that I called up Tim Schafer, and I said, "Hey, can you loan me your desk?"

I mean, it's not that I really needed interaction with the great people at Double Fine, but it was just nice to be around human beings again. And so that's been a lot of fun for me here. And I've got a couple of artists working on the project, and we're just having a great time going through and figuring all this stuff out.

This is a really goofy, kind-of VH1 type question... What is your relationship at this point with guys like Tim Schafer and Dave Grossman, who I know you used to work with so closely at LucasArts? I mean, how frequently do you talk to those guys? Or, what has that been like since you left?

RG: I'm really good friends with both Tim and Dave. You know, I see them quite a bit, and Dave has a monthly poker game that I come to, and Tim I saw a lot when I was working out of his office, but yeah, we're all good friends.

 
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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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