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Features
  Game Developer's Top Deck 2008
by Gamasutra
13 comments
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December 11, 2008 Article Start Previous Page 4 of 8 Next
 

8 of Clubs: Alex Rigopulos, Harmonix

It's probably the cultural and stylistic forces at work at Rock Band (and original Guitar Hero) co-creator Harmonix that enchant us the most, and lead to Rigopulos' appearance in the Deck for Ambassadors. By which, we mean -- Konami has been making music games for years that have cultural resonance in its homeland, but Harmonix has always understood how to infuse the passion of music into games.

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The downloadable content around Rock Band and Rock Band 2 is some of the most careful broadening of the market in some time -- sure, we get Metallica, but The Grateful Dead? Jimmy Buffett? Delightful.

7 of Clubs: Lane Merrifield, Club Penguin

Subscription-based MMOs are often described as the exclusive realm of the hardcore, but Lane Merrifield's bright, surprisingly soulful Club Penguin proves otherwise. In his keynote speech at Austin GDC this year, Merrifield explained why this company runs the virtual world, with its grin-inducing stories and charming demeanor.

Basically, it's not because they were waiting for Disney to buy them -- rather, that they love the kids who play the game, and want to serve them above all. That's pretty ambassadorial, selfless, and above all, genuine, which is why this grassroots creator has gone on to so much success.

6 of Clubs: Pauline Jacquey, Ubisoft

No third party has understood Nintendo's hardware and target demographic as well as the Paris-headquartered Ubisoft, a key to its recent success. From the more whimsical Rabbids through the tremendously popular Imagine and Petz series, the latter franchises have sold multiple millions of copies.

Ubisoft's casual titles -- while perhaps not of interest to many of the core readers of Game Developer -- have distinguished themselves by being well-made non-shovelware, and productions that don't try to take advantage of the innocence of the target market. Jacquey, who heads up the casual division at the firm, should take pride in the sales, the marketing broadening, and most of all, the way the company has gone about it.

5 of Clubs: Jim Greer, Kongregate

Ex-Pogo staffer Greer formed Kongregate with a simple idea-to take the Pogo "stickiness" and bring it to bear on free, ad-supported Flash-based web games. For many in the regular game industry, it might be a little scary how competent many of these titles are, and the layers of Web 2.0 chat, rating, and achievements make the site even more intriguing.

Of course, the monetization is relatively unproven for end users, at least in terms of making a living easily, but Kongregate is a key site in the democratization of gaming, and that's a wonderful thing.

4 of Clubs: Rusty Buchert, Sony Santa Monica

Some of the most interesting creative endeavors out of Sony recently have been birthed from Sony's Santa Monica studio, and veteran Buchert has helped facilitate a lot of these more esoteric first-party wonders.

From indie console breakthrough Everyday Shooter through ThatGameCompany's upcoming Flower to the unique interactive demo-scene project Linger in Shadows, Buchert is facilitating some of the titles that are truly giving the PlayStation Network its personality-and showcasing how a first-party should juice up its lineup with truly different productions.

3 of Clubs: Cliff Bleszinski, Epic

Most critics and developers agree that the game industry needs "faces" in order to be accepted by the mainstream in the way movies are. Gears of War's Cliff Bleszinski is such a face.

He's personable, perceptive, and with a successful enough game series to wind up on television, but also with the intelligence and care for the industry to actually say something interesting once he gets there. Bleszinski may be a little smoother than the average INTJ game developer, but for the future profile of the game industry, isn't that a good thing?

2 of Clubs: Tetsuya Mizuguchi, Q Entertainment

Very few Japanese creators have a distinctive style and a cross-media bent -- perhaps only Masaya Matsuura has a similar profile -- and Q's Mizuguchi is notable for his ability and his firm's ability to take abstract puzzle and action concepts (see: Lumines, Rez) and make them resonate worldwide.

His devotion to synaesthesia has, in some ways, prefigured the music game boom, and most of all, his ability to skip from games to elsewhere -- whether it be the holographic Al Gore he created for Live Earth or his virtual Genki Rockets pop stars -- makes him a cultural figure beyond the obvious game creator-geek.

 
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Comments

Arjen Meijer
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great article, maybe one day ill steal a card in there ;)
but that's year away! but one day!

Tom Krausse
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I have to question the statement that "No third party has understood Nintendo's hardware and target demographic as well as the Paris-headquartered Ubisoft" While it's tough to deny that Ubisoft does good with part of Nintendo's customers, I can't figure out why they choose to ignore the traditional core gamers that support the Wii/DS. Given that they have traditional core titles on other platforms, it makes me wonder why they don't care about the Wii gamer, and I know that it is costing them support, even among gamers that own multiple consoles.

Sean Parton
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Fantastic article. Quite a nice read. The joker's section is also rather entertaining, while still insightful.

@Tom: You just said it though, "no third party has understood Nintendo's [...] target demographic". Nintendo's target demographic is casual gamers, not core gamers.

Ubisoft makes ridiculously good games for the Wii, but nothing can please everyone (and in this case, a fairly large chunk of the "core" Nintendo gamer).

Carlos lópez
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Nice article, but you left over some of the most prominent people on the game Developer world

Shigeru Miyamoto - Please, he is the lead designer on Nintendo. If it wasn't for him we wouldn't have so fun memories running trough world splattering turtles and looking for princesess on wrong castles!!!!

Hironobu Sakagushi - He is the sole savior of SquareEnix. He is the creator of Final Fantasy. Most recent Las Oddysey

Jhon Romero - Ever heard of Doom. He is the mind behind the game. Shame that he only shinned once, but still, shinned pretty hard!!!!

Corwyn Kalenda
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Great list-- a few people I didn't even realize had done some of what they have. Very happy to see some personal favorites on the list, like Brad Wardell and Gabe Newell... I was also really happy to see some of the standout indie projects hit the list, since in a lot of ways the guys that gave us Braid and World of Goo and Audiosurf are keeping the dream alive for a lot of people with their successes.

I *did* find it a little surprising that the Trailblazers portion of the deck didn't include Cryptic Studios in some fashion-- when you look back over the last year(plus a little) for them, it's been a fascinating jump into new ground. Announcing Marvel, then selling their single(and very successful) title, then losing Marvel, announcing Champions, attempting to self-publish, announcing STO... it's a lot of unknown to forge that most companies would avoid. The largest impact to be had has, I think, gotten the least notice in the general shuffle, though it's what makes me most surprised to not see them-- the engine and development tools pipeline and their goal to bring the development time on a AAA MMO down from the notorious and costly timeframe we've come to expect down to a mere 1.5-2 years. I realize the jury's still out on whether it's something they'll be able to do, since the upcoming titles are just that-- upcoming, but even the *suggestion* that an MMO could be built on that kind of timeframe is a lot of food for thought.

@Carlos:

True, but I would argue that all of those people lacked anything really worthy of the list in 2008-- most of what you're citing is based on past conquest more than what they've spent their time doing in the last year. As I understand it, this list is intended to be a snapshot of the last year's events.

Bart Stewart
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I was expecting this to be the usual personality contest, but this list instead focused on actual contributions -- great job!

One omission that's perhaps understandable this year, but which I expect will be rectified in a year or two (assuming this list becomes an annual feature as I hope it will), is that of David Whatley at Simutronics for the HeroEngine. With licensees from BioWare to Bethesda sister-company Zenimax Online, and all of them saying very positive things about it, the HeroEngine could potentially do for MMORPGs what the Unreal Engine did for shooters. Once games start shipping, I won't be surprised to see Whatley's name somewhere on a future edition of this list.

On a mostly (though not entirely) unrelated note, I'm still waiting for someone to submit to Gamasutra a feature article -- or better yet, an entire book -- on the astonishing story of Looking Glass and what its "graduates," from Warren Spector and Harvey Smith (Deus Ex) to Ken Levine (BioShock) to Greg LoPiccolo, Dan Schmidt and Eric Brosius (Guitar Hero) to Emil Pagliarulo (Fallout 3), have accomplished and continue to achieve in the computer game industry. (And that doesn't even include folks like Allen Varney, Marc LeBlanc and others whose impact on game design is still strong.)

I'm obviously a bit of a fan where the Looking Glass style of game is concerned. But I think there's an objectively interesting industry story deserving to be told here, and Gamasutra would be a great place to start doing so.

sombrero kid
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the user is the second party you cannot get a second party developer, it's like a second person shooter (the concept of the camera being from the view point of the person being shot) i'd love to do that

Taure Anthony
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2008 was great.....here's to more dominance in 2009

but hopefully these key people don't become superstars......the game industry doesn't need to become a "Hollywood"

Mark Harris
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The meaningful exposure of exceptional talent in game development will help mainstream acceptance. Faces humanize the industry, and the art, and give gaming a voice among non-gamers. The real benefit is increasing the exposure of gaming, attracting new talent and new investors. A more prominent dialogue about the game industry could help broaden understanding in non-gaming society; which would do everything from increasing permeation of gaming culture into society at-large to decreasing pressure from politicians to censor games.

Tim Carter
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Good job.

Christopher McLaren
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Taure Anthony I think we need to have the "superstar" to create the recognition that the industry needs. How many people ask who is in a film rather than what it is about before choosing to watch it. If the industry needs to have figure heads to improve it's marketing then that is the way it needs to go.

Every single person on this list has achieved great work and are all skilled at what they do. Passing this knowledge or skills through the industry is what now needs to be looked at.

Taure Anthony
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@Christopher McLaren

Agreed....thanks

Jen Williams
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Very interesting article


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