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Game Developer's Top Deck 2008
 
 
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arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
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arrow Reflecting On Uncharted 2: How They Did It [5]
 
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Features
  Game Developer's Top Deck 2008
by Gamasutra
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December 11, 2008 Article Start Previous Page 6 of 8 Next
 

8 of Hearts: Makoto Iwai, Namco Bandai Games America

The Japanese-headquartered Namco Bandai is reinventing itself in the U.S., with internal studios, externally developed Western-produced titles, and the whole nine yards.

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Issues with the crumbling Hellgate: London notwithstanding, the company has been making some interesting moves recently, and much of it has to do with EVP and COO Makoto Iwai (previously development director), and his so-called "samurai mentality." Iwai has been shaking up development teams, and reforming the company from the inside-an impressive thing to see.

7 of Hearts: Brad Wardell, Stardock

Is the hardcore PC game scene the new face of independent games? Some would say so, and Stardock's Wardell is one of the up-and-comers, thanks to a rich history with the Galactic Civilizations series, and the Stardock-backed Sins of A Solar Empire reaching a super-impressive 500,000 units.

Add to that the Gamer's Bill of Rights and his firm's Impulse digital distribution system, and the rise of the independents continues, even beyond the obvious.

6 of Hearts: Satoshi Tajiri, Game Freak

Pokémon is a financial powerhouse. A new proper title in the series is guaranteed to sell at least a million within a few weeks, and the game has essentially refined, if not started, a complete game genre -- one that has brought success to even its imitators, in lesser degrees.

Game Freak's Satoshi Tajiri makes the list because his company has managed to deliver time and time again what the customers are looking for, expanding the dynasty to astronomical heights -- this year is no exception, with Pokémon Platinum a Japanese smash, and Pokémon Diamond/Pearl having sold around 15 million units. Pokémon is the giant hit that no one ever thinks about -- and that makes it all the more powerful.

5 of Hearts: John Baez, The Behemoth

John Baez has guided tiny San Diego-based indie and Alien Hominid and Castle Crashers creator The Behemoth as a company through thick and thin, using distinctly unconventional business tactics. How so? By making original action figures, selling T-shirts, going to expos, and basically hustling all day long to promote the company.

It is through strength of will that the company battled to release Castle Crashers to huge success -- over 350,000 units on Xbox Live Arcade in a tremendously short period of time -- and deliver a massive lesson on what it takes for independent developers to be heard in today's market.

4 of Hearts: Reggie Fils-Aime, Nintendo of America

While Satoru Iwata appears elsewhere in the Top Deck, Nintendo of America head Fils-Aime appears in the Entrepreneur section for one simple reason -- he's helped make the very Japanese company successful in the West through smart marketing and intelligent use of the amazing concepts created out of Nintendo HQ.

Using Nicole Kidman to advertise the Nintendo DS in gossip magazines is hardly a conventional tactic for your average game hardware firm, but it's been all-encompassing moves like this that have helped Reggie convert the masses to Nintendo.

3 of Hearts: Shinichi Suzuki, Atlus

As the game market expands, we're seeing increasing amounts of smart entrepreneurship within those niches -- and import gaming is one of the more beloved of those. Atlus, a relatively small Japanese firm, has been rapidly expanding its Western translation of Eastern titles, with some significant success.

Quite apart from its own Persona series, which is increasingly critically acclaimed in the West, Suzuki and the Atlus U.S. team are licensing from small Japanese developers, bringing valid forms such as the strategy RPG and the surgery simulator to wider audiences, and uniting the world along the way.

2 of Hearts: Chris Satchell, Microsoft XNA

One of the signs of entrepreneurship is opening up new avenues of creativity and revenue creation, and Satchell's endgame -- using the Microsoft XNA Studio tools to have "bedroom programmers" create XNA Community Games across Xbox 360, PC, and even Zune -- is a massive step forward for user-created content on consoles.

The fact you can make money off your Community Games releases, too, makes it even closer to some of the more dynamic game ecosystems out there right now -- such as Apple's App Store. Also, with XNA's professional development on the Xbox incredibly robustly supported -- that's down to Satchell and team, too.

 
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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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