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Opinion: Don't Hate The Game - The Developer Game-Playing Malaise
by Brandon Sheffield [PC, Console/PC, Exclusive]
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June 29, 2009
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[In this opinion piece, originally published in Gamasutra sister publication Game Developer magazine, EIC Brandon Sheffield takes on a common industry ailment, and reminds game developers to take the time to sit down and play some video games now and then.]
In a previous column published in Game Developer magazine, I mentioned that it would be beneficial for developers to look outside games for inspiration. This is something I believe strongly, but on top of that, how many of you out there actually have the time to even play games, let alone consume other media?
It seems that nine times out of ten, when I ask a working developer what games he’s played recently, he’ll honestly admit he doesn’t have the time to play any games but his own.
Those who say they have played contemporary titles, if pressed, often admit only a cursory familiarity with the recent games they’ve tried. Some actually seem to be proud of the fact they don't actively play games but their own. This is a worldwide phenomenon, and not a particularly awesome one.
The Exception That Proves The Rule
I recently heard a story from a friend who used to be a producer on the publishing side. He played a lot of games on his own time, and talked about it vocally with others in the office, as watercooler discussion.
Over time, he became known as a guy who plays a lot of new releases -- even by his higher ups. His bosses would start to come around, asking for opinions on competing titles, and he’d be able to give solid answers.
As a result of being known as the guy who knows about games, he got promoted to an executive-level position dealing with third parties.
This guy is competent and intelligent, so those traits are contributing factors to his rise as well, but even to hear him tell it, his being a developer who actually played contemporary games was so unique and valuable that it warranted a promotion.
Knowing Me, Knowing You, A-ha
Games are, like most entertainment media, very strongly influenced by past successes. If you make an FPS, you’re not just referencing the Call of Duty series, you’re riding on the shoulders of Doom, Wolfenstein 3D, and even Advanced Dungeons & Dragons: Treasure of Tarmin for the Intellivision.
No product exists in a vacuum, and in this world of iterative improvements, those games which are made with an awareness of the past are less likely to repeat mistakes, and more likely to push forward.
I’ve heard some folks say they don’t want to be accused of being influenced by other games, but theoretically if your design is solid and well-implemented, it should stand on its own. And as I mentioned, what game isn’t influenced by a host of others?
Leads at the very least should be paying attention to the work going on in other studios, or should be playing those studios’ games. After all, what director doesn’t watch movies, and what novelist doesn’t read books? Certainly only the outliers.
The Usual Caveat
Time is every game developer’s nemesis. A 60-hour work week is not unusual, and if you’ve got a family, how can you justify playing games at home (other than perhaps with your child or spouse)?
There is a lot of institutional pressure keeping developers from playing competing products, and some of them may not be solvable in the short term. If people could stop working 60 hour weeks, they would.
In the film industry, the whole team works ridiculous hours for the duration of the project, but they are compensated well enough that they can actually take a bit of a break in between projects.
A potential solution might be to have mandatory scheduled playtime for leads and key creatives during work hours. Of course, when the pedal’s to the metal, that looks like an attractive cut, but building it into company culture would likely be beneficial.
I personally have been trying out the first hour of any game I get, rather than filing it away for the day when I’ll “really have time to sit down with it.” You can glean a lot from that first hour, and if it’s engaging, you might go for another.
Reading reviews and gathering popular opinion on a title just isn’t enough. No judgment is more sound than our own, yes? In some cases it may be impossible to work games into your life more than they already are—but it seems like something worth doing.
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As an example, I think Western developers, publishers, and gamers need to play many more East Asian offerings that have not been licensed for release to other markets around the globe. Conversely, it's also true that East Asian developers should play Western games. However, the caveat to this is that the Western market exerts a far greater influence around the world in the past 10 years or so than East Asian markets. This is true in culture, politics, and other areas of life. This means that East Asian developers are already more exposed to Western influences than the reverse.
That's just one example, though; the same thing is true for other areas of the world. Also, that's not the only way to consider a diverse approach. For example, how many developers play or participate in activities that people who are middle-aged and older do as a regular form of entertainment or hobby? How many developers are aged 45 or older? In other words, the industry needs to adopt a much more diverse outlook on its workforce as well as the potential market while avoiding stereotyping. Participation in different diverse groups allows new ideas to flourish but shouldn't lead to assumptions that everyone of any group enjoys that same activities.
I've known an awful lot of console game designers that only play WoW, and it often shows in the kind of ideas they come up with.
The problem is this, like many other aspects of making games, game knowledge is difficult to quantify. An encyclopedic knowledge of games doesn't automatically make you will be a better designer, programmer or artist. But, in an industry as risk-averse as this one can be, it can help you see your ideas in action without having to devote resources to them. This is especially if you're open to playing and researching games that aren't similar to your current project.
Often times people will take umbrage when you suggest their new pet idea was in some obscure Japanesse game they've never heard of, but knowing what worked in that game and what didn't will only make your game stronger.
This is especially true for artists. The art department, in particular, is the dept. least likely to play games and most likely to be compared to other games, because quantifying and comparing art quality is a lot easier than doing it for design or programming, and also can be done in a store based on a box or video.
Basically, everyone should play as many games as they can, and in as many genres as they can stomach. You'll be a better informed and more flexible developer for it.
I understand if your designers are directly copying and not scaling or altering ideas from WoW to make them a good fit for a current project, that's a sign of laziness and is a problem. But done properly I'd say there are some lessons and examples learned in WoW (or any MMO) that can prove beneficial if executed properly.
For example, a big exclamation point above a person's head is now common visual language for "HEY! I have something that needs doing, talk with me" which is a lot more beneficial than, say, EverQuest's system where you had to hail an NPC and manually dig through text for quest information hinted at by a keyword in brackets (/say Where is a book, /say Who has a book, /say What about a book. Ah, there we go). Players are pretty familiar with this, and while some angsty internet kids will scoff at how you copied WoW, it doesn't change the fact that you are using very clear and widely understood visual language to accomplish your goal of getting players to understand who they can talk to that has a quest they can undertake.
I've probably digressed a bit much from the topic (which I do certainly agree with!) but I'm just saying WoW and MMOs are not completely devoid of design examples and lessons that can prove beneficial to a project. ;)
If everyone is playing the the same game and more or less drawing the same influences and lessons from it, both good and bad, what's the point?
The point that I'm trying to make is that people should sample lots of games so they can draw on as many ideas and influences as possible, and I've run into more than my fair share of people who identify themselves as heavy game players, yet only play one single game heavily.
Perhaps Miyamoto's case is something that only occurs in designers, where in most situations, having a wide variety of interests or hobbies means that you will be exposed to many more things that can influence your decisions for a project. Similarly, an artists may not play games but get artistic influences from movies, and so forth.
I guess the crux of it is that games are not the only place to get inspiration from. Perhaps an amendment to the author's original intention for this article could be more along the lines of how developers should constantly be seeking inspiration for new ideas (be it from games or otherwise). Games are just a good place for them because it's easier to quantify what works and doesn't, and it's also something that any developer from almost any department can get something from.
The answer is that execution > innovation. Blizzard is better than anybody else at refining and polishing a gameplay mechanic and combining them into a package with a great gestalt. They are otherwise conservative, and wait and see what innovations get traction before adopting them.
What does this have to do with the original thesis of this article? Simply this: We all know that there is nothing original under the sun, and your pet gameplay mechanic has almost certainly been done elsewhere. YOUR job is to do it BETTER. Once that's part of your axioms, and you realize it's all about integration and balance, seeing how other games' mechanics, playstyles and gestalts do (and do not) work is critical. Cultivating the instinct for "how is this going to play out" comes only from a breadth of exposure, and that exposure doesn't end when you land a job in the industry.
Game developers who don't play other games don't make games worth playing. They -can't-.
Outcast did better (with characters waving to get your attention) in 1999.
@Sean. I did not mean my statement to exclude influences other than games. I restricted it to that only for the sake of punchy simplicity. We are entirely agreed that we should look outside of games for inspiration... in fact this probably the first thing you should make time for before playing other games. Then if you can fit it in, sit down in front of a screen some more.
HOWEVER, even if you have a rich life with all kinds of influences, if the only game you play is Starcraft, you will be doomed to make very inspired Starcraft clones forever.
Like I said before, I'm not exactly a "professional"; I don't work a 9-to-5 in this industry (yet) and dont' get paid, and my workload doesn't compare w/ a lot of people's, but I still personally think (given my skill level) it's a big workload but yet, through it all, I still make time to play games. I'll even play a few while I'm working on stuff, to rejuvenate the mind and so forth, and if you're willing to actively find some time, you CAN find the time, no matter what # of other stuff you have to do. It's really all about time management, (pretty much) end of story right there.
I also agree w/ everyone that says that in order to "understand" a game, you don't necessarily need to beat it completely; technically there are some games-like fighting games-you can't really "beat" b/c the only modes that have a sort of beginning and end are-in the end-secondary to the multiplayer aspect, and a good multiplayer game can be replayed indefinitely. You just need to get an understanding on the mechanics and what makes them work.
In a sense, I'd say even playing bad or terrible games is worth it, b/c I personally don't think there's a single game out there that isn't worth existing. What I mean by that is, even if a game plays terribly, it could have a great concept deep in there somewhere, but it just wasn't executed well...at all. I sometimes get the feeling so many designers these days only play games that have been rated exceptionally well, but sometimes it's the crappy game w/ the great concept that deserves a runthrough. Which reminds me..I should look for more bad games xD.
FFXI does not have much of a midgame either, and because of the longer time it takes to get to max levels -- where there should be life at 45-62, there's none -- the grind is just longer.
Aside from EQ, I've always thought PSO/PSU did a nice job of allowing those of different levels (and of different time constraints to team together. It also is a better design for those who only have say an hour to 'do something' --- and by 'do something' I mean more than take a chocobo from Windy to Jueno. Even some mor traditional solo-style rpgs have worked in bits with smaller time constraints. My World My Way is basically a series of linked 30-45 minute adventures and 30 second Hero promises to be even quicker.
Video games are so profitable when successful, that if you actually had a high quality team (not lazy) who was given quality leadership and adequate time without deadlines, they could work less and by more efficient at what they do.
I have never understood why it takes so long for people to do such simple tasks, until I realized that it is because they are overworked and bored at work. Companies seem to believe that milking their employees dry with unpaid overtime and practical slave labor in addition to poor management and leadership-- is the way to go for profits.
Little do they realize how inefficient their employees are working, and how other countries (such as many countries in Europe) work less hours, less days, but are more efficient. Whoever invented the 8 hour work day and 5 day work week should be shot. Tell your employees that if they can do the same work in less hours, tell your leadership to be efficient rather than draconian, and not only will you have more efficient workers, but happier ones, a cleaner society, and higher quality products.