Writing and Design

Steve Ince, freelance writer and game designer, posts thoughts and comments on these two meaningful aspects of his life.

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Name: Steve Ince

Tuesday, July 20, 2004

High Costs

This thread on the IGDA forums got me thinking about the costs of developing games.  Because so much effort is placed on original engines and other technology related aspects, almost every game that comes out uses a completely different set of technology from every other.  It's the equivalent of refurbishing the cinema every time they want to show a new film.
 
Costs are in danger of spiralling out of control so that very few games actually make a profit for their creators.  The small game developer struggles to stay in business because sales figures that would have been profitable five years ago no longer are.  Publishers seem to have a stranglehold on what appears on the shelves.  So what does this say to me?
 
I believe that the time has come to emphasise game content over technological innovation.  Do I really care if this new game is squeezing ten percent more polygons onto the screen when the gameplay is sparse or poorly implemented?  Do I care about the special effects if the characters are unrealistic and animate badly?
 
The only way to develop games that have a chance of being profitable is to cut out the cycle of constant technological innovation and create games which can re-use resources, tools, engines, etc.  Games should be developed along the lines of successful TV series and come out more regularly and not have to wait for five years of technology and hype.

9 Comments:

Blogger gabusch said...

I totally agree with you on this. There have already been advances made in middleware that reduces your total cost of development, but the cost is still out of reach for most indie developers.

What I'm hoping to see is something like a Renderware for the indies - or something for games like what The Movies will hopefully do for machinima. How about it - a game where you develop games?

7:13 AM  
Blogger Steve said...

A game where you develop games - how would that work?

Perhaps Renderware should look at releasing oder version more cheaply for the indie market. Many people don't need all the bells and whistles of the latest versions and this may be a better way to go.

8:18 AM  
Blogger gabusch said...

"A game where you develop games - how would that work?"

I was thinking, having a game creation tool that would have a "game" element by having AI "players" come to play it and comment on it - and being able to share your creations with other people, a la Neverwinter Nights modules. Sounds weird, huh?

There are freeware engines that developers can use at places like SourceForge, but there hasn't been one killer app that the creative types can just fool around with and create the next gaming masterpiece. I think the engine that has had the most success is the Half-Life engine, which has spawned the ubiquitous Counter-Strike, and recently, The Ship (http://www.theshiponline.com), which is a cross between Half-Life and a British mystery novel.

8:51 AM  
Blogger Steve said...

I'm not convinced by the game idea, I can't picture it in my head, I'm afraid.

I don't find the SourceForge a very user-friendly site. It also seems very "techy", which is something that I don't want to become embroiled in. What I want is a set of tools that allow me to write/design a game in the way that a novelist might use MS Word to write his masterpiece.

I realise that there's much more to a game than a novel, so what you also need is a way of integrating support services into the system, too. Hire someone to build the locations, someone else to create the characters or animation sets (perhaps there could be customisable libraries of these), hire a studio to do the music and sound, etc...

11:45 AM  
Blogger gabusch said...

Re the game idea: just came off the top of my head, I'm afraid I haven't fleshed the idea enough to be able to convince anyone about it.

Re Sourceforge: Exactly. Only programmer types will feel at home, but then again we had to use WordPerfect for a while before MS Word came about. It will be interesting to see which app will be the "MS Word" for game creatives.

As for the Hollywood-type production, some people are starting to see the wisdom of this. Alex Seropian is building his company, Wideload Games with that concept in mind - his studio will come up with the concepts and perhaps prototype them with a very small team before handing them out to other contractors for production. The problem here is that the support companies that you have just said have to be in place - there has to be enough of these companies for the top developers to trust their work with. As this matures, we will have more sane game production that will hopefully make more money for everyone (aside from the publishers).

12:15 PM  
Blogger Steve said...

I think there are plenty of companies out there that would fit the bill, they just don't know it yet.

Seriously, there is some great technology out there which could be adapted to middleware or customisable tools if people took the time to do so.

5:45 PM  
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