Summary: Several publishers are dead, one is on the ropes, a couple are a bad year away from being on life support. Independent developers are few and far between. What's the deal? What's killing game development?
Ironically enough, there is actually a single issue that lies at the core of these questions, so pardon me while I paint myself a hypocrite and point it out – game development is a business and people are in it to make money. Once we accept this axiom, all answers will flow from it. Let's deal with the questions one by one. Where are the great designers?
With the exception of Will Wright, few of the any old, great designers have done much lately. Sid Meier's name is on a bunch of games, but it's not actually Sid in charge of development or design. Chris Roberts, of Wing Commander fame? Let's just say he had a conflict of interest with the Wing Commander movie and his projects at Digital Anvil, and that Microsoft's sudden, detail-free take-over of Digital Anvil has quite a few details if you scratch beneath the surface. Lord British? He's heading a studio more than dealing with development itself. Warren Spector? I can't speak with certainty, but it's likely he passed on the reigns of Deus Ex 2 to Harvey Smith for a reason. And finally, there's John Romero, who in his own way inspired this article.
Why do so many games fail?
Games fail because the teams making them don't have the talent, the finances, the vision, or the marketing to succeed. Buggy games are often the result of either a rushed project (lack of money), or delays (poor management). Boring games are a consequence of a poor vision and/or an inability (for financial reasons) to take the time and perfect the little things that take a game to the next level – a better combat system, or more meaningful dialog, or crisper weapons control and movement. Even if a game is innovative, interesting, and bug-free, a sub-par marketing campaign can sink it. I can think of no better example than Interplay's Sacrifice. Whether through financial shortage or simply an incompetent marketing department, Interplay was unable to get the public excited about this excellent game. Of course, the public is also only willing to go so far to receive strange games, no matter how good they may be (ie, Giants: Citizen Kabuto, Sacrifice). The rest of the questions
Before we address the rest of the issues affecting game development, let's look at some numbers first. These figures are what we came up with based on talking privately with several developers stretching back to last E3. Everyone has some variation, so we drew an average on the lower end of the scale from most of the numbers thrown our way. All sources have chosen to remain anonymous.
So everything is good, right? The industry has a system that rolls along, right? Wrong. Just over a decade ago, around 1995, a game might cost $300,000-500,000 to make. It was a “hit” if it sold 300,000-500,000 copies, at $25 per. So if you had a hit game, you needed only one dollar per sale to cover your costs. Nowadays, a game costs $30,000,000 to make. It's a hit if it sells 2,000,000 copies, at $35 per. If you achieve this hit, you take $15 per copy just to cover development expenses. Also in 1995, a game cost $50 in 1995 dollars at the store. Now, games are still $50 in 2007 dollars (which, if you've been following the dollar's decline against all other currencies, means a lot less money). Margins for publishers and retailers are both thinner by default. A low dollar helps bring in extra income from abroad, but it also makes developing in foreign countries expensive, and of course puts inflationary pressure on the dollar internally, which leads to higher living costs and thus more pressure for increased salaries and higher licensing costs. Developers and game engines
Every wonder where all those independent developers went to? Why most dev houses are actually owned by publishers (a la Raven, Relic, etc.)? If things are tough for publishers now – which they are, unless you're EA (and to a limited extent Activision), they're horrible for developers.
Here's your income formula: (Gross – License) x Royalty – Advance => Net. Gross income on a 3,000,000 seller = $105,000,000. Let's say you don't have a License, you're not relying on a movie, book, or sport, or a licensed engine. You multiply the remainder by your Royalty rate, or 0.25, and you get $26,250,000. Then you subtract your Advance, or $30,000,000, and ... you've lost $3,750,000. That's right, red ink baby. Why is this formula so unfair to developers? For starters, it can be. Publishers control the purse strings, they have the money, they have the stronger negotiating position. They're the ones taking the risk with $30,000,000, not the developer. As we've all seen with games that bomb spectacularly, that risk quite often doesn't pay off. The publishers are hedging their bets by racing 5 horses and betting that two or three of them will make enough money to pay for everything. That doesn't help the developer though, does it? Well, here is where sequels come in. But before we go there... 90% of game development delays are not because of bugs or late artwork or anything like that. Mostly, it's about capturing that elusive “fun” quality. Fun can't be quantified, you can't formulate fun. You can try, and design documents try to bring the various parts of development – design, sound, art, technology – together. Due to the costs and risks related with prolonged development cycles, companies try to get everything done at the same time and then put it all together. It's like having a thousand piece puzzle, giving 200 pieces to different people and trying to assemble the parts and then put them all together. In the end, a lot fits, but everyone's going to have left-over pieces which keep it from being perfect. That's where the delays begin, trying to fit in the last bits of the puzzle to make it truly complete. All this is because of the cost of development – the more that can be done simultaneously, the cheaper it is and the sooner the game gets to market with its new tech features that no one else has seen before. Now, when you're making a sequel, you're just doing a variant of the puzzle. You've got the core elements down. Anyone who's played Call of Duty and Far Cry knows how far superior the weapon feel, control, sound, and balance in CoD was. That's something that probably took months if not years to perfect. Far Cry weapons and movement are sloppy and feel laggy by comparison. So when it's time for a sequel, you can build off what you already did right – the movement code, the engine, the sounds, some artwork, the animation system – everything is there. The content is easy to create by comparison, and that is what sequels usually do – they have new levels, some new art, a few new enemies, and a couple of cool new technology/gameplay tricks. This is why we see so many sequels – it's the only way for companies to make money. Did you just sell a hit game? Then you've got a built-in audience dying for more and it's very easy to make “more”. Even if the game wasn't a run-away hit (ie, Crackdown), if the core gameplay is solid, you can elaborate on it and work off that core fanbase to build on. That assumes that the publisher has the patience to do this. Sometimes they'll have a great IP and potential franchise on their hands, then they'll want a sequel very quickly, typically in time for the holiday season, just to earn the quick bucks. They may be short on cash, or they may underestimate the difficulty of creating a AAA game, or perhaps they just don't see the purpose of continuing the franchise (ie, their 2-game movie license deal is going to be done, why risk a lot of money on a sequel?)
Let's look at that last example in particular (we're just going to make this up, I have no idea if the following happened and I doubt it did). Imagine Knights of the Old Republic had initially been conceived as a fully real-time game, with no pause. It's well into alpha or even beginning beta, and while the game has a great story, dialog, good graphics, a cool skills/powers system, when you get to the combat, it's too chaotic. It's not too hard – the game has difficulty levels and the combat has been balanced for real-time, it's just that dropping grenades and using force powers in real-time combat is so fast that it's hard to enjoy it when it happens. The team, being ambitious, isn't satisfied with this. It's a good game still, but it's not worthy of that AAA Alberta Beef rating that BioWare is famous for. So, hypothetically, they begin to tinker. They slow combat down, but that results in fights that are too long and there are now a lot of “attack” animations that don't actually do damage, instead waiting on player input. So the team goes to the next logical step and tries increasing hit points and putting the abilities on timers, but making them more powerful. That feels artificial and stagnant though, not to mention requiring a lot of re-balancing. Finally, they decide to take an old trick from their old games and include pausable combat. It works! The game is fun. That one little change made it all better. The downside is that you still have to re-balance it. The skills need looking at, the enemies need to be tougher, the boss encounters have to be re-thought, and development extends by 3 months. BioWare tweaks some more “not fun” issues along the way, and the game is delayed 6 months total, adding millions to the development cost. Game development is inherently unpredictable. Even with an elite developer like BioWare, for every Knights of the Old Republic there's a Jade Empire (good, not great), or MDK 2 (decent, but way too hard and didn't sell). Possibly the only company that always succeeds with their games is Blizzard, and that too comes at a cost – tremendous development times, constant “delays” (though the games rarely have a set date), high expenses, huge expectations, maintaining a massive support structure (battle.net, Blizzard forums, PR, marketing, and patch teams), and so on. Almost every publisher is running at the ragged edge, EA excepted. The risks are high and the rewards, while great, are not so great as to cover all the bases. Activision is the second-strongest publisher out there, but a year where their major titles bomb would put them on the ropes, and if the following year was bad as well, the company could be in real trouble. The safety margin is slim for them, and for publishers like 2K, THQ, and Ubi, it's almost non-existent. Publishers are upset with Sony for bombing with the PS3. Their plans to develop games for it, even exclusives, have been shelved or altered. Suddenly the Xbox 360 and Wii need serious looking at. The market for next-gen entertainment is much smaller because the PS3 isn't selling anywhere near what it was expected to, and certainly not along PS2 lines. Yet nobody can afford to alienate Sony, because they still need the PS3 and maybe PS4 will be huge again. Remember how developers would talk about hitting milestones in order to see further funding? That's not that big a deal any more for two reasons. First of all, publishers own many of the development houses out there. Secondly, if a company is funding five major games in a year, and one developer is having trouble which results in delayed milestones, what's the publisher going to do? Sink the $20m investment so far? Bite the bullet? It's better to power through and simply overlook development more, maybe demand a new project lead, changes, or feature cuts (S.T.A.L.K.E.R. comes to mind).
You can throw people and money at a problem but eventually you'll hit the law of diminishing returns. Even the best managers can't oversee 200 people working on one huge project. It's too much. Games hit 200 people during testing now, or if the publisher is desperate for a Christmas release. The new manpower can help but it needs to be trained and educated and brought into the community. If you try to “crunch” through, paying overtime or bonuses, people burn out after a few weeks. They might be 100% productive at 8 hours per day, but only 80% productive at 12. Then you'll have team members who can't handle it, they have families, lives, they may be sick of the project or maybe they just weren't that passionate in the first place. This is why a developer or publisher will forgive many shortcomings in a new hire as long as he has a finished game on his resume. The problem is that the art, programming, networking, and other demands are so great now that the next generation of games might well require 150 or 200 people. This means even more costs in a generation where console sales are less than spectacular. Thus we can expect this console generation to last longer than the last one, perhaps 7 years. Publishers will need to be able to recoup costs over several sequels, not just one, and build up a cash base to fund the early round of development for the next generation of systems (which promise to be even more complex, if trends hold true). Tools development is lagging. Incremental increases in the power of tools are being made as the demands on artists and designers are becoming exponential. This isn't an apocalyptic scenario, it's just that the game industry is in the middle of a major shake-up. EA bought exclusivity from the NFL, partly out of a legitimate fear of competition (because their games suck in comparison to 2K's), but they overpaid simply to rid themselves of a competitor. Without sports sales, 2K is even deeper in the hole. It's doubtful if EA will ever make back the money they paid the NFL, but they're guaranteeing a huge revenue stream that's denied to 2K. Atari is down on the mat and the referee is beginning to count. THQ, Ubi, and Activision are one or at most two bad years away from looking like Atari did last year. On the bright side, casual gaming is booming. Everyone plays PopCap games. Steam offers a distribution alternative that's attractive to low-end developers. Darwinia, Sam & Max, Defcon, and Eets are all examples of good games made on a reasonable budget, and distributed online. It may be that we will need to accept paying higher prices for games. Games have cost $50 or so for roughly two decades now, while inflation has slowly chipped away at the value of those $50. Even then, having more money will not necessarily fix the problem – you run into the problem of managing that 200-man team that the extra money pays for. Finally, there is evidence of gamer fatigue. Gamers are becoming more choosy with games, the pressure for more innovation is there. However, innovation is hard. It was easy in 1993 when the risk/reward ratio was absolutely there (remember that $300,000 cost and 300,000 copies sold being a “hit”?), and when new ideas were relatively simple and plentiful. It's also much easier to communicate a vision to a 20-man team, which is more flexible and less prone to inertia or falling into side projects than a 200-man team will be. Perhaps the solution is going Wii – simpler, cheaper, smaller games. The next few years should be fascinating, if a bit scary. | ||||||||||||||||||||||||||||
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