How Gaming’s Success is Preventing its Maturity

<p>According to a recent <a href&equals;"http&colon;&sol;&sol;www&period;gartner&period;com&sol;newsroom&sol;id&sol;2614915">Gartner report<&sol;a>&comma; the <a class&equals;"zem&lowbar;slink" title&equals;"Video game industry" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Video&lowbar;game&lowbar;industry" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">video game industry<&sol;a> generated approximately &dollar;93 billion worldwide in 2013 and is expected to top &dollar;111 billion by 2015&period; Obviously&comma; gaming has become big business&comma; but is financial profit the only measure of success&quest; In 40 short years&comma; the games industry has gone from garage developers swapping personally made game disks&comma; to hundred-person development teams and multimillion-dollar budgets&comma; but was something lost in this hurried transition&quest;<&sol;p>&NewLine;<blockquote><p><strong>&&num;8220&semi;Business and art almost always have a rocky marriage&period;&&num;8221&semi;<&sol;strong> &&num;8211&semi; B&period; Watterson&period;<&sol;p><&sol;blockquote>&NewLine;<p>As the industry grew&comma; developers crafted bigger&comma; more ambitious games which&comma; in turn&comma; required more resources and more money for development&period; Today&comma; most developers who have a realistic shot at earning a living must connect with a publisher to fund and eventually distribute their projects&period; For publishers&comma; funding a game is an investment&comma; and with investment comes risk&period; The bigger the budget&comma; of course&comma; the bigger the risk&period; To limit the potential risk&comma; publishers sign contracts with developers stipulating things such as budget limits&comma; target dates for development milestones&comma; and the power to approve certain game content&period; Sadly&comma; all too often this influence extends beyond that of content approval to full-fledged creative control&comma; especially in situations between fledgling development studios and well-established publishers&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05133953&sol;squads-1024x576&period;jpg"><img class&equals;"aligncenter size-full wp-image-56732" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05133953&sol;squads-1024x576&period;jpg" alt&equals;"Call of Duty - Bagogames" &sol;><&sol;a><&sol;p>&NewLine;<p>By design&comma; publishers are profit-driven&period; Therefore&comma; as their interest is strictly financially motivated&comma; any input they have on the creative process is only intended to expand profit margins&period; Unfortunately&comma; this short-sighted attitude has become the industry norm&period; CEO <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Robert&lowbar;Kotick">Bobby Kotick<&sol;a> unabashedly made this clear with his now-infamous comments during a 2008 earnings call&comma; describing <a class&equals;"zem&lowbar;slink" title&equals;"NASDAQ&colon; ATVI" href&equals;"http&colon;&sol;&sol;www&period;google&period;com&sol;finance&quest;q&equals;NASDAQ&colon;ATVI" target&equals;"&lowbar;blank" rel&equals;"googlefinance noopener noreferrer">Activision Blizzard<&sol;a>&&num;8216&semi;s publishing philosophy as pursuing development only on games that &&num;8220&semi;have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become &dollar;100 million franchises&&num;8221&semi;&period; Not to be outdone&comma; Tony Key&comma; <a class&equals;"zem&lowbar;slink" title&equals;"LSE&colon; UBI1" href&equals;"http&colon;&sol;&sol;www&period;google&period;com&sol;finance&quest;q&equals;LON&colon;UBI1" target&equals;"&lowbar;blank" rel&equals;"googlefinance noopener noreferrer">Ubisoft<&sol;a> Vice President of <a class&equals;"zem&lowbar;slink" title&equals;"Marketing" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Marketing" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Sales and Marketing<&sol;a> openly declared in a 2013 interview with The &lbrack;a&rsqb;list Daily that &&num;8220&semi;We won&&num;8217&semi;t even start if we don&&num;8217&semi;t think we can build a franchise out of it&period;&&num;8221&semi; These strategies may make investors feel safe&comma; but what about their long-term effects on the industry&quest;<&sol;p>&NewLine;<p>Conservative choices make conservative games and conservative games do not push boundaries&period; With all this money on the line&comma; publishers regularly pressure developers to continually rehash the same tired game ideas simply because out of touch marketing analysts believe these ideas are what the consumer wants&period; One of the most obvious examples would be when publishers &&num;8220&semi;greatly encourage&&num;8221&semi; developers to crowbar ill-suited multiplayer modes into campaign focused games as a woefully misguided attempt to avoid the bargain bin&comma; such as with <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;enter-sandman-spec-ops-line-review&sol;">Spec Ops&colon; The Line<&sol;a>&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>On the surface&comma; this third-person&comma; modern war shooter appeared to be perfect for competitive multiplayer&period; However&comma; unlike most military shooters&comma; Spec Ops&colon; The Line&&num;8217&semi;s campaign has a deeply emotional narrative&comma; showing the raw&comma; unglamorous reality of war and confronting players with themes of moral ambiguity and ethics&period; Therefore&comma; the multiplayer itself&comma; which is a mostly-broken afterthought anyway&comma; completely undermines the entire tone of the game&period; Although players can obviously ignore tacked-on multiplayer modes&comma; their creation still takes time&comma; money&comma; and valuable resources that could have been used elsewhere in development&period; Needless multiplayer is just one of the many problems that occur when creative control is taken from the creators and splintered between multiple&comma; incongruently motivated individuals&period; It&&num;8217&semi;s a gross misappropriation of creative control&comma; turning anything with an once of artistic expression into nothing more than a product to be exploited&period;<&sol;p>&NewLine;<blockquote><p><strong>&&num;8220&semi;Having so many cooks in the kitchen usually encourages a blandness to suit all tastes&period;&&num;8221&semi;<&sol;strong> &&num;8211&semi; B&period; Watterson<&sol;p><&sol;blockquote>&NewLine;<p>While the butting of heads between business and art will likely never go away&comma; there is light on the horizon&period; In recent years&comma; the <a class&equals;"zem&lowbar;slink" title&equals;"Indie game" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Indie&lowbar;game" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Indie games<&sol;a> sector has produced amazingly unique titles such as <em>Gone Home<&sol;em>&comma; <em>Papers&comma; Please<&sol;em>&comma; and <em><a class&equals;"zem&lowbar;slink" title&equals;"The Stanley Parable" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;The&lowbar;Stanley&lowbar;Parable" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">The Stanley Parable<&sol;a><&sol;em>&comma; all of which not only pushed the boundaries of the medium&comma; but were very well received&comma; proving that there is a growing audience of gamers interested in exploring new ideas&period; The Indie market&&num;8217&semi;s increasing trend of self-publication has also shown that many developers are choosing to completely forgo the publisher relationship&comma; opting to take on publishing responsibilities themselves&period; However&comma; as this is not always a feasible option for every development studio&comma; publishers will continue to play a vital role in the industry&period; And&comma; as investors with millions of dollars and thousands of jobs on the line&comma; publishers logically have every right to continue overseeing the games in which they&&num;8217&semi;ve invested&period;<&sol;p>&NewLine;<p>Gaming is equal parts business and art&comma; with each side dependent on the other to work smoothly&period; When one interferes with the other&comma; the whole cannot function&period; Dismissing sound marketing strategy for the sake of art leads down a road to bankruptcy&period; Dismissing innovation for the sake of profit leads down a road fraught with &&num;8220&semi;pay-to-win&&num;8221&semi; microtransactions and <a href&equals;"http&colon;&sol;&sol;www&period;theatlantic&period;com&sol;technology&sol;archive&sol;2012&sol;06&sol;what-happened-to-silicon-values&sol;258905&sol;">psychologists replacing developers<&sol;a> to formulate addiction instead of fun gameplay&period; Mediums are moved forward by those who push boundaries and innovate&period; If the medium doesn&&num;8217&semi;t mature&comma; the market will inevitably become stale&comma; which isn&&num;8217&semi;t exactly good for business&period; The medium of gaming is capable of great things&comma; but in order to see what it can accomplish&comma; a level of trust between business and art needs to be obtained&period;<&sol;p>&NewLine;<p><em>The above citations are from &&num;8220&semi;The Cheapening of Comics&&num;8221&semi;&comma; a speech delivered by <a class&equals;"zem&lowbar;slink" title&equals;"Bill Watterson" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Bill&lowbar;Watterson" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Bill Watterson<&sol;a> at the Festival of Cartoon Art&comma; in 1989&period; Although specifically concerning the uneasy and relationship between comic artists and publication syndicates&comma; the speech summarizes the creator&sol;distributor struggle found in any monetized creative medium&period;<&sol;em><&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<div class&equals;"zemanta-pixie" style&equals;"margin-top&colon; 10px&semi; height&colon; 15px&semi;"><img class&equals;"zemanta-pixie-img" style&equals;"border&colon; none&semi; float&colon; right&semi;" src&equals;"http&colon;&sol;&sol;img&period;zemanta&period;com&sol;pixy&period;gif&quest;x-id&equals;8f1a4f56-317c-4fe0-bba3-feecda2ff70b" alt&equals;"" &sol;><&sol;div>&NewLine;

Exit mobile version