(Originally posted for The Voice Of Heard on May 6, 2012)
When you want to buy a video game, what factors do you take into
consideration? Would you pay $60 for a new game after launch or buy a used copy
at a cheaper price? Would you be willing to pay extra for downloadable content?
Do you prefer a game made by a major well-known company or one made by an
independent and less well-known company; to be more specific, would you rather
have a game developed by people working under a strict corporate hierarchy or
one by people who follow their own creative principles? Do you want the game to
strictly follow a formula, complete with clichés and traditions, that has
been established and followed for a number of years or do you want it to bring
something unique and innovative to your gaming experience? Upon reading all of
this, I’m certain a single question immediately pops into your mind: why
ask so many questions about buying video games? To put it simply, my questions
stem from a few recent articles I read that raised some interesting and
concerning issues regarding video game development, marketing, and sales.
One of the articles concerns a
UK-based independent development company called Free Radical Design, which
was founded by key members of the team behind Rare’s classic
first-person shooter GoldenEye for the Nintendo
64, and how it was nearly dissolved by low game sales, numerous
development delays, contract violations on part of publishers, and the
departure of several staff members, including one founding member who left the
game business entirely, until it was purchased by Crytek. The original
members of Free Radical, who were first interviewed by Eurogamer for an
exclusive as to what role the sub-par FPS PlayStation 3 exclusive Haze played
in their downfall, had explained how their experience in game development
became bitter sometime after releasing the first few games of the FPS series Timesplitters.
Free Radical had to deal with their projects getting canned by publisher
management, increasing difficulty of retaining their IP (intellectual
property), the refusal of publishers to invest in and market their games,
fruitless meetings, numerous project cancellations, and not getting paid for
months at a time. At one point, a key member of Free Radical went so far as to
refer to the people who took executive positions at LucasArts in 2008, around
the time when Star Wars: Battlefront 3 was still in
development, as “psychopaths who insisted on having an unpleasant lawyer in the
room [and were only concerned with cost control, not with making games].”
An excerpt from a page in one of Valve's internal employee memos. |
When it comes to the job market, it appears that game development
within a corporate hierarchy that follows conservative business standards
and methods is losing its appeal, particularly among young game developers
seeking jobs. Although I’m not one hundred percent sure of this myself, an article from IGN titled
“The Future of Game Development” seems to enforce this notion. The summary
of this article is that it starts off by briefly goes over how Valve, famous
for its FPS franchises Half-Life and Left 4 Dead as
well as the relatively new puzzle adventure series Portal, is
organized as a developer based on a leaked copy of one of its internal employee
manuals. Then it quotes the viewpoints of three developers, each with their own
experience in the game development and production business; they also express
viewpoints that are sometimes similar and sometimes different than Valve’s.
An
article about buying games by 1up has raised some interesting points about
different factors that affect consumers decisions on purchasing any video game,
new or old. The primary factor is obviously money. As most people know,
some too well, an income is not an unlimited supply of money and the troubled
fluctuating economy this country is in right now makes it difficult to buy a
new game at launch time. Other factors affecting gamers’ ability to buy a new
game include prices offered by online stores like Amazon, the price of
downloadable content, the availability of collector’s and ‘Game of the Year’
editions, the appeal of AAA and niche games, and how good multiplayer and
single player campaigns appear to be, in other words replay value.
I don’t have too much say in regards to game development and economics
at the moment. However, I would have to agree with many of the points raised in
all of these articles. Though the issue of buying games is simple enough to
understand, the issue regarding the business of making games is much more
complicated based on the accounts shared by a few people involved in it. I
would have to take the pros and cons of working for corporate-structured game
companies and developer-run companies into consideration as I currently aim to
earn a degree in game development and programming.
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