Yearly Archives: 2007

This month I have mostly been….

Travelling.

As I post this I am sitting in Vancouver airport at the end of a record breaking month for me – When I get back to London tomorrow I will have travelled a total of 23,000 miles by plane and train. In there somewhere was a trip to The Digital City (Tesside University) to do a workshop on “Managing your clients”, a talk at Games Republic in Sheffield and a panel discussion on “Bite Size Entertainment” at Vidfest in Canada. Add in a trip to Hong Kong for a couple of meetings and a visit to friends and I think it amounts to a pretty full month.

In October I will mostly be…. sleeping.

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Stupid reason #4 – “Most of the games today are rubbish – I’m sure I can do better”

Of all the stupid reasons to set up a development company (or even to just try and get a job in the industry) #4 is one which crops up far too often. The logic behind it seems to be that a huge percentage of games that reach the market are badly made, unoriginal, poorly tuned rubbish and so there is a space in the market for a start-up dedicated to making good games. The assumption seems to be that there are a huge number of developers out there who make games based on bad ideas or simply don’t care if their game is good and thus it will be easy for a new team to come in and do well.

In my experience that is almost never the case. I have worked with a many, many different teams on a wide variety of product types including original games, conversions and licensed games and in almost every case the developers care deeply about the game they are making. So, if developers start out with the best intentions for the games they make, how come so many games end up being lackluster? Could it be that making great games is actually rather hard? Could there be a reason for all the poor games out there beyond just “the design was poor”? Actually I can think of 10 reasons just for starters….

The following are all problems I have seen first hand:

  1. The publisher doesn’t pay on time. This results in the developer being unable to hire/buy on time. If this happens once you can usually get away with it but all to often it can be a repeating problem. The resulting delays from this mean that the final product isn’t as good as it should be. – The usual solution to this is to make the team crunch to catch up but crunch doesn’t actually improve the game as fatigue and low morale just create new problems. The correct solution (which is seldom if ever done) is to negotiate for more time/money on the project in order to undo the damage.
  2. Business dictates deadlines. If you are making a game in your spare time (or you are a multi-millionaire) you don’t need to worry about deadlines. If you are expecting an investor/publisher to pay you to develop a game then it is a business and there will be deadlines. Being creative on a deadline is difficult because something that seems like a great idea, once implemented, may not turn out to be as good as expected. If you are fixed to a deadline (either due to limited financial resources or a publishers need for a 4th quarter release) then you have just “wasted” a chunk of your limited time that you will never get back. This is actually one of the most common reasons for less than stellar games. When too many ideas fail to pan out the games quality drops significantly. Unfortunately in the harsh world of business it is actually better for a publisher to ship a bad product, rather than not ship one at all, so the game goes out rather than being held back for improvement.
  3. Design is overly ambitious and there is no editing. It’s a designers job to make the best game possible and that often means that the design has to be overly ambitious. That is fine if you have unlimited resources but, as per point 2 above, that is seldom the case. This means that in order to get the game done within time/budget something must be chopped from the game. Editing out features is a tough process and it takes a disciplined team to do it well. Features need to be prioritised and progress needs to be tracked so that the team know when the remaining work exceeds the remaining time/budget. This normally requires a good producer with a strong relationship with the designer/team. Failure to properly prioritise means that features which should be lower priority get implemented and then time runs out before features that would make the game better (thus should be higher priority) can be implemented.
  4. Changing hardware platforms. The birth of a new console platform or the poor performance of an existing platform can mean that a publisher/developer needs to change horses mid-stream. Jumping from one hardware platform to another will result in at least some work being wasted. If the jump isn’t properly managed (schedule and budget adjusted) then the wasted time will impact on eventual product quality. Worse still….
  5. Unstable/unfinished hardware and tools. New console hardware platforms are often released to developers before the hardware/development tools are final. The on-going changes and instability make development less efficient. The resulting mistakes/problems during early development often snowball to cause more severe problems at the tail end of development and quality suffers.
  6. Learning curve for new console platforms. Regardless of the stability of a hardware platform there is always a learning curve when a developer starts their first project on a new platform. The team need to learn the best way to use the hardware and often need to develop/redevelop tools and technology. This means they will be running at reduced efficiency for part of the development schedule. Unless this delay is balanced by more time/resources it will impact on final quality.
  7. Late delivery of hardware/software. Essential hardware or middleware may be complete but isn’t delivered on time (see point 1 for reasons why)
  8. Lack of ability in critical areas of the dev team. Taking code and art and level design and audio and combining them into a whole is a complex balancing act. A great game needs great code, art, design, audio and production. Finding staff who excel in each of these areas can be tough and if one area of the team isn’t up to the job the end product will suffer
  9. Lack of publisher support for the developers vision. Creativity is a subjective issue and if a publisher doesn’t support a developers vision it can lead to delays in approvals, changed decisions, design U-turns etc. There are a host of reasons why a publisher may not support a developers vision but the results are the same. Indecision and delay, which impact the quality of the final project.
  10. Poor management at the developer. Many developers are started by talented and creative individuals with little or no management ability or business experience. It would be nice if just being good at development was enough to succeed in business but it isn’t the case. When faced with tough decisions it isn’t unheard of for inexperienced managers to make the wrong choice and that can seriously impact on the smooth functioning of the team and the eventual quality of the game.

Conclusion
The above are just the first 10 reasons that I could think of. I know there are many others and many of the above can be broken down into sub-sets (there are many different reasons why a publisher might not pay on time). So, if you are an individual looking to break into the games industry in order to “make a difference” you will find that few, if any, of the causes of poor quality games are solvable by just one person. Likewise, if you are a team of developers looking to strike out on your own and start a company dedicated to great game play; be warned that a large percentage of the problems you will face can’t be solved by writing code or creating great art. Their solutions lie in the fields of person management, contract negotiation, publisher liaison, business planning etc. If your not equally strong in those areas as you are in actual development then chances are you will be one of the many, not one of the few.

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This week I are mostly been playin’…

Risk style game onlineConquer Club – It’s an online board game in the style of Risk. It has the classic World map but also has over 40 other maps, including Ancient Greece, the US Senate and an enhanced World 2.1. You can play against up to 5 other players and Conquer Club has a host of game modes including Standard, Terminator, Assassin, Doubles and Triples (the last two are team play). It also has options for Bonus cards and play style (turn based or freestyle). If you like playing Risk style games but can’t find enough people to play with check out http://www.conquerclub.com/publicspace.php?page=home. It’s free to play (though you can sign up for a premium membership if you play a lot) and the only downside is other people. – Some people do deadbeat (fail to take their turns and get kicked from the game) but hey it’s free and it’s fun.

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Are we famous yet?

Hounded by the paparazziWill the paparazzi one day be sneaking snap shots of game developers at their holiday hide away?

Someone asked me for my autograph the other day. They wanted me to sign a copy of one of my early games, which was nice, but at the same time felt rather strange. When I started making games I certainly never considered it a path to any level of fame. However, over the last couple of years, I have noticed more and more people asking how they can get a job as a game designer without any understanding of what a designer does (or of any part of the development process for that matter).

Has the games industry reached a point of maturity where people aspire to be in it because they think it’s cool? Are these people rejects from the latest X-Factor auditions, looking for another way to become famous, without actually doing any work? An awful lot of them seem to think that designers sit around thinking up ideas – for other people to implement. Please tell me that the Cheeky Girls won’t be applying for a game design position any time soon.

P.S. Signed copies of the above photo can be purchased from my fan club.

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Opinion: F.E.A.R.

Craig Hubbard sold his soul to Satan for the chance to make the perfect Sci-Fi FPS (First Person Shooter). The result was F.E.A.R – First Encounter Assault Recon. Of course the Devil never plays fair (and he has always wanted to be a computer game designer), so while the team at Monolith worked to create their Sci-Fi shooter masterpiece Satan was secretly encoding a second, much darker, game onto the disk. The result is that as you play through Monolith’s creation horror starts to bleed through the fabric of the game, until you find yourself trapped in a finely crafted Sci-Fi Horror game. A game in which you won’t ever know if what awaits you around the next corner will be a squad of dangerous clone soldiers or the bloody remains of those soldiers and the knowledge that you may have to fight what just ripped them limb from limb. I haven’t encountered Horror and Sci-Fi so finely blended since the original Alien movie (http://www.imdb.com/title/tt0078748/) from 1979.

F.E.A.R. - All I did was knock over their sodasF.E.A.R. - UPS will deliver anythingF.E.A.R. - Cook your clone soldier in a moderate oven for 20 minutes per 500g

A cursory glance at the game’s feature list doesn’t reveal the true quality within…

  • Lone soldier fighting against a host of enemies? – check.
  • An array of impressive weapons with which to kill said enemies? – check.
  • Advanced visual effects for an intense “action movie” experience? – check.
  • The now ubiquitous “bullet time”? – check.
  • Enemies with adaptive AI? – check.
  • Slaughter your friends in online multi-player (up to 16 players)? – check

However, just as many movies today aren’t original but still manage to be great, F.E.A.R. is far, far better than the sum of its parts. The first person action is impeccable. The weapons feel deadly, the enemy are dangerous and when the two come together the results are explosive. Teams of enemy soldiers work together to take you out using flanking tactics, suppressing fire, grenades and a lot of expletive laden team talk. When your bullets hit home the rag doll physics are a little OTT but thoroughly enjoyable nonetheless. Likewise, when your aim is off target, the environment suffers in a similarly impressive way with large calibre bullets ripping large calibre holes out of walls, pillars and boxes. The game is filled with numerous set piece battles, in which the weight of enemy fire will have you cowering behind a flimsy desk, franticly reloading your weapons before tossing out a grenade (for suppression) and calling on your time distortion abilities for a slowmo break from cover, in which the final few enemy are reduced to bullet riddled corpses.

As for the story it is both gripping and thought provoking focusing on issues of family, revenge, greed, evil and even child abuse. The tension remains high throughout the game. In the main because the mix of horror and Sci-Fi means that you are never sure what awaits you through the next doorway. However, when I reached the end of the game, it wasn’t the action that impressed me most but the fact that what I really wanted to do was put down my guns and try talking.

F.E.A.R. isn’t perfect. The level design is linear (as with many story driven FPSs) and you soon get to recognise when a set piece battle is looming – because the level opens up into an area ideal for a battle. In addition the few NPCs you meet are simple script driven automata that you long to shoot 1.2 second after first meeting them. But in truth F.E.A.R.’s only real failing is that it was created 15 years too soon. One day we will have the ability to create games which allow you to put down your gun and engage NPCs in meaningful discussion. When that day comes I hope they will remake F.E.A.R. because I would love to talk to the NPC I am supposed to kill. I know it won’t help. I know they are too badly damaged after everything that was done to them. I know that they would almost certainly kill me but I would like to try. I own them that not just because of what they have suffered but also because of the relationship. (You’ll have to play it to find out).
F.E.A.R. - Bullet TimeF.E.A.R. - Dead before he hits the groundF.E.A.R. - The A Team school of shooting

Conclusion
Everyone knows that Quake and Doom are rubbish and that for a long time Half-Life has been the king of FPS games with Half-Life 2 an honourable second. So it is with heavy heart that I must announce that F.E.A.R has pushed its way rudely through the crowds and supplanted Gordon Freeman’s second outing as #2 in my chart. If you have any affection at all for FPS games you need to play F.E.A.R.

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A Zen moment

buddha

During a recent trip to Hong Kong I went to Lantau Island to visit the Buddhist monastery (founded by three Zen masters in 1920) to see the giant Buddha. When I got there the cloud cover was so low that even after climbing up the 269 steps to the base of the statue I couldn’t actually see anything above Buddha’s knees.

Instead I walked along the Wisdom path (an ugly concrete track through the woods) to the Tea Garden Restaurant (a dilapidated concrete outbuilding), sat under a decrepit corrugated metal shack eating Shredded Chicken Stir Fried Rice (in which the Chicken was actually frankfurters) and drinking tea. The tea was delicious, as was the stir fried rice and the shabby restaurant in the middle of the woods was a strangely relaxing place to rest, as a brief but impressive thunderstorm unburdened itself upon the mountain top. I had a peaceful few moments sipping tea before wandering back along the wisdom path. Then, just as I reached the base of the stairs (leading up to the Buddha) an email pinged into my Blackberry from my Internet Service Provider (seems Buddha gets much better cell phone coverage than I do in the UK). The timing made me smile because my Internet Service Provider is called Zen Internet. I guess Buddha has a sense of humour. I have read his message and I am not sure how a standing order for my Internet access will lead to enlightenment. Maybe he just wants me to be connected so I can Google Buddhism.

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Pimp the game – Geon: Emotions

Really pleased to say that one of the teams I am working with have just wrapped their latest XBLA game. Geon: Emotions (www.useyouremotion.com) was developed by Strawdog Studios (www.strawdogstudios.com) and will be published by Eidos on Xbox LIVE Arcade this summer/autumn.

The team are now starting work on their next original game (also for XBLA) as well as some additional outsource work.
Geon emotionsGeon emotionsGeon emotionsGeon emotionsGeon emotions

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Polygons goes to Brighton

The Next Never Mind The Polygons is going to be in Brighton on the last day of the Develop Conference, Thursday 26th of July, 18:00 – 20:00. Sadly Iain Simmons can’t make it so we have a stand in captain for the evening. The panel this time will be:

Toby Barnes (Pixel-Lab) as the host
Dan Marchant (The Obscure Consultancy) as regular team captain
Nick Burton (Rare) as stand in captain
Rusalka Clarke (Disney Interactive Studios) as guest
Angela Fenge (Zoë Mode) as guest two.

The venue is Koba in the centre of Brighton.

For more details check out the press release at

http://pixel-lab.squarespace.com/polygons/2007/6/28/brighton-polygons.html

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Happy Anniversary to me

How time flies when your working endless crunch time and sleeping on developers living room/office floor trying to get games finished. I have just completed my 20th year in the computer/video games industry and thought I would share a few survival tips.

1. Buy an inflatable mattress. They roll up really small but make sleeping on the office floor a lot less painful.
2. Look for employers who don’t expect you to sleep on the office floor as a matter of course. The “badge of honour” of constant crunch/mandatory overtime is really just a sign of bad management. There are well run companies out there and with a little effort you could be working at one of them instead.
3. Network – make an effort to go along to industry events. Especially the more social ones such as IGDA chapter meetings (www.igda.org) or Polygons (www.pixel-lab.co.uk/polygons/) style networking/social events. The more people you know the more likely you are to hear about good companies and job openings.
4. Pay attention to the financial health of the company you work for. Companies don’t suddenly go bankrupt; it takes time and there are signs to watch for so don’t get caught out and end up being made redundant with zero notice.
5. Don’t get stuck in a rut. Think about what you want to do in the future then take steps to achieve it. Spend time learning new skills or updating existing ones so that you can make the jump when your ready – don’t expect other people to push you into the jobs you want.
6. Listen to your inner self. If there is a voice screaming that you are unhappy (or even just moaning endlessly that work is boring) – do something about it. Game development is often hard work but that is OK if you enjoy it. That same work will quickly become soul destroying if you are unhappy and if you don’t take steps to change things it can lead to a serious life crisis.
7. Don’t  ever work for free (unless you own part of the company). The people asking you to do so are the ones who will benefit from your efforts.  If someone wants you to help get their company started or help them survive a difficult patch, don’t be afraid to ask what’s in it for you. Your normal salary (paid late) isn’t an acceptable answer – If you do help a company succeed/survive you should get a bonus or even a share of the company. If it fails and you end up out of a job at least you will know that you made that effort for a good reason. – Oh yes, make sure you get any agreement in writing.

I really enjoyed the years I spent making games, despite the hard floors and long nights. When I realised that I wasn’t enjoying it I moved to focus more on the business of making games, rather than the process. I have since refused requests to produce games because I know that it would be a mistake and that I (and the game) would suffer.  For those who follow (proper) Football – it’s better to be Gary Lineker than Paul Gascoigne.

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Never mind the polygons #6

Tuesday 15th May – Pixel Labs will be hosting the latest evening of beer and game dev discussion at Friargate Studios in Derby. Iain Simmons and I will be joined in the hot seats by Nick Burton (Rare), and Alan O’Dea (Business Development Manager, Monumental Games) for a light hearted industry quiz/rant followed by general networking/socialising.

For more details check out http://www.pixel-lab.co.uk/polygons/

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