Hunters dev reveals triple-A woes
Ex-Bodycount staffer heads for iPad.
One of the founders of UK powerhouse mobile phone studio Rodeo has railed against the frustrations of creating triple-A video games.
Ben Murch, who was group lead environment artist on still in development first-person shooter Bodycount at Codemasters, and an artist on open world arcade racing game Burnout Paradise at EA-owned Criterion Games, left triple-A development behind last summer to form iPhone and iPad studio Rodeo Games with three former Lionhead, Criterion and EA staffers.
Rodeo's first game, Hunters: Episode One, is a science-fiction turn-based strategy game inspired by board games such as Space Hulk and classic turn-based video games such as XCOM.
Explaining the decision to Eurogamer, Murch said he and his colleagues were dissatisfied with the triple-A creative process.
"It's down to a lot of people wanting more creativity in the games they're making," he said. "When I was working at Criterion it felt like it was a great big team, and I wanted to have more in the decision-making.
"On Burnout it felt a lot more like you were a cog in the machine. There were the big guys at the top and they were making the decisions. To be fair, that's absolutely fine, because when you go to work and you're an artist, you can't really expect to be making calls on design and those sorts of elements. Otherwise it would just be an absolute mess. So you need people to just go to work and do their jobs.
"Whereas during Bodycount, we were all getting into the... We feel like we've got something more to add here. Almost like, why aren't we running the show? Which is a bit of an egotistical thing to say.
"Quitting then starting up this, there's definitely an element of just having all the power in your hands and being able to do whatever you like and not having to run through a million meetings to make a decision on something."
Murch is the latest in a long line of former triple-A developers who have answered the call sounded by Apple's App Store.
Only last week former Bizarre Creations developers formed Hogrocket, a micro-studio targeting iPhone/iPad, PC and Mac.
Murch said Rodeo considered creating an Xbox Live Arcade game, but decided it was "impossible".
"Doing things like the Xbox Live Arcade stuff never seemed like something we'd be able to go into and make a good living for ourselves," he explained.
"It's a hard submission process, and it's hard just getting your game into the queue. We looked at that a couple of years ago, and it seemed almost impossible to make any headway into that kind of market, whereas all the Apple stuff is ultra developer friendly."
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Comments (16) Latest comment 1 year ago
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Unfortunately, it's us the gamers that get to bear the brunt of the stagnancy. Year after year of shovelware - essentially every franchise has become madden, the same thing every iteration with minor tweaks. Now, madden has its place, just like call of duty, but when 75% of major releases are going that route it becomes a bit depressing.
The good news is the small (or even 1 man/woman) teams have been stepping up lately and that's where my money has been going. Games like VVVVVV and Amnesia have shown there's still room to make something different then whats out there and have people buy it, and with services like steam and the app store it's easier to get your content into gamer's hands.
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Indie developers either had to jump through tons of hoops (see the statements in this very article about Xbox Live), get lucky enough to get picked up by a publisher (who takes a large cut of the profit), or rely on word of mouth and a private server to host them. Now if joe-hobbyist makes a game they can get a product up on the app store or steam with far less trouble. Its also far easier for them to patch their content compared to having everything certified (such as MS cert. on Xbox live).
Small titles have been around for a long time, but its always been hard to market them and make a living off of them. In my opinion that has changed recently with more friendly digital distribution methods.
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+1 Indeed, I don't even know why he's complaining. It's just not liking your job. Seems like a pretty damn obvious rant anyone can think off, nothing new.
I wouldn't touch all these iPhone games with a stick though. Sure they're great sometimes, the format just doesn't interest me at all. Like I never touch my DS again either. Can't get immersed in the stuff and most of it is pretty shortterm/shallow.
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I'll agree that costs will be lower for mobile games on average, but screen sizes and res will increase there is no question of that. Factor in cross platform development for tablet devices and the writing is on the wall. Phones will go HD in a year or two and the tablets will go 1080p around the same time. There is simply no escape from rising costs.
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If that does indeed become the upper limit, then graphics simply can not evolve that much more, except in terms of polygon count and post effects. One can hope it also means we'll never see the need for multi-million dollar teams for the AAA titles on such devices.
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And chances are, they will, unless they get lucky.
Creative freedom is good, no doubt, but honestly speaking in terms of job/income security its incredibly risky given the state of the market. No matter how good the product is, given the sheer volume of stuff out there its a lottery whether its going to provide a positive ROI.
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Also because you need a publisher to get the carts on shelves...
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OMG. Want. When?
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Potentially, what the developers flocking to 'casual' gaming either fail or refuse to understand (though the article makes reference to xcom) is that everything they'll do on those platforms is heavily informed by AAA titles from years gone by, it's those titles that are largely front running 'casual' gaming.
Fewer AAA developers/titles will result in a shallower pool for 'casual' gaming to draw from.
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