GI.biz: They'll miss you, Clover
Rolled over.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer a day after it goes out to GI.biz newsletter subscribers.
One of the most disheartening things to happen to videogames in the last year is this week's announcement that Capcom's Clover Studio is being shut down, having recorded a 400 million Yen loss in the last year. On the face of it, compared to news like the delay of the PlayStation 3 in Europe, the demise of one studio doesn't seem like a major cause for sadness - but Clover Studio, in its short lifespan, demonstrated a level of creativity and innovation which made it into a beacon for the ability of games to leap beyond being pigeonholed as simple entertainment, and actually become a marriage of both entertainment, and art.
Founded in 2004 by Capcom in an effort to incubate creativity and address concerns that its portfolio was stagnating, Clover housed some of the publisher's finest creative minds - and set free of the corporate decision making structure, they proceeded to build titles which captured the attention and fired the imagination of game fans the world over. Viewtiful Joe and its sequels, Okami, and finally God Hand, are the lasting legacy of the studio - and while those titles may have polarised opinion, it's impossible to ignore the creative drive behind them, and would be nothing short of heartless not to give credit to the willingness to explore new kinds of gameplay and new visual styles.
Of course, in the final analysis, Clover Studio lost money - and thus Clover Studio was shut down, with Capcom marking its passing with a vague comment to the effect that Clover had fulfilled its purpose. It would be easy to mock such a statement, but that would be cheap. Capcom may have bottled out of the Clover experiment when the losses mounted a bit, but unlike most publishers, Capcom at least had the guts to try the experiment in the first place.
The sad truth is that the vast majority of videogame publishers, contrary to the lip service which they pay to innovation and creativity, don't actually understand what it takes to drive that forward. Projects are killed off when they look like they won't have the kind of profit margin a publisher wants, or when their project leads fail to stand up in front of marketing and reel off a deathly dull list of other popular titles which their game is "a bit like". Entirely original ideas have nowhere to take root in a modern publishing environment - originality means risk, and why allow your staff to take risks when you could be burning them out on a movie license with a guaranteed return instead?
It's easy to scoff, from a business point of view, at the pleas for originality. Sequels sell; licenses sell. Innovation is risk, and often it's bad risk - Clover's games, despite their critical acclaim, still saw the studio losing just shy of three million Euro last year. Not a vast amount, but then again, if they'd been working on a tie-in to a summer blockbuster, they'd probably have made a profit - right?
Such an argument is as logical as it is predictable, and as financially sound as it is utterly incorrect. It's the kind of argument made by videogame publishing executives who wouldn't dream of lifting a joypad in their spare time, who see the medium in terms of products, quarters and bottom lines, and manage to look, at best, incredulous but indulgent when developers, fans or, indeed, journalists mention the word "art" in the context of videogames. As well as being blinkered and short-sighted (never a good combination on the eyesight front), it's inherently damaging - short-termism at its very worst.
Look to the movie business, and consider their business models with regard to smaller films. Giant movie studios and the moguls who run them create incubators for talent, funding the development of risky films and supporting the rise of new talent, new concepts and new directions. When studios or executives choose to fund films that are artistic, or creative, or simply worthy, they don't expect to get their money back, and normally they don't. Games industry executives viewing this situation must feel their jaws dropping - the movie business keeps sending good money after bad? Why? Are they insane?
Of course not. It helps that movie executives are, in my own experience, much more likely to actually love their medium than videogames executives are - but more importantly, they recognise that while you might lose money on ten small projects, there's a chance that the eleventh could be the one that opens up a whole new market, creates a word of mouth phenomenon, makes your studio into the creative darling of the film world and sees a new talent explode onto the scene. Not to mention making you a great big bucket of money - and if it doesn't, well, what's a few million bucks compared to what you're going to make from that Johnny Depp and Ben Affleck starring summer blockbuster you've got lined up?
That, in essence, is why we should mourn the passing of Clover Studio. The 400 million Yen (about 2.7 million Euro) which the studio lost would have been buried in the money Capcom will inevitably make from the next Resident Evil game. Equally, Electronic Arts could easily afford to fund innovation from the proceeds of its big franchises (and letting Will Wright do a project every few years and then referring to it every time someone says the word "innovate" doesn't count), as could Ubisoft, Activision, Sega... The list goes on, until it encompasses practically every publisher in the industry.
It's counter-intuitive, and enough to make a business graduate gag - but until this industry learns to make games which it knows won't make money, this industry will always play second fiddle to every other creative industry.
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Comments (32) Latest comment 5 years ago
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Already done that. Easily game of the year. I'm still in two minds about Godhand though. An EG review would help you know?
RIP Clover.
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Then again, it's so cheap from YesAsia that I've ordered it anyway.
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Excellent studio that made some of my favourite games over the last couple of years. Looking forward to God Hand and hopefully the staff will be sucked back into Capcom where they can continue to craft their games now and again.
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Apparently Capcom did the same thing with the Maximo dev i think this means it really is the death of clover and games of it's kind from Capcom.
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It just shows how young and foolish this industry still is, to believe it can just exist on sequels and license tie-ins. And thats why Clover's passing is a really hard hit to take. We all pretty much accepted Okami wasn't going to sell much, even though it SHOULD have. But a good example is that the brush techniques in Okami could very well have sparked ideas off in Wii game designers, and perhaps even Nintendo themselves. The art-style has well showed that taking a completely different approach to graphics means that polygonal short-comings can be swept under the carpet. Billions dont have to be spent on texturing the latest bald space marine's ligaments if a simple artistic choice can stylise the entire game and set it out from the rest of the competition.
And thats why people praise some of the shit like Microsoft bumming loads of money Mistwalkers way to make tons of projects they want to. Its the kind of thing the big industry money players should definitely be doing. Valve for instance did it by signing on those Portal guys immediately. I'd like to see Nintendo and EA do that a lot more, just chucking shitloads of money into forming a totally new dev studio of talent working on a new game. Yeah its a risk, but if theyre making shitloads of money anyway its going to be beneficial in the long run, rather than it being spent on a few hundred more luxury yacht's to fill the ocean and raise the world's water level a bit more.
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Oblivion and the Battlefield series typify the problem for me.
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There are independent developers with a lot of creativity but not under the wings of the mainstream publishers.
Edit: spelling
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... it's always easier to criticize when it's not your money that's going down the drain.
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After all what makes games sell the numbers that make management happy is not how good a game is, it's _marketing_.
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Dumbest comment ever.
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i quite like it, had an awesome boss battle last night that went right to the line.....one more hit and i'd have dies. then i managed to grab my foxy foe, put her over my knee and spank her into submission.
YES!
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Films are just as sequel City as the games are becoming.
Just look at Disney they've made nearly a sequel to everone of their classic Movies, and they've almost made TV episodes out of them all as well.
Plus Movies these days are usually a sequel to something that was released 20 years ago or an updated remake of something we've already seen.
Like the King Kong, Chronicles of Narnia from last year.
Gah!! it's why i don't bother with movies these days.
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Even film directors are looking to games as they are 'bored' with film as a medium.
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If the software industry really does want to be like the film industry then they have to follow its model in its entirety, not just the summer blockbuster bit. A little bit of cash to please a small number of people can generate a shed-load of kudos.
And for those people who say the movie industry is just the same, you're obviously watching the wrong movies. Try venturing out of the 'blockbusters' section of your video shop.
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Remember that publishers have shareholders that will understand the medium even less than the people at the top of the internal tree. They want returns on their money, not kudos from developing a game that gives the EG forums wet dreams but doesn't sell anything.
From my point of view, I think that things are getting better. There are people on the marketing side of the industry who deeply love games and what they COULD be...
And remember, the most sucessful franchises started off as innovative concepts that made people want to buy them in the first place. Forgive me if I'm generalising there but I'm simply trying to argue against the generalisation that's already been posted here
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Big budget and innovation are usually mutually exclusive, regardless of product.
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Sure, film companies take the odd risk but it's always a calculated risk. In my opinion this is the same in the games industry but the difference is that the games industry is trying to do something about this with the likes of Steam, Xbox Live Arcade and Nintendo's hardware innovations. What's the film industry doing to encourage young innovative film makers?
Also innovation is not the be all and end all. Should every new game release be a brand new concept that may or may not work? Surely once you have an innovation that people like you should then capitalise on this and produce multiple sequels - all hopefully slightly improving on the initial innovation. The GTA series is a good example of this.
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Except it wasn't funded by Hollywood. It wasn't even funded by a traditional film company. It was funded by the BBC which takes £10 a month off of every household in the UK in order to produce such interesting but ultimately small audience films.
The games industry has no such 'free' money available and so it faces an even more difficult situation.
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But my point is that other industries are just as bad at this as the games industry and in my opinion the games industry is actually now doing a better job of breeding innovation than the other industries currently are.
Rockstar have made loads of money out of GTA so they are now trying to innovate with the likes of Ping Pong and Bully. Is this not a valid example of what you are saying isn't happening?
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I agree that many film execs love their medium and will every now and then will back a high-risk artsy type film.
But the film industy as a whole has suffered from originality problems for (I dunno) 30 years, if not longer. While we do get to see original film content along the way, by and large, if its not sequels, then it is dodgy, unwanted remakes of either respected and revered classics, or old and smelly stinkers
Maybe all the possible human drama stories have been told. And told again. And again. Then remade and told again.
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There are incubators, like the Sundance labs or the BFI, but those aren't studios. No exec would greenlight a film if 'they don't expect to get their money back', or they wouldn't stay an exec long.
If we want creativity in the games industry, we have to make the execs believe the numbers will work: in other words, explore the indie scene and, well, buy Defcon