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Why bad games are bad
A developer speaks out.
A lead designer at High Voltage Software (the people who brought us Charlie and the Chocolate Factory and Leisure Suit Larry: Magna Cum Laude) has spoken out on on what makes bad games bad - and why it's not always the fault of the developer.
In an article for PopCultureShock, David A. Rodriguez wrote: "People think that all bad games are the result of the people who make them not knowing or caring about what they are doing. While this is surely the case in some instances, it isn't always how it goes down.
"I’ve been involved with or have watched other games that were on a track to possibly be a good game, slowly get churned into a giant steaming piece of crap through no fault of the people directly working on it."
Developers, Rodriguez argues, generally want to make great games - and will work jolly hard to achieve that aim. "But sometimes no matter how hard you work, someone more powerful than you is going to come in and stick their d*** in your peanut butter."
So why does Rodriguez put up with it all? Why not just get a nice job in a shop or something? Well, it seems he's reached a conclusion which allows him to be at peace with the situation, and it is this: "I'm not an artist... An artist gets to do what they want, how they want, when they want. That’s not what I do. Someone comes to my company with a contract. They give us money to make something. I make it. They take it and sell it. I don't work in art.
"I work... In customer service. And fortunately or unfortunately, the customer is always right. That means that no matter how bad I think an idea is. That means no matter how unreasonable the request or how STUPID the last thing they said was, in the end they write the cheque, so they get to decide.
"I can voice my opinion. I can tell them what I think because that's what they are paying me for, but ultimately, if they decide that something must be in the game... Then you can bet your sweet ass it's gonna be in the game."
Now, you might be thinking that all this relates to the game Rodriguez is currently working on, which is 50 Cent: Bulletproof - G-Unit Edition for the PSP. However, according to Rodriguez, when he started working on the game, he "didn't know that it would turn out as well as it has.
"But I can honestly say that I am very proud of the current state of the game and how it's being received so far... Sure I had a few run-ins that ruffled my feathers but I kept in mind that I was hired by these people to make their game and that even if I disagreed with them I was committed to finishing it."
And Rodriguez has a final piece of advice for us gamers: "Next time you’re playing a game that makes you wish the developer would go to hell, just remember it's not always their fault."
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Comments (55) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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If some people only knew the truth.
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He was obviously expecting a complete turd, rather than an almost complete turd.
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Some may say that it stinks of passing the buck, but honestly, this happens a lot (and not just in games - any place where commerce meets art).
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Insert EA here.
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Publishers should leave the development to the developers; their actions in development terms should be supplying assets for the developer such as licensed reference material and sounds, and ensuring the developer is on schedule.
The publisher's role should not be:
* to add or remove gameplay elements for gameplay reasons
* to change the game's content beyond legal censorship because of what marketing say
* to change the game design because of what the testers think of the game
* to ask for demos that were not on the schedule
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Why shouldn't the pubs get some gameplay say in their games? They are paying for it (well, most of them pay eventually!).
The problem is these "gameplay" ideas come from external producers with little or no game design experience. Even worse, they're based off poor focus group/committe design decisions.
Get some experienced real game developers to work for the publishers and you'd start to see better games in general.
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The ideal situation would be devs rich enough to fund and distribute their own games. Or even better an even playing field where it doesn't matter how much money you have everyone has access to the same distribution (Xbox Live Arcade for example).
Games still wouldn't live or die necessarily on how good they are (you can't explain the shit that some people buy SOE springs to mind) but it would be better than now.
Perhaps this will come to pass.
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The irony!!!!
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I only have to looke at the new mario game on the DS to see that above all gameplay rules. Even marble blast on Live! shows the way when it comes to gamplay. So stop twisting, you may be able to programme but that does not mean you can put together a truely playable game with soul....just like a musician may know three chords but he aint going to write a song as important as smells like teen spirit.
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"Why shouldn't the pubs get some gameplay say in their games? They are paying for it (well, most of them pay eventually!)."
If someone at a publisher wants to make a gameplay change, they should quit their job and apply for one at a developer IMO, unless...
"Get some experienced real game developers to work for the publishers and you'd start to see better games in general. "
... this is a great idea.
"The problem is these "gameplay" ideas come from external producers with little or no game design experience. Even worse, they're based off poor focus group/committe design decisions."
Exactly.
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That's not true. A lot of devs rely on royalties as part-payment.
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Link for those interested: http://ww w.escapistmagazine.com/issue/40/11
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If someone at a publisher wants to make a gameplay change, they should quit their job and apply for one at a developer IMO, unless...
As the publisher is putting their money into developing, marketing, and distributing the game they /should/ have a say over game design decisions. However as we have agreed the person making those decisions for the publisher shouldn't be an accountant who played pacman once fifteen years ago.
Even when taking your own IP to publishers you will still be expecting them to stump up a lot of cash that you don't have to get the game to market. In retun they're going to take a lot of the revenues despite it being your hard work and talent that made the game popular. To maximise their revenues they'll want creative control over the game. This is all ok as they're giving me wads of cash to work.
EDIT: bloody tags
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They just want to say "I made that". We provided the design document, and if they didn't like it in the first place, why not make the fricking changes before the contract is engaged?
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a) Yep, but what I'm trying to say is it's /their/ game to make market-driven. The developer rarely even owns the assets or code so complete is the publisher's ownership. As such we can't complain when they make changes. This isn't good for originality or quality of content, but it /is/ good for the market in general. When any game, good, bad or cash-in, flies off the shelves it means more money for the publisher and hence more devs kept in jobs.
b) This is bad whoever owns the game, agreed.
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You mean like 3D Realms? I'd still like to see some games actually getting released, thanks.
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That's just one extreme example, hardly a compelling argument.
EA are their own publishers.
Travellers Tales did so well with Lego Star Wars they bought out their publisher.
Those companies seem to knock out titles regularly enough?
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Not changing engines/physics system etc every 2 months probably helps too...
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I totally agree that publishers should try as much as possible to stick to the concept they agreed on with the dev team. However, when you put your money into something, you tend to get some pretty naff knee-jerk reactions from the top brass, as they get nervous about return-on-investment.
In any case, High Voltage should take a leaf out of Valve's book. Produce a great product, make sure you keep control over it's life-cycle and spin-offs, etc and any publisher who's ever worked with them caves in as they're desperate to keep the IP. Blizzard's another example that springs to mind but obviously they're owned by their publisher so their case is slightly different...
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/Goes back to work
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It is not all publisher/developer issues that cause bad games, usually I'd say it is just inexperienced game designers, or game designers who are stuck in a rut and won't try anything new, or focus testing says something or other can't be accomplished by someone not even in the target group leaving the game lacking its one original idea. But publisher producers have their donk in their nutella too I guess.
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Yes they have but it didnt do them much good with a few of their big projects. You dont need to look to far back for climax cannings due to this.
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Question, do Games Developers have a Union? Is there an engineering guild or standards?
Right now, I get the feeling that game developers are software engineers that get bullied by their employers for the sake of their passion for games.
Its something that makes me question my career choices on a daily basis.
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Some guy wants a drawing/painting done. and I say "sure, give me a basic idea of what you want and I can make you something really great."
Then he hands me a 5 page document with diagrams and photographs, each cross referenced and annotated of what he wants. I used to buckle down and do it, silently cursing him for all eternity to rot in a badly conceived hell made by Artists working to a set briefs.
I now politely tell them, "I'm sorry too busy."
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Most successful games come from (more or less) genius masterminds that simply realize their ONE SINGLE VISION. more people that decide = more watered down games.
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Yeah, but those other professions don't have fanboys spouting hatred towards them on the internet.
And your advice is completely asinine given the content of the article in the first place...
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The problems come from lack of focus, look at how developers start talking about "taking the game to the masses" and then add fad gameplay mechanics ... such as stealth in a adventure game or FPS in a RPG.
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Most successful games come from (more or less) genius masterminds that simply realize their ONE SINGLE VISION. more people that decide = more watered down games. "
Are you talking about dev tems with lots of designers? or input from publishers?
You'd be hard pushed to find a single title from a single "genius mastermind" that hasn't had lots of input from his/her design team and as a result altered their "single vision". If it is the former, go on, name ONE?
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If it is the former, go on, name ONE?
Tetris
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Well they say a camel is a horse designed by a committee...
@Teeth - Good points well made, esp about last minute requirements changes - I feel the pain.
I'm sure I'm not the only one who would like to mail the peanut butter quotation to some top brass and say "You are that dick"
Well, I'd hope so.
...Yep I know it's business and the Way Things Are