Sunday, April 02, 2006
Profit or Passion?
So I kinda skipped over the obligatory April Fool's post. Just 'cuz the tradition irritates me. Maybe it's because it's the day before my birthday (oh, hey, coincidence... it's my birthday. Happy birthday to me! I'm ancient).
So a bit of a hubub has emerged regarding Dan MacDonald's article "Sustaining Independence." Dan states a point which he has made (but less vehemently) many times before: "An independent developer that wishes to sustain their independence must pursue their own interests in game design and development and give them preeminence over their interests in business and profit. " In other words, independent game developers should be artists and visionaries, ignoring (or at least minimizing) all those horrible business parts like marketing and sales.
In the past, he's also suggested that the only people who can be truly free and independent in their game development are those for whom games are not their primary souce of income. If you are worrying about making the mortgage payment, he implies, you will compromise your vision to improve sales.
I think the arguments result mainly from the polarization of the issue into two extremes: You are either a visionary artist looking to push the medium, or you are a sellout churning out pablum designed for the lowest-common denominator designed to maximize sales. I think it's a false dichotemy, but it's a useful one for spurring conversation. In that purpose, it has succeeded.
Of course, I have to put my two cents into the discussion. I don't think it matters if you are trying to sell your game, or releasing it as "freeware" out on the net - you are creating a game for other people. Ideally, you are creating a game for an audience that includes yourself. Then it's easy - you make a game that you want to play. But even so, I feel you should never lose focus on the rest of your audience. As an obvious example, your target audience isn't going to know how to play it as well as you do, so you'll need to tailor the early part of the game to ease them into it. But there may need to be other ways you need to "compromise" your vision of the "perfect game" to make other players happy.
I can't see this as a bad thing. And I don't see how you can't be creative, visionary, and innovative while doing this. And I'd submit that the lessons learned from making highly polished, successful "casual" games shouldn't be applied to "core" games.
What if you are doing a game where you are not part of the target market? What if you are creating a game for children? Does this mean it's impossible to be artistic or innovative? Well, by looking at most children's games, I'd say the answer is "yes." But I don't think it has to be. I think a good game designer can and should put himself in the head of his target audience, or find ways of otherwise making the audience inclusive of himself. I think Shigeru Miyamoto is a perfect example of this. His games are outstanding games for children, yet they are enjoyable by adults as well. Miyamoto finds the child within himself, and designs games for that person.
I once had dinner with author Emma Russell, in Roy, Utah. If you have never heard of Roy, don't be too surprised. It's a little town near Layton, not too far from Hill Air Force Base. But it's not exactly an exciting, happening town. Ms. Russell told me that when she first moved to Roy, she hated it. It was her impression that the town was absolutely boring and devoid of any kind of character.
Her solution to the problem was unique. She decided to write the book on the town. She did the research, and discovered the stories of the families there and the town itself. In so doing, she came to love the town, and to feel a part of it.
I think I agree with Dan MacDonald insofar as it is something of a sin to create a game without any level of passion in its creation. Paint-by-numbers game design isn't doing our hobby or industry any favors. I know I've been guilty of it in the past, and I know that the mainstream game development biz is full of this. It's because game design is being dictated by bean-counters and businessmen who have come from canned-food industries who have zero passion for games and all their interest in profit. The fact that we have any level of depth and innovation at all on the game shelves at Wal*Mart is because there is a layer of understaffed, underpaid designers who still love games who inject some of that love into the projects that get dictated to them from above.
But I also feel strongly that games should be designed for other people. It's all about the players. Not the money. Not for the artistry. But for the audience - making them happy. If you do that, I think the opportunity for innovation and artistry and feeding your personal creative demons will still be there, and the money will (eventually) come.
Labels: Biz, Indie Evangelism
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I have a different opinion.
My current motto is - in short - that you either do it exclusively for yourself or for the money. If you do it for the money you better be professional. If you do it for yourself you might become professional just because of that. And for that matter: what never works is a 'I think people like it that way, so I rather give them what they want' attitude.
I know a guy who does (what they call) progressive rock music (you would like it, since you like Rush). I stumbled upon his albums and wondered if he could really raise money with this retro-kind of music. So I mailed him, and he (being a very kind guy btw) answered. He told me that as a studio musician he tried for years to please the taste of the public. Then he simply started a project that was exactly what he liked to listen to himself. Now he lives from making music.
The same could apply to game design - and propably anything.
PS: oh, and of course I bought his albums.
My current motto is - in short - that you either do it exclusively for yourself or for the money. If you do it for the money you better be professional. If you do it for yourself you might become professional just because of that. And for that matter: what never works is a 'I think people like it that way, so I rather give them what they want' attitude.
I know a guy who does (what they call) progressive rock music (you would like it, since you like Rush). I stumbled upon his albums and wondered if he could really raise money with this retro-kind of music. So I mailed him, and he (being a very kind guy btw) answered. He told me that as a studio musician he tried for years to please the taste of the public. Then he simply started a project that was exactly what he liked to listen to himself. Now he lives from making music.
The same could apply to game design - and propably anything.
PS: oh, and of course I bought his albums.
Ah, thank you very kindly dirkk!
Well, I'm still holding to my opinion, but I definitely appreciate your perspective. I've got an RPG where development has been... well, let's say side-burnered, because it's still ongoing, but it's become secondary to a couple of more immediate projects.
The RPG is a fool's errand, basically. But I'm still working on it, because I'm in love with the concept. But I am tweaking my design because of some concern I have for how it will be received by my market. I've got some friends that I'm using as my 'test market.' They are NOT traditional gamers.
My audience (from my perspective) includes both myself, AND them. The trick is trying to make all of us happy. That MAY mean scaling back some of my more complex ideas to make the game more approachable by non-hardcore gamers.
Well, I'm still holding to my opinion, but I definitely appreciate your perspective. I've got an RPG where development has been... well, let's say side-burnered, because it's still ongoing, but it's become secondary to a couple of more immediate projects.
The RPG is a fool's errand, basically. But I'm still working on it, because I'm in love with the concept. But I am tweaking my design because of some concern I have for how it will be received by my market. I've got some friends that I'm using as my 'test market.' They are NOT traditional gamers.
My audience (from my perspective) includes both myself, AND them. The trick is trying to make all of us happy. That MAY mean scaling back some of my more complex ideas to make the game more approachable by non-hardcore gamers.
I babble in this here Peanut Gallery enough so that I'd feel bad if I didn't also wish you a happy birthday.
If I may quote an old Arimathean proverb: May you gain enough grey hair to become distinguished, but never so much as to seem old.
If I may quote an old Arimathean proverb: May you gain enough grey hair to become distinguished, but never so much as to seem old.
Thanks. The grey hairs have been around since I was 16, unforuntately (but I kinda got used to 'em), but I still feel like I'm just some dude in his early 20's. And I guess emotionally I'm a 14-year old. So here's to youth! :)
Happy birthday! And not to compete with you, but people have been pointing out gray hairs since I was in 7th grade. B-)
As for McDonald's latest article, I think that people are arguing different things. He is stating that you can't truly be independent if you do things for the sake of someone else, whether it is a publisher or a customer. If you think about it, it makes sense. How indie can you be if you are worried about how your customers will react?
On the other hand, I don't think that doing things for your customers is a bad thing. Provide a tutorial, clarify instructions, improve interface, etc, and you have made a better game BECAUSE other people will have an easier time getting into it.
Is a game only good because other people call it good, or are good games just more likely to be played by others? How does a person make a good game if he/she does not pay attention to the other people who might play it? Can an otherwise good game become worse if the developer tries to appeal to customers?
As for McDonald's latest article, I think that people are arguing different things. He is stating that you can't truly be independent if you do things for the sake of someone else, whether it is a publisher or a customer. If you think about it, it makes sense. How indie can you be if you are worried about how your customers will react?
On the other hand, I don't think that doing things for your customers is a bad thing. Provide a tutorial, clarify instructions, improve interface, etc, and you have made a better game BECAUSE other people will have an easier time getting into it.
Is a game only good because other people call it good, or are good games just more likely to be played by others? How does a person make a good game if he/she does not pay attention to the other people who might play it? Can an otherwise good game become worse if the developer tries to appeal to customers?
I don't know. To me, being an indie is about being able to choose to do something rather than being told to do something.
I'm doing a game with flying cows. I'm doing it because I think its a riot and the gameplay is fun. Now, if I were completely convinced that nobody else on the planet would be amused by man-eating, gun-toting, rocket-powered bovines, I'd probably not do the project. Does that make me not-an-indie?
I don't have some marketing department telling me that cows with guns are in this year, or that we need to fill a slot in the summer schedule with an action game that includes some cattle carnage. I HAVE done a little bit of test marketing and found some enthusiasm for the project, and I am making some design choices based on how much my perceived audience will enjoy it.
But it's a fine line there. I'm not designing a game around some requirements built by marketing information to maximize results. But I am willing to tailor my ideas to better meet the desires of my audience.
From a business perspective, I guess it could be considered an attempt to "maximize my return-on-investment" or something like that. But mainly, I'm doing it because I don't want people to think it sucks. I want to make games that people will enjoy and love.
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I'm doing a game with flying cows. I'm doing it because I think its a riot and the gameplay is fun. Now, if I were completely convinced that nobody else on the planet would be amused by man-eating, gun-toting, rocket-powered bovines, I'd probably not do the project. Does that make me not-an-indie?
I don't have some marketing department telling me that cows with guns are in this year, or that we need to fill a slot in the summer schedule with an action game that includes some cattle carnage. I HAVE done a little bit of test marketing and found some enthusiasm for the project, and I am making some design choices based on how much my perceived audience will enjoy it.
But it's a fine line there. I'm not designing a game around some requirements built by marketing information to maximize results. But I am willing to tailor my ideas to better meet the desires of my audience.
From a business perspective, I guess it could be considered an attempt to "maximize my return-on-investment" or something like that. But mainly, I'm doing it because I don't want people to think it sucks. I want to make games that people will enjoy and love.
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