Sunday, May 14, 2006
Spector warns indies to "Forget It!"
The title is a lot more inflammatory than the rest of the article, but I recommend giving it a read:
Indie Game Devs: ‘Forget It’
I know I immediately got annoyed just by the title, and by some other things Warren Spector has said in the last few years. He used to be one of my game development heroes (after all, he was in charge of Wing Commander, Ultima Underworld, and Thief). But lately he's been making a bunch of comments that sound like he's given up on the dream and gone to work at the factory.
Quoth Spector: "You have a zero percent chance of success. The barrier to entry in terms of cost, quality required, access to a market… forget it"
Yeah, yeah. We heard this last year from EA's Jeff Brown. It was wrong then, too. The most amusing proof was that the biggest "surprise hit" of the XBox 360's launch was Live Arcade, complete with a bunch of low-budget indie titles.
I won't fault Spector, Walston, and the rest of the panel for expressing the very real risks to new startups. The data isn't incorrect, their warnings are valid, and their suggestions are actually pretty good. But I believe their conclusions are wrong. Cliffski's Mumblings has a somewhat more strongly worded opinion of the conclusions, which amused me. Maybe there's an ulterior motive to what they are saying - maybe not.
The Old Ways Won't Work Anymore
Personally, I think what we're really witnessing now is the end of an era - the wheels of evolution are turning. The first ones to go are the smaller, less "fit" creatures - like the independent studios trying to follow the traditional road. Meanwhile, the big giants assume that they are already in a survival position and that it simply remains to be seen who will come out on top. But I think the entire conventional way of doing business in this industry is on the verge of becoming extinct (or if not exctint, highly diminished). If they aren't careful, the lumbering giants will find that they aren't too far behind their lesser cousins that are dying out left and right.
Things that are changing
* Brick & Mortar sales channels vs downloadable: At this point, most everyone is acknowledging the digital distribution of product is where the fture is. But what form that will take, how dominant it will be, and how it's going to effect the biz overall remains TBD.
* Political Pressure: Games are now mainstream, like it or not, and we're under more public scrutiny than ever. It's effecting how games are being made.
* The biggie - we're hitting the law of diminishing returns with chasing graphics technology. In the past, a game publisher could just put lipstick on the ol' pig, and sell it once again with fancier technology to wow the players. But we're running into the law of diminishing returns on that front. Not only does each successive generation of hardware provide less of an apparent improvement in quality of graphics (meaning it gets harder for the player to notice the difference), but the cost of providing content to take advantage of the hardware is increasing much faster than the video games market. Translation: It's costing more money each year to keep the same audience happy. Already it's gotten to the point where most mainstream games lose money (I'd submit most indie games do, too).
* The audience is changing: The video game audience today is far different from the audience of ten or twenty years ago. The mainstream video game business tends to lag these changes by a few years, but it actually isn't too bad at following the money. It's more mainstream, which means appealing to more than just the "geek" genres. Thus we have the big games today being World War II shooters, crime games in modern cities, etc. The audience is older - and the industry is targeting the older audience (the target demographic now is 18-28 year old males). And we've got more women playing games now than ever before. The mainstream industry hasn't quite figured this one out yet, but the casual games developers are cashing in.
Time To Adapt / Evolve?
All of this points to an "evolve or die" type situation in my mind. The old way of doing things is certainly fraught with peril, and anyone who doesn't have a lot of experience and money attempting that route runs a very high risk of joining the stacks of corpses to the side of that road. The games industry has changed too much - you have to adapt. But a "zero chance of success?" I don't think so. It's still happening. And some clever companies are embarking on new paths to reach the same destination, and meeting with real success, like Behemoth.
Spector & Company are right on the money about smaller developers going after areas the giants can't / won't go. They site the casual games market as the prime (exclusive?) example. You can read this as them trying to shoo the young kids off to making games for Mom, if you want. But I think it's blind and uncreative to think that's the only place the big guys aren't playing. Look at what Positech Games (by Cliff Harris, author of the above Cliffski's Mumblings), Reflexive, GarageGames, Wahoo / NinjaBee, and others are doing. Is there room in these areas to survive, and even thrive?
It sure looks like it.
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Warren has been getting up my nose as late too. I've posited that it's a reaction to having studios which attempted to provide innovative and fresh game experiences closed down around him.
Yah... it is apparhent that these guys fundementally don't understand indie development.
Landing a deal with EA isn't the holy grail nor I think the goal for indies in the first place. Rather, independance from big publishing houses is the primary motivating factor.
In my view, indies have a better chance of success because we have potential for bigger profit margins since we are working with smaller teams on smaller scope projects. We are leaner and our business model is simply smarter.
The problem is that the publisher-developer model is the only model retail developers know. They can't imagine any other way of doing business and have accepted a 'this is the way it works' mentality. The sad thing is that their business model doesn't even serve the best interests of game developers as much as publishers.
Everyone wants to complain about the 'difficulties' of the industry but no one wants to get off their ass and do anything about it.
If retail developers want to continue to be dependant on these old models that don't reward them fairly for their work, I say let them. It will leave more room for us indies to pave the way to new markets.
Landing a deal with EA isn't the holy grail nor I think the goal for indies in the first place. Rather, independance from big publishing houses is the primary motivating factor.
In my view, indies have a better chance of success because we have potential for bigger profit margins since we are working with smaller teams on smaller scope projects. We are leaner and our business model is simply smarter.
The problem is that the publisher-developer model is the only model retail developers know. They can't imagine any other way of doing business and have accepted a 'this is the way it works' mentality. The sad thing is that their business model doesn't even serve the best interests of game developers as much as publishers.
Everyone wants to complain about the 'difficulties' of the industry but no one wants to get off their ass and do anything about it.
If retail developers want to continue to be dependant on these old models that don't reward them fairly for their work, I say let them. It will leave more room for us indies to pave the way to new markets.
Indie Game Devs: ‘Forget It’
A pox on Red Herring. I'm not sure what other comments Warren Spector made to upset independents, but the article's title takes the quote out of context. In fact, the article was full of thoughtful comments on how to avoid common pitfalls:
"Mr. Walton said aspiring developers would greatly increase their chances of success if they could show actual implementations of their ideas" -- Sounds good!
"Companies that originally intended to develop sports games but ultimately broke into the puzzle or casual games market won’t find it easy to return to their original area of focus" -- Makes sense to me!
"Mr. Spector trumpeted a tried-and-true strategy for anyone looking to break into an established market. “Look where the big guys aren’t”" -- Sounds like he's saying, "don't go toe-to-toe on features with Madden," rather than, "don't ever make a football game."
They'd have done better to draw the title from the article's final line:
Spector to Indies: Embrace the chaos.
A pox on Red Herring. I'm not sure what other comments Warren Spector made to upset independents, but the article's title takes the quote out of context. In fact, the article was full of thoughtful comments on how to avoid common pitfalls:
"Mr. Walton said aspiring developers would greatly increase their chances of success if they could show actual implementations of their ideas" -- Sounds good!
"Companies that originally intended to develop sports games but ultimately broke into the puzzle or casual games market won’t find it easy to return to their original area of focus" -- Makes sense to me!
"Mr. Spector trumpeted a tried-and-true strategy for anyone looking to break into an established market. “Look where the big guys aren’t”" -- Sounds like he's saying, "don't go toe-to-toe on features with Madden," rather than, "don't ever make a football game."
They'd have done better to draw the title from the article's final line:
Spector to Indies: Embrace the chaos.
I definitely agree that indies should go for those markets that the big boys aren't going after. But why is it they're not going after those markets? I believe it is a combination of:
1. Ego - Many wouldn't be caught dead working on anything but a AAA mega-block-buster-uber-title. They're willing to gamble the company in the hit-based arena of multi-million dollar titles, and often lose.
2. Inertia - It worked that way before, so milk it.
3. Blind spots - What, there's more than one business model? Says who? Everyone who's anyone wants to start a company, do a cool intro game, get bought for millions, and become part of the machine, right? Right?
1. Ego - Many wouldn't be caught dead working on anything but a AAA mega-block-buster-uber-title. They're willing to gamble the company in the hit-based arena of multi-million dollar titles, and often lose.
2. Inertia - It worked that way before, so milk it.
3. Blind spots - What, there's more than one business model? Says who? Everyone who's anyone wants to start a company, do a cool intro game, get bought for millions, and become part of the machine, right? Right?
This just sounds like more FUD coming from the AAA boys. All done to try and keep the competition "out of their sandbox".
One of the things that Indies do well is being willing -not- to do exactly the same thing the big houses are doing.
In the last few weeks I've been reviewing games for another site and so help me if they send me one more demo for a CRAPPY WWII FPS I'm gonna scream. There are lots of them out there, big money to be made and all, and a good part of them suck suck suck. A huge budget does not a good game make even if the genre is hot. The ability for Independent companies to innovate and really focus on story and gameplay that is both interesting and fun is a tremendous pro over the competition in the big houses for the same genre and marketspace.
In the last few weeks I've been reviewing games for another site and so help me if they send me one more demo for a CRAPPY WWII FPS I'm gonna scream. There are lots of them out there, big money to be made and all, and a good part of them suck suck suck. A huge budget does not a good game make even if the genre is hot. The ability for Independent companies to innovate and really focus on story and gameplay that is both interesting and fun is a tremendous pro over the competition in the big houses for the same genre and marketspace.
I guess the point he is trying to make is if you shoot at big budget titles with low budget then you will propably fail. Well, if he didn't say it, I would.
I know I don't keep much friends with the following statements.
I don't like the word 'Indie' anymore because from the forums (fora?) I read, Indie means:
- I want to be a game developer
- I want to be as cool as the big time game developers but different, sort of, dunno
- I want to work in a team as a lone wolf
- I suspect anyone to rip off my personal IP and thus won't give away precious source code or models or whatever
- I want to work for free and very hard and without a clear goal
- I don't want to pay for the tools I use because if I work hard and for free and everybody who tries to sell something to me obviously tries to rip me off
- if I shell out money like a hundred bucks for a game engine it is considered a lot so the documentation and everything else better be perfect
I guess you know where I am getting at.
Other that that I am with unk.
I know I don't keep much friends with the following statements.
I don't like the word 'Indie' anymore because from the forums (fora?) I read, Indie means:
- I want to be a game developer
- I want to be as cool as the big time game developers but different, sort of, dunno
- I want to work in a team as a lone wolf
- I suspect anyone to rip off my personal IP and thus won't give away precious source code or models or whatever
- I want to work for free and very hard and without a clear goal
- I don't want to pay for the tools I use because if I work hard and for free and everybody who tries to sell something to me obviously tries to rip me off
- if I shell out money like a hundred bucks for a game engine it is considered a lot so the documentation and everything else better be perfect
I guess you know where I am getting at.
Other that that I am with unk.
I guess there's a fundamental disconnect with what "indie" means.
To Warren Spector, Indies are those studios that aren't owned (or at least principally funded) by a major publisher. They are "independent" studios, but I wouldn't say they are working on independent or "indie" games.
But Spector is incorrect here, too. Look at a couple of major games coming out: HellGate: London, and Stubbs the Zombie - both independent teams. They are doing what Warren Spector is saying they have a zero chance of success in (and we'll see if they are successful or not). But they are also experienced developers who were "safe bets" for investment into their games.
So Spector could ammend his comments by saying, "If you are an unproven independent developer trying to break into the industry with a AAA-quality title in a mature, competitive genre, you have a zero percent chance of success." That I'd buy. And maybe he DID say that, but the article didn't let us see his qualifying clause.
To ME, and indie is an independent studio that is producing either self-funded titles, or titles that are funded by someone other than a major publisher, and without a guaranteed publishing deal during principle production. That's closer to the definition used to define indie movies.
And that's a BROAD spectrum. That covers everything from the whiney wannabe's that Dirrk is complaining about to the professional indie studios like Reflexive and, in my opinion, Wahoo / NinjaBee (which produces both indie games and contract-based funded titles).
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To Warren Spector, Indies are those studios that aren't owned (or at least principally funded) by a major publisher. They are "independent" studios, but I wouldn't say they are working on independent or "indie" games.
But Spector is incorrect here, too. Look at a couple of major games coming out: HellGate: London, and Stubbs the Zombie - both independent teams. They are doing what Warren Spector is saying they have a zero chance of success in (and we'll see if they are successful or not). But they are also experienced developers who were "safe bets" for investment into their games.
So Spector could ammend his comments by saying, "If you are an unproven independent developer trying to break into the industry with a AAA-quality title in a mature, competitive genre, you have a zero percent chance of success." That I'd buy. And maybe he DID say that, but the article didn't let us see his qualifying clause.
To ME, and indie is an independent studio that is producing either self-funded titles, or titles that are funded by someone other than a major publisher, and without a guaranteed publishing deal during principle production. That's closer to the definition used to define indie movies.
And that's a BROAD spectrum. That covers everything from the whiney wannabe's that Dirrk is complaining about to the professional indie studios like Reflexive and, in my opinion, Wahoo / NinjaBee (which produces both indie games and contract-based funded titles).
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