In article <nm80ct$l1u$
1...@dont-email.me>, hurricanepilot <h@g.c> wrote:
>Kendrick Kerwin Chua wrote:
>
<On video games that were terrible and somehow didn't get cancelled>
>> I can't argue that the result was excellent with regards to what was
>> released to market as Stick of Truth. But I can't help thinking that in
>> any sane world, the game should have been quietly cancelled and all those
>> heroic efforts should have been redirected to something new, rather than
>> trying to justify the existing sunk costs. For every South Park that was a
>> careful and metered success, there's going to be ten games like Wet or
>> Aliens Colonial Marines or Mighty No. 9 that should never have been
>> released, but were anyway because it was going to be too late to turn back
>> even before any work got started at all.
>
>I quite enjoyed Wet.
>
I regret only that we didn't get a sequel called 'Dry' and perhaps a
spinoff mobile game somehow called 'Vac' to complement them both. :)
>> Being able to walk away from
>> those sunk costs may require more than sophisticated API environments or
>> virtualisation or streaming or whatever it is game devs are already trying
>> to do to cut their expenses.
>
>My understanding of why this happens, which may wander off the point or
>bit an re-iterate what you're stating, is that there's a very real
>separation between the part of the industry that decides what to
>greenlight and the part of the industry that actually makes it happen.
>
I'm going to interrupt you here and mention only that in both film and TV,
the people who approve the products are also very rarely consumers of
those products. It's like restauranteurs who don't care about food, or car
salesmen who can't drive.
>In a movie or tv scenario, there's also a much more complete picture
>available at greenlight time, be it a pitch for a show or a script for a
>screenplay. It can be read, assessed and a much better picture of the
>end product can be gleaned from that initial input. By which I suppose
>I'm saying that the things that can kill a movie or tv show are more
>immediately obvious at the point they're generated - your pilot episode
>is shit or the daily rushes (is that what they're called?) are showing
>up something rotten. You can do your cost-benefit analysis on a moment
>by moment basis and make your mind up then.
>
This I hadn't considered. In spite of Agile development being a thing, you
can't ever have a situation where at the end of every two-week sprint you
have an actual game that you can ship. You have many disparate pieces, but
until you connect them all together you can't really tell if there's any
server-side lag or client performance problems. And that's to say nothing
of whether or not the game actually turns out to be any damn fun. That
must make some people in the games business crazy, the idea that you can't
assess your progress in a predictable way. Although now that I think about
it, that's a problem common to all software and not just games.
There's a story about Steven Spielberg making Indiana Jones and the Last
Crusade that I particularly like, where he's filming the scenes that show
a villain getting his comeuppance as the tank he's driving goes over the
side of a high cliff. As they approached the end of their filming day a
horde of production staff started to come to him about coloour matching
and continuity and enhancing some of the practical effects. But Spielberg
insisted, after only a little thought, that they were done and no amount
of tweaking or additional work would make the scene any better. I'm not
sure if there's any equivalent instinctive sense about whether a certain
part of a video game is also 'done' or not.
>What you can /see/ about a game, from it's pitch, through to tech demos
>and trailers never really gives you the full picture. A game can seem
>amazing until the day it releases and you find out that it wipes hard
>drives or has terrible input lag or bad netcode or is an MMO, etc. The
>people pushing the coins around aren't sitting in front of a monitor on
>a daily basis making sure the controls are tight enough for continued
>investment. They find out the same time we do.
>
>Also, there's a much greater chance that you'll pitch something that
>sounds great on paper, but after two years of work turns out to not
>really be that good. With more parts coming together later on down the
>line, it sometimes just ends up being simply too late to make the cuts.
>
I hate that this is true. At the same time, I don't know what to do about
the fact that a game is so dependent on so many other moving parts. A
movie can be self-contained, and the people who made it can't really
control if your theatre is noisy or if the projector light is dim or if
the popcorn butter is rancid. But no film critic is going to attempt to
review a movie after only watching it on a smartphone screen. So it is too
that the presentation of a game is dependent on factors beyond its
control, and too inflexible to move beyond that.
>> Am I wrong about that? And if I'm not, how does a maturing game industry
>> fix those problems so that more and better games can make it all the way
>> out into the world?
>
>Maybe when the people that run the money are also invested in the
>products? It's happening to an extent with publishers like Devolver,
>Chucklefish and Paradox, where the people at the very top of the food
>chain are proper, bona-fide gamers that understand the product and can
>make more informed choices and provide the right support.
I can't argue in favour of the notion that it only comes down to 'give a
damn' because there are plenty of passionate real gamers who attempt to
make games and end up overpromising and not delivering. Molyneux comes to
mind right away, although I suspect he'd be very produtive with just a
little bit of a leash and a lot of direction. Or maybe it is that someone
like Molyneux doesn't actually understand the product and only dreams big.
-KKC, honing his UNIX filesystem search sills.