DEVELOPER'S LIFE PART 15: THE NAME
OF THE GAME IS BLAME
By François Dominic Laramée
About 97% of games released to the retail market end
up losing money. We all know it. It’s been that way
forever. Which means that there are plenty of
opportunities for blame. Developers blame publishers for
bungling a marketing campaign, delaying a release
unnecessarily, failing to place the game on magazine
covers, or messing with the original design until all
that remains is a pale copy of the derivative clone that
almost became a hit the previous semester. The publisher
blames the developer for missing deadlines, inflating
costs, being uncooperative, and delivering games that
don’t remotely fulfill the promises of the design doc
and demo. Everyone blames the magazines for reviewing
games based on how much advertising publishers buy in
the mags’ pages - and fail to buy in their competitors’.
Everyone blames everybody. All the time.
No big deal. We’re used to it.
Besides, it’s mostly posturing. We all know that the
odds of any given project turning into a mega-hit are
pretty slim, even if everyone does their job perfectly.
So we bitch and moan a lot, but we know that in the end,
if a studio delivers a serviceable game in something
remotely resembling the original schedule and budget,
its immediate future is safe. If the game tanks in the
marketplace, the publisher will chalk it up to the
nature of the business and keep working with the studio.
Especially if it’s one of their own internal operations,
over which the publisher holds almost divine levels of
power.
Right?
Right?
Maybe not.
The End of a Legend
January witnessed the demise of Legend
Entertainment, a studio with a 15-odd year record of
interesting games (like The Wheel of Time and the
funny Spellcasting 101 series) and not so
interesting ones (like the depressing Star Control 3).
In the past couple of years, Legend has produced several
SKUs in the Unreal series, culminating in
Unreal II: The Awakening. The latter, however,
apparently failed to live up to the sales expectations
of its corporate parent, Atari, and that was the end of
the line for Legend and its excellent designer, Bob
Bates. (The official statement said that Legend was shut
down because it had no further projects in the pipeline,
which is patently absurd; any two-bit bozo has hundreds
of game ideas that they’re just dying to try out. Atari
killed Legend because Unreal II wasn’t a hit,
period.)
Now, I am not privy to the details of Unreal II's
production, nor am I going to speculate about them. But
shutting down a studio because a game doesn't sell is
like sending a man to prison because his lawyer fell
asleep during the trial, i.e., both asinine and grossly
unfair.
(Disclaimer: while I don't know Bob Bates personally,
nor anyone else at Legend for that matter, Bob is the
editor of Game Developer's Market Guide, for
which he commissioned an article from me. He is also the
author of an excellent game design book, which I admit
somewhat begrudgingly since it consistently outsells
mine on Amazon.)
Just The Facts (In 200 Words or Less)
Let's quickly review the facts here:
- Legend was founded in 1989 and bought by GT
Interactive in 1998. Atari (then Infogrames) acquired
Legend with the rest of GT Interactive's assets in
1999.
- Unreal II is a sequel.
- A sequel to a game that was not originally
developed by Legend.
- It is also a PC first-person shooter.
- It received poor reviews.
- It didn't sell as well as Atari expected, but
still placed #4 among all PC games in the UK for the
first half of 2003, according to gamesindustry.biz
The Prosecution's Case
Okay. Now what do these facts imply about Legend's
guilt, and whether it was calamitous enough to warrant
capital punishment?
- Legend was an independent studio for almost a
decade. Its track record of accomplishment was
sufficient to entice a publisher to buy it.
- A sequel provides a sandbox from which the
developer is rarely allowed to stray.
- Legend doesn't own the Unreal intellectual
property. I am not sure who does; both Atari and Epic
(the makers of the original game) are credited in the
game's manual. They probably both had some degree of
control over the creative process. In any event, given
the corporate parentage involved, anything and
everything that Legend wanted to do with the sequel –
up to and including the decision to make an Unreal
sequel at all - must have been cleared with Atari, if
not imposed from above.
- The PC first-person shooter genre is hopelessly
overcrowded, and has been for years. Unless you are
publishing Half-Life 2 or maybe Doom III,
you are not going to sell huge numbers.
- Poor gameplay may or may not have been Legend's
fault. I have lived through too many examples of
publishers and licensors messing with design to test a
producer's pet theory, to conform to some ill-defined
canon, or for no reason other than to make themselves
feel useful. Still, making the best game possible is
the developer's responsibility, so Legend has to
shoulder part of the blame here. Just not all
of it.
- Atari's sales expectations are its own
responsibility. They should have been conservative.
(Not all other Unreal SKUs have been huge hits, and as
I already mentioned the PC shooter market is
saturated.) How in blazes is Legend supposed to be
held accountable for Atari's flawed projections?
Now, sometimes, life happens. A publisher may be
forced to downscale its development efforts because it
has had a bad year, or because the target studio is
consistently under-performing, or because of a million
other factors. But no one should insult our intelligence
by pretending that a team like Legend’s is suddenly
unable to come up with a viable project and unworthy of
being assigned one of Atari’s seventeen trillion
licenses to work on.
Looks to me like someone at Atari dropped the ball on
this project. They looked at Unreal Tournament's
enduring popularity and at the Unreal engine's success
in the developer marketplace, conveniently ignored the
fact that shooter fans (who are nowhere near as numerous
as The Industry thinks) are holding their breath and
their cash for Valve’s and id’s forthcoming
masterpieces, and assumed that shoving a mediocre sequel
to a tired property out the door before its time would
yield mounds of riches. Then, when this dubious
proposition failed to magically work out (possibly
because the game wasn't very good, possibly because
there were too damn many shooters on the market,
possibly for a million other reasons), they blamed the
developer.
Bah!
Please Don't Sell Our Studio, Boss
Maybe I'm completely wrong here. Maybe Legend really
got carte blanche to do whatever it wanted with
the game and just laid an egg. But from this vantage
point, it seems far more likely that Legend’s demise is
merely a case of some corporate bigshot(s) covering
their hindquarters by slaying the least powerful partner
in the deal.
Which wouldn't have been possible had Legend been an
independent company. Sure, independent studios carry
their own crosses in this industry, but if they deliver
what the client wants, they get paid and they live on to
fight another day. Most of the time.
So, if there are any studio owners out there who care
about their companies: don’t sell. Please. Vertically
integrated behemoths are sometimes very good at what
they do, but we need the alternative.
Until We Meet Again…
There are enough sources of job insecurity in this
business. Studios run out of cash before they can sign a
publishing contract. Others get their contracts yanked
away because of a market downturn. Others lack the
experience to deliver quality on time, or devolve into
self-destructive infighting. We don't have time to watch
our backs for protruding daggers whenever a publisher
makes an honest (or not so honest) mistake.
Come on, Mr. Publisher. If we give you what you ask
for and it bombs, take your loss like a man. The next
game we do for you just might make it all up.
I'll talk to you again after GDC.