Three years ago, I chose to give up the
security of regular employment to become a freelancer
because I wanted to take control over my life. What I
had experienced prior to 1998, both within and without
the game industry (the greed, the power struggles, the
ever-increasing demands on employees' time) seemed alien
to me. I could no longer focus my efforts on fulfilling
someone else's idea of what my goals in life should be,
so I dropped out.
I never regretted it. Sure, I make less money than I
could if I were still a studio executive, and more than
a few of the people I meet think I'm insane, but the
feeling of being able to set and achieve objectives that
actually mean something to me is worth every penny and
sideways glance.
For a while, that feeling of self-control vanished in
the ruins of the World Trade Center. As I watched the
towers tumble to the ground, I was hit by the thought
that someone else - the most despicable and contemptible
kind of human being in the world, a religious fanatic
- was going to dictate the terms by which I, along with
every other sane and peace-loving person on Earth, was
to live.
As I write this, it seems that the worst of the
crisis is behind us. However, there remains a lingering
feeling that, as individuals, there are an endless
number of phenomena over which we are powerless, from
incredibly unpredictable economic systems, to ecological
collapse, to madmen bent on destroying civilization.
How
we and our societies deal (or fail to deal) with the
ever-increasing complexities of life is the topic of
Thomas Homer-Dixon's eerily prescient book,
The Ingenuity Gap:
"But most of us feel, at least on occasion, that we
are losing control, that issues and emergencies,
problems and nuisances and information - endless bits of
information - are converging on us from every direction,
and that our lives are becoming so insanely hectic that
we seem always behind, never ahead of events."
What Homer-Dixon calls the Ingenuity Gap happens when
a society's capacity for producing solutions is outpaced
by the complexity of the issues to be resolved. At that
point, problems spin out of control. If the gap happens
in some relatively benign context, like our continuing
inability to predict the weather, it is merely an
annoyance. But if a nation can't solve more fundamental
problems, like the rise of religious extremism, social
conventions can break down, as we so traumatically
learned this year - and as Homer-Dixon predicted in the
last page of his book, published long before September
11th:
"There will be more attempts to attack the symbols of
wealth and power in out rich societies [...]"
The Power Of Ideas
Homer-Dixon says that the capacity to generate ideas
is the most important driving factor behind sustained
growth - but as systems become more managed, they lose
the ability to fix themselves without further human
care, and the need for new ideas to keep them stable
grows exponentially.
For this book, Homer-Dixon conducted a staggering
amount of research, and it shows.
The Ingenuity Gap mostly discusses
environmental issues, but it also covers urban design
and architecture, economics, aging, the Biosphere
experiment, video games, chaos theory, and the evolution
of the human brain. It is not light vacation reading by
any means, but it is extremely worthwhile, and this
column barely brushes up against a small portion of its
surface.
Looking Inward
In our small corner of the world, the complexity
explosion is easy to notice. Witness:
| <> |
The average cost
of developing a retail game has grown a hundredfold
in less than 20 years. |
| <> |
The lone wolves of
yesteryear have been replaced by teams of dozens of
specialists, from animator to modeler to AI
programmer to writer to voice artist. |
| <> |
Emerging
development communities in Eastern Europe and
continental Asia have increased competition, while
publisher consolidation has reduced the number of
viable outlets for our products and driven us to an
unhealthy system of underbidding. |
| <> |
Shipping titles on
time, under budget and without crushing bugs is the
exception, not the norm. |
Signs that the situation has passed the breaking
point are everywhere. Only a handful of games make
money, and far more drive their developers to
bankruptcy. Specialization leaves the individual
developer largely helpless, like the animal in an overly
narrow ecological niche that is absolutely vulnerable to
changing habitat conditions. Ironically, what little
power the individual retains is essentially destructive:
while a single developer can hardly ship a product that
will compete with a multi-million dollar behemoth (Chris
Sawyer excepted), he can easily disrupt a schedule until
a team project collapses, because the more moving cogs
there are in a machine, the more ways it can break.
Homer-Dixon says that, when a society can't generate
enough ideas to solve its environmental problems (or
when political pressure prevents them from being
implemented in time), the result is chaos, mass
migrations, insurgency and social breakdown. The game
industry has its own "environmental" issues. Retailers
stock very few products for very little time; imagine
how well the music industry would fare if the typical
record store only offered a few dozens of CD's that
would go out of print after 90 days. And we do have mass
migrations: just look at the legions of experienced
developers who leave the industry never to return
because they can find better conditions somewhere
(anywhere?) else.
Looking Outward
How do we solve the ingenuity gap in the game
industry? Even if we had the power to fix whatever is
broken in our business, would we be able to? The
industry has become such an intricate network of
competing interests, dependencies and (more importantly)
unknown interactions that we'd have no idea what to
change and what the consequences of our actions would
be. Right?
Maybe, maybe not. Homer-Dixon says that the most
difficult step is to recognize the existence of a
problem:
"Generally speaking, we're not eager to admit how
little we understand the systems we construct, live
within, and depend upon."
As is usually the case, we can't assume that a
solution will come from above. In Quebec, elaborate
government subsidy programs were put in place in 1997 to
attract investment and new jobs in new media. The
results of Montreal's "Cité du Multimédia" have been
underwhelming, as most of the jobs "created" by the
programs would have been created anyway - or, in some
cases, were simply taken away from other areas of the
city. And, as Homer-Dixon notes in a very different
context, when the IMF dropped in to "fix" Mexico's
broken economy in 1995, it did so "at a huge cost - a
cost borne, for the most part, not by Mexico's corrupt
elites or foreign lenders, but by the country's middle
class and poor."
The solution, if any, will come from the ranks.
Positive signs of change are already evident. Game
developers have, implicitly or explicitly, started
fixing the broken complexities of their work, at least
on the development side. Five to seven years ago, every
studio developed every bit of their technology and
content in-house. Then, all of a sudden, a market for
licensed engines and outsourced art creation popped out
of thin air - not to mention the one for game
development books, where the accumulated wisdom of the
community is being shared in open fashion like never
before. Internet distribution is already a viable way
for mid-list and independent publishers and developers
to earn a living despite being shut out of the retail
space. We will see more of this in the future.
Elsewhere, a "simple life" movement is picking up
speed. People who feel dispossessed and powerless vs the
complexity of contemporary society renounce competition
and consumerism to gain a measure of control over their
own lives. This type of "spontaneous burst of
simplicity" has actually happened many times in history,
in many different contexts: Homer-Dixon mentions the
case of the first jet engine, which replaced the
hundreds of moving parts of the old piston engine with a
single one and improved commercial flight in the
process. The popularity of retro games and small Flash
web games shows that a significant class of players is
ready for just such a phenomenon today.
At the very least, simplification is preferable to
nature's other mechanism for managing out of control
complexity: mass extinctions.
Conclusion
We do live in stressful, complicated times. Recent
events have shown that we can rely on the
professionalism and generosity of others in times of
need, but also that there are limits to how effectively
a complicated system can be managed from above - most of
Sept. 11th's terrorists were in the U.S.
legally, and they all boarded planes with enough
weaponry to cause a disaster.
So let's make things simpler for ourselves and for
each other, shall we?
BIO
François Dominic Laramée has plagued the game industry
for almost a decade, finagling his way into a variety of
short-lived jobs as studio head, producer, designer and
programmer, until he ran out of luck and was forced to
become a (mostly starving) freelancer three years ago.
He is in no way responsible for the success of the more
than 20 console, PC, online and board games for which he
claims unwarranted credit, and should never have been
allowed to edit Charles River Media's upcoming book
"Game Design Methods" or to publish his insane ramblings
in over 35 articles and book chapters. Visit his
mediocre web site,
http://pages.infinit.net/idjy, at your own risk.
Editor's Note:
The Ingenuity Gap is available on
Amazon.com.