December 2000

SANTA'S SHOPPING LIST FOR THE GAME INDUSTRY
by François Dominic Laramée

As you probably know by now, I live in faraway, frigid Montreal, which is about as close to the North Pole as a game developer can get without being required by law to provide food and shelter to any walruses happening to wander into his office. ("What do you do in Montreal in the summer?" We all go to the beach that afternoon.)

You can well imagine that living within snowball-throwing distance of 90°N latitude is usually a pain in the frozen butt, but it does come in handy about once a year, when the holidays loom on the horizon.

You see, old man Claus is practically a neighbor. When I was a kid, I delivered a couple of bags of groceries (and quite a few cases of good, strong Canadian beer) to the jolly old geezer’s shack every week. Heck, even today, the elves will call me from time to time to ask "Wazzup?", and we’ll get drunk and spend half the night tipping the reindeer. We’re tight, the decrepit dude and I.

Of course, with connections like these, I can get whatever I want at Christmas. And since you’ve been reading my little columns so faithfully all year, I decided to let you in on the scam.

So, here’s what I asked for on your behalf:

For the programmers: Excellent third-party toolkits to make their lives easier, enough budget to acquire them, and a slow, excruciating death for the demon-ridden monsters responsible for the PlayStation 2’s hardware architecture.

For the artists: An X-Box which fulfills its early promise and frees them from (most) technical constraints.

For the designers: Respect from their co-workers. May they never again have to endure the scorn of programmers and artists who believe that they sit around all day, doing nothing, when their thinking is responsible for so much of their collective future.

For the producers: Developers who don’t collapse into seizures at the mere mention of formal software engineering methods. Game development projects have outgrown the "creative chaos" paradigm by several orders of magnitude; a little discipline would go a long way towards eliminating those 20-hour-a-day, three-month-long crunch periods, which in turn would encourage seasoned professionals to stay in the business once they have families. Besides, with better methods, it might be possible to split a project’s workload between more people without loss of efficiency, which would speed up deliveries and keep the work interesting.

For the studio heads: More financial leeway to hire the staff members they really need for their projects, and a business environment where college education and people skills are considered at least as important as the ability to go 36 hours without sleep and 14 days without a shower. Managing a business is difficult enough in the best of circumstances; there is no excuse for the aggravation we inflict on ourselves in this weird little sub-culture of ours.

For everyone who works in development: Better working conditions. Everyday, we lose bright programmers to internet companies, great artists to Hollywood special effects studios, and first-rate producers to the "real world". Why? Because they can make twice as much money for half the workload anywhere else. This has to stop. Not to mention that this business is still a bozo magnet; who among us has never been stuck with a boss straight from an Emile Zola novel, who cared nothing for anything except the opportunity for a quick buck at someone else’s expense?

For the publishers: An effective outlet for episodic distribution. This will give them a chance to make low-cost investments in "pilot episodes" of riskier projects with big payoff potentials, eventually expanding their businesses tremendously when a major hit draws revenue from new episodes for years. And a respite from the merger and acquisition terror they’ve been living under for the past couple of years.

For the retailers: Nothing. They get enough from us already, don’t they?

For the freelancers: More business opportunities. It’s strange, but in a business that lives and dies by the internet, most development studios are still scared to death of hiring an offsite freelancer for even the most strictly delimited project. Let’s hear it for companies who are not afraid to relinquish a small measure of control to be able to deal with specialists. (And for freelancers who actually deliver the goods once they get a contract.)

For indie developers: More low-cost platforms with few barriers to entry. WAP, PalmOS, GameBoy, the web and interactive TV are viable outlets for games created on a shoestring today; let’s have more, and with more money in them.

For development studio owners: A fair distribution model which lets them recoup their investments and live adequately. Royalties equivalent to 6-8% of retail don’t even work in the book industry, and a writer doesn’t have a staff of 20 to support for years. As a special bonus request, a one-way trip to a Klingon prison camp for the miscreants who insist that they are doing them a favor when they offer to buy their content at 35% of cost.

For writers: At least one game which combines great gameplay and great story as well as Star Control II did several years ago. Sure, that game’s dialogues were silly, but the puzzles were great, the "melee" shooter sub-game (based on Spacewar, the very first graphical computer game in history, by the way) was incredibly addictive, the music was the best I have ever heard in a game and the story was leaps and bounds beyond most sci-fi movies and TV shows. It can be done. And all of it was in 2D.

For finance types: A spectacular end to the e-commerce venture capital bubble. How can you finance a two-year game development project when the VCs can (and do) make profits of 600% or more in less than 6 months by bringing a vaporware e-commerce startup to IPO?

For GDC participants: Lots of useful talks, good weather, enough shuttle buses for everyone in the morning, lots of great positions available at the job fair, and food that would actually pass inspection in a Sudanese refugee camp.

For GDC volunteer staff members: A registration system that works without a hitch, so that they don’t have to take abuse from people who are stuck in line for six hours on the first day of the show despite having paid their sixteen trillion dollars on the conference web site months earlier.

For Gignews: Eternal dominion over the entire Universe, and a crushing death to the puny rodents who dare to compete with them. All hail the masters!

There you have it. I hope I haven’t forgotten anyone. If I have, feel free to write to the old man yourselves, and tell him that I sent you. We’re tight, I swear.

And now, I’m off to fry my lazy carcass in the Caribbean. Because quite frankly, I’ve already had more Christmas than I can stomach. See you next year!

Bio

François-Dominic Laramée is a freelance interactive game designer, developer and producer.  He has been involved in one form or another of the game industry, whether PC, console, online, set-top box or even play-by-mail, for the past decade, including more than 8 years of experience as Head of Studio, Game Designer, Software Engineer, Producer and Quality Assurance Manager in the interactive entertainment and spoken dialogue interfaces industries.  Learn more on his website at: http://pages.infinit.net/idjy/ 

 

 

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