August 2003

A CHAT WITH THE CRITICS 

Tricia "Kazi Wren" Harris
Part-time freelance writer based in Dallas, Texas. A former newspaper reporter, currently writes reviews for PC Magazine. You can check out all of her work at
MercenaryStudios.com
What's the biggest improvement you've seen in game development over the past year?
Honestly, games have become more accessible. You're more likely to run into a 64-year-old gamer now than you would have only a few years ago. Games really have tapped every demographic. Whether it's an online game at a subscription-gaming site, a console game, or a computer game, people are enjoying what the industry has to offer. It's a good thing to see.

What still needs to be improved?
I have to side with developers in general and say the business side of the industry reeks. It's just foul. This is a tough industry, but I've often wondered if it wasn't unnecessarily hard. What developers go through, the hoops they jump through to get a publishing deal...most of it makes me sick. The relationship between publishers and developers has to change if everyone involved is going to survive these tough economic times.

What was the best "sleeper" game of the past year and what made it stand out?
Reiner Knizia's Samurai by Klear Games was a surprise to me. I reviewed it for GameSpy's look at the finalists in the Independent Games Festival. I couldn't wait to get back to it once the story was finished. What Samurai did well was hook into the basic human desire to conquer and win. Graphically, the game is incredibly simple. You try to gain favor with three factions in feudal Japan in the hopes of being named supreme ruler. I wrote the review in January but the game remains on my computer. I still recommend it to people.

Who, in your opinion, are consistently the best game developers and what makes them so?
Aw, Melanie, you're going to get me banned from LAN parties! Can you ask any harder questions? Sheesh! Let's see...I'll narrow this down to two companies I admire.

First, Blizzard Entertainment is a no-brainer in my book. Its games are always polished before they reach consumers, but the company spends a lot of time improving the released product based in large part on player feedback. That's a company that understood early how important it was to listen to and act for the end user.

BioWare is another company that I've found to be consistent in their game development. When I want a game with a rich, involving story, I'm never disappointed with BioWare's products. With each game, the company has shown its abilities and instincts are solid.

If you could give game developers 3 tips that might help their games receive more critical-acclaim, what would they be?
First, take the time to listen to player feedback and act on that information to make your immediate game better through patches and future games better in the initial development phase. I understand the business portion of the games industry, so I know this isn't always possible even when the developer wants to "fix" or improve an element of a game. What I'm suggesting is do what you can afford to do, and let people know when your resources are tapped out. Most gamers understand you need money to keep working; give them what you can, and then let them know why you can't support a particular game anymore.

Second, play games. Before you send me "No shit" email, let me explain this a bit. I know quite a few developers who don't play games anymore. Do anything long enough and you'll get sick to death of it. That's their situation. They work on games day and night, and the last thing they want to do is go home and play a game. The downside is you get stuck in a style rut. You don't really understand what's changing in your field, what elements draw people in or push them away, etc. In my "real life" I write a lot for my day job. But I read a lot, too. I read my competition's work. I read books on subjects that play into my career. Game developers who stay on top of the industry will be better equipped to help their company make better games.

Finally, pay attention to the work environment at your company. When hiring, take in the whole package, not just the talent displayed. These people represent you to the outside world by posting on forums, doing interviews, and attending game-related events. He or she is also someone you and your team have to work with for an extended period of time. It takes just one bad egg to start your company on a downward spiral. Will having a cheery work environment lead to a good review of your game? I doubt it. But paying attention to your team mix, dealing proactively with the early signs of internal unrest, and encouraging a professional working atmosphere will go a long way in keeping your employees focused on making a great game. It's tough to do your best work in a hostile environment.

Next >>>

A Chat with the Critics Link Index:

Richard Aihoshi
Editor In Chief
IGN Vault Network

Wagner James Au
Writer/Designer
Embedded Journalist

Jim "Ripclaw" Broach
CEO
Gamer's Pulse Magazine

Eric Butcher
Editor
punchbutton

Steven "Westlake" Carter
Reviewer
Game Over Online Magazine Computer Games Magazine

Victor Godinez
Staff Writer/Game Reviewer
The Dallas Morning News

Tricia "Kazi Wren" Harris
Freelance

Dave "Fargo" Kosak
Director of Publishing and Community
GameSpy Industries

Phil LaRose
PC Game Guy
St. Paul Pioneer Press/
Knight Ridder Newspapers

Chuck Osborn
Senior Editor, Features
PC Gamer

 

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