
December 2002
Soundbites
Amazingly enough, 2002 is just about a done deal and
that means it's pundit time. GIGnews contacted industry
insiders to get their quick take
on the industry over the past year, and what they
envision and/or hope for next year. Good or bad, and
whether a couple of words or a couple of sentences we
asked for their thoughts and we were kindly obliged. The
following, in alphabetical order, are what developers, publishers, reviewers, and more had to say
about the year behind and the year ahead for the
games...
Wagner James Au
Contributing writer, Salon.com
2002
2002 began with Grand Theft Auto III bestriding the
console world, and ended with Grand Theft Auto: Vice
City as its equally dominant successor. That may make
2002 the year the game industry grew up, for worse-- and
hopefully, on the whole, for better.
2003
My money's on The Sims Online becoming the crossover
that transforms the industry, completing the effort that
the Grand Theft Auto franchise began. That, and the
surprising strength of online console games, will plug
us into a new era, and new ways of thinking about our
industry. And for the first time, it'll feel like the
rest of the world is with us.
Owain Bennallack
Editor, Develop
2002
Retail's cash registers are ringing at last, and games
like GTA3: Vice City and The Two Towers are bringing
truly next-gen games to the next-gen hardware. However
not enough of the money is filtering back to the wider
game development community - in the long term that will
be bad for innovation and for everyone's future
earnings.
2003
Busting games out to a wider demographic in this
"harvest" year will be vital in sowing the seeds for
PlayStation 3 and Xbox 2.
Nicholas Beliaeff
VP of Development, Rapid Eye Entertainment, Inc.
2002
Recovery hurts. To achieve industry stability, there is
a lot of fallout. Hopefully, people learn so when the
cycle repeats itself it will be less painful.
2003
Optimism prevails. We should crest $10B in sales plus
see the Internet gaming market enter adolescence with
innovative impact-making games on all platforms.
Russell Byrd
CEO / Cofounder Inevitable Entertainment Inc.
2002
The game industry as a whole is on a terrific upswing as
the installed base of machines is reaching new heights.
However, for the independent developer it is still
difficult as there seems to be far more studios than
work available.
2003
Hopefully, with 2003-2004 looking to be the top of the
curve for this generation of machines, Publishers will
be making enough money to support some newer cooler
development as well as help the independent developers
make it through the next machine transition reasonably
comfortably.
Doug Hare
Vice President of Production, The Collective
2002
I think that 2002 saw development on the next-generation
of consoles hit its stride (although they’re not really
next-gen now, are they?) Everyone's pretty much
comfortable with the various platforms and we're now
seeing the evolutionary improvement in the games
(especially visually) that comes from learning how to
get the most out of the hardware. That said, looking at
all the titles, side-by-side, at this year's E3, what
was particularly striking to me was that although there
was a lot of very, very nice looking product on display,
a lot of it looked the same.
2003
I'm hopeful that with the knowledge and expertise of
development and design for 3D games reaching a point of
maturation, and the bulk of the hard work of getting to
grips with the new platforms and tools out of the way,
that we'll start to see greater diversity and innovation
in the games that are getting developed and published.
Dennis Harper
VP, Product Development Pacific Coast Power & Light, A
THQ Company
2002
This year was challenging for smaller developers. Due to
the lack of a clear second place console, cross-platform
strategies are in jeopardy. Retailers have been refusing
to take 3 across titles on all but the very top tier
titles. Many mid-range development budgets, relying on
supplemental sales from Xbox and GameCube, are no longer
viable. In addition, the PS2 channel is flooded with
titles. Like I said, a challenge.
2003
For next year? Go big or go home. Big titles will
continue to sell, regardless. Big titles are also viable
for ports. Looks like we've got to swing for the fence.
Tricia "Kazi Wren" Harris
Freelance writer
2002
This was an astonishing year for gaming. The
three console makers, in addition to PC and resurgence
in Mac gaming, meant there wasn’t a gamer left wanting.
Right now I’m looking at a stack of games screaming for
me to check them out. Hmmm, I think I need an extra
month in 2002 before I can get to them all!
2003
I don’t see the industry taking any steps
backwards. Developers continue to seek new ways to
present their creations using art, code, sound and
story. It’s going to be a year of late nights,
caffeine-induced consciousness and excuses to my boss
about why I keep falling
asleep in meetings.
Howard Horowitz
Founder, Got Game Entertainment
2002
Big surprise on the console shake out -- PS2 positioned
as preeminent platform, with Game Cube and Xbox
positioning for 2nd place. Never before has the industry
supported 3 console platforms.
2003
Will this be the year that online gaming becomes
attractive for developers and publishers to shift their
business model? Will this type of gaming be captured in
PC or console base, or splintered between the two?
Francois Dominic Laramee
Freelance author, designer and comedy writer
2002
It seemed like more of a wait-and-see kind of
year so me. The stock market really hurt the publishers
who had pursued aggressive growth policies in recent
years, so not a whole lot really happened.
2003
After this Christmas season, all of the
current-generation consoles will have achieved
comfortable installed bases, so the year should be quite
good for software sales. And we should finally see, once
and for all, if massively multiplayer online games will
ever break out in a big way. For years, we've had
excellent fantasy RPGs and not much else. Now, we have
Earth and Beyond already out in limited release,
Star Wars Galaxies in beta, The Sims Online
coming soon, and all of the various console broadband
services ramping up. So, the enormous growth that
analysts have been predicting for "any day now" since
Mplayer launched in the late Paleolithic era will either
materialize in 2003, or it never will.
Marc Mencher
Recruiter, Author of Get In The Game! Careers in the
Game Industry
GameRecruiter.com
2002
In 2002 we saw video game sales more than double the
rate of growth of the U.S. economy itself. That’s
remarkable for any industry, but particularly one that
was once merely considered child’s play. Sixty percent
of all Americans now play games, and game consoles are
nearly as common in American homes as VCRs.
2003
In 2003 we should see video games sales nearing
the 10 billion dollar mark. This all adds up to a bright
future for the industry and the jobs that become
available as a result of this. Growth is likely to
outpace television, radio, motion pictures and music. In
short, we're not just geeks in dark basements wearing
weird clothes, we're geeks making money doing what we
love!
Scott Miller
CEO, 3D Realms
2002
The glory days of the independent developer are nearly
over. Remember in the mid-to-late-90s when, by droves,
developers where breaking away to start their own
studios, and work on their own original games? Most of
these studios have failed, and/or they've been bought by
publishers for peanuts. So, the power is back in the
publisher's ball court, and, as the shot-callers,
they're ramming licensed IP down every developer's
throat. And rarely giving the developer enough time and
funding to make anything other than been-there-done-that gameplay. Therefore, games based on movies or other
licenses will continue to un-impress the press, and
players, alike.
To regain our glory, we must invent our own industry
brands, rather than feed off the original brands created
by the top talent of other entertainment industries.
Otherwise, we're just scavengers.
2003
Physics will be the new pink.
Nash Parker
Business Development Manager, Sony Computer
Entertainment America
2002
Well, we can see from XBox what the cost of entering the
Console market is; and it's huge!
2003
This year it's going to be about Online, Online, Online.
Jay Powell
Agent, Octagon Entertainment
2002
It was great to see the industry really embrace the
older demographic of gamers in 2002. Nintendo began
releasing "M" rated games for the Gamecube and several
other developers and publishers began releasing games
that are not targeted or marketed to the younger
generation.
2003
I'm looking forward to the online market in 2003 for
consoles and PCs. More homes are being equipped with
broadband access, the MMORPG market is entering its
second generation and the Xbox and PS2 will be
supporting their online packages with lots of great
games.
Andy Price
VP North America, Criterion
2002
2002 was Criterion's best year. There are now 250
titles in development using RenderWare. Developers are
now leveraging the power of good middleware in a big way
in order to get time back for differentiating gameplay
and content. This was one of the biggest trends in game
development 2002.
2003
I think in 2003 there will be a lot of interest from
publishers and developers in new platforms and
strategies.
Marc Saltzman
Syndicated video games journalist, author, radio & TV
personality
2002
Content-wise, I think 2002 was an extremely strong year
for all three consoles (especially the PS2 and
first-party GameCube titles), not to mention some killer
RPGs, action titles and strategy games on the PC. It's
also good to see all three console manufacturers getting
serious about online gaming (something that'll likely
come into its own over the next two years). Now, if you
don't mind, I've got a few missions to tackle in Vice
City...
2003
Looks like the video game industry has much to offer in
2003, including the largest library of console software
to date, massively-multiplayer PC diversions such as The
Sims Online and Star Wars Galaxies and more creative
integration of devices such as GBA & GameCube, PDAs &
cell phone games and of course, online console gaming.
Even though I'm waist-full in killer games right now, I
can hardly wait to see what's on the horizon for '03.
Somebody pinch me!
George Sanger
The Fat Man
2002
Hello? Is this thing on? You should be hearing
something. Hello?
2003
The word is _still_ LOVE.
Bruce Shelley
Ensemble Studios/Microsoft
2002
2002 was the best year ever for the interactive game
industry. The competition in the console world delivered
the best lineup of console games ever and the PC world
responded with their best games ever as well. It has
been a great year to be playing, making, and selling
games.
2003
We will be watching the continuing console competition
and see if the PC world continues to respond with great
games of its own. We see another banner year coming.
Paul Steed
3d Artist, Animator & Author
2002
2002 was an amazing
year once again for an industry that now surpasses
virtually every other form of electronic entertainment.
With the horsepower of the new consoles and the
increased power of processors and graphics cards there
is no such thing as "low poly" anymore.
2003
In 2003 you'll see the consoles hit the online
gaming scene, even better art and even more growth in
the industry. While the technological advancements will
make it easier to experience a richer gaming experience,
hopefully someone will start formally pushing the
envelope in terms of gaming content. The time for more
adult-themed genres is at hand.
Yu Suzuki
Executive Officer, SEGA Corporation
2002
This year, game companies have had some tough
competition as they create titles for the new console
platforms. As a result, gamers have been challenged to
wade through a flood of titles to make their purchase
decisions. Meanwhile, the market has seen an increased
demand for unique games with special features.
2003
The game market will be the biggest ever in 2003 --
there will be more titles available than ever before. A
key factor that will determine the success of game
companies is if they can produce a blockbuster title
with truly unique features. Other important factors will
be how companies differentiate themselves through PR
activities, and if they can establish a new genre to
stand out from the pack.
|

 |