Why It's Bloody Hard To Make Games
The Pixel-Love blog was kind enough to point out a new blog post from UK game biz veteran Dan Marchant, who has "been writing a series of posts about stupid reasons to go into game development", and recently posted 'Stupid reason #4 - “Most of the games today are rubbish - I’m sure I can do better”'.
Now, sure, you could say the post is a tad depressing, but it illuminates an excellent point: "The logic behind [this motivation to enter the game biz] seems to be that a huge percentage of games that reach the market are badly made, unoriginal, poorly tuned rubbish and so there is a space in the market for a start-up dedicated to making good games. The assumption seems to be that there are a huge number of developers out there who simply don’t care if their game is good and thus it will be easy for a new team to come in and do well."
Of course, as Dan points out, there a multitude of reasons why the end product doesn't necessarily match the vision - from 'Business dictates deadlines' to 'Design is overly ambitious and there is no editing' through 'Lack of ability in critical areas of the dev team' to the perennial 'Lack of publisher support for the developer's vision'. Some of these may be fixed by the 'coming indie storm' of digital distribution - if such one indeed exists - but a number of others won't.
As Dan concludes - and having worked in the mainstream game biz, I broadly agree: "So, if you are an individual looking to break into the games industry in order to “make a difference” you will find that few, if any, of the causes of poor quality games are solvable by just one person." But of course, if you know the right people...









Comments
A very interesting read, though one must admit that the vast majority of published games (and movies and books etc) are rubbish. Know why? Because people aren't trying to create art, they are trying to get rich. Unfortunately both beauty and riches come at a cost.
Where's the bloody passion? Whatever happened to the video game designing Henry Miller?
Posted by: gnome | September 8, 2007 11:41 AM
The only way to make good games is to abandon the idea that a game designer should be involved in running a game production business. It isn't their job. There job is one thing and one thing only - to design games, and then work with a team custom-built to produce that game.
Does a film writer-director have to convince a producer, star, whomever that they have a team of actors and production company ready before they can pitch that new script? No.
The game business needs to be restructured.
Posted by: Grassroots Gamemaster | September 8, 2007 4:34 PM
Also, all of the problems he lists have almost nothing to do with design - as in the vision up front. They are all about production efficiency.
Well, I'm sorry Dan, but if you have good efficiency you can still ship a piece of pooh - it's just that this time it's a well-managed, well-coded, delivered-on-time piece of pooh.
Posted by: Grassroots Gamemaster | September 8, 2007 4:38 PM
The defense for that sort of view is that it's "realistic" or "pragmatic" -- out of the large number of people who think "I could do better," few will actually do so. But what if your reasoning was a little deeper, something like "I could do better because I have vision, determination, and the patience to hone my skills"?
Though it would be foolish for almost everyone to expect to be some sort of master-craftsman or savant from day one, anyone who has the least shred of dedication to refining his or her craft has a valid reason to give game design a shot.
Posted by: Cyranix | September 9, 2007 5:04 PM
Hi there:
It's right and wrong depending in the viewpoint :if you talk about "to break the system from inside", then it's correct to say that any attempt done by just a man is just futile. It's a "they put the money also the rules".
But for indi, things are different, a one-men army game can success over a big-team (and budget) game.
Posted by: magallanes | September 10, 2007 10:22 AM
@ Grassroots
>Also, all of the problems he lists have almost nothing to do with design
Incorrect - point 8 covers all areas of development. Last I looked Design is part of the development process.
Even if it didn't that wouldn't matter because the post isn't a comprehensive list of the causes of bad games. I clearly stated that those were just the first ten I came up with.
>Well, I'm sorry Dan, but >if you have good >efficiency you can still >ship a piece of pooh....
Did I say otherwise? No.
Posted by: dan marchant | September 10, 2007 2:44 PM
Design is an integral part of the game production process. I don't understand how a design could ever be considered "finished" and handed off to a team to just go off and create a blockbuster. I've not seen any blockbusters created this way. There is alot of give and take, and iteration in the design, usually for the better.
Typically design is involved throughout the production process, and is deeply involved in managing the resources, abilities, tools, and tech available to generate a fun game. The design document is a living, changing thing that serves the needs of people coming from many different angles throughout the project.
Also, pitching a game is not in the same ballpark as actually making one, as all of us that have made fake demos can attest.
Posted by: zork | September 11, 2007 9:42 AM