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Industry Doesn't Properly Value Visionaries
 
The games industry doesn't always properly recognize the contributions of individual influential developers, Epic Games design director Cliff Bleszinski told Gamasutra during a recent interview.  Below is an updated version of the original blog response made by Eric M. Scharf regarding the interview article displayed on Gamasutra.com. Click HERE to read the original article.
 
October 13, 2008
By Eric M. Scharf
 
I wonder how many of the millions of people out there (e.g. high school and college students furiously making MODs of popular Epic and id products to prove their game design skills), who are regularly trying to squeeze their way into the games industry, are actually going to take the time to read what Cliff has said. They should . . . especially if this is not the first time such a statement has been made by an established games industry veteran.

Everyone "thinks video games are the coolest things since sliced bread." Everyone "has dreamed of making their own video games since before they were even born." And, yet, one of the most recognized game developers of the past couple decades has stated the fact that, in the games industry, you are, in fact, no better than your last product . . . that every 1-3 years – in current game development terms – you need to re-prove that you have not lost your touch as one of the best.

While game development – in some sectors – has come a long way, and while there are certainly several mainstream interdisciplinary development procedures that individuals and teams should regularly follow . . . there is still very little about quality game development that is a dot-to-dot cake walk, and this is completely outside the task of making sure you are properly utilizing your target hardware platform(s) as well.

While it is certainly safe to say that Cliff will have a home at Epic for the next 1,000 years if he so chooses, if your next offering is off by a hair – regardless of who you may be – critics, even groupies, will always come running to make sure you are aware that you missed the mark (especially if you have disappointed the fans of your last product who simply wanted a bigger, faster, greater version as a follow-up).

Most of us understand that rarely, if ever, can you make everyone happy, which is why, ironically, more "risky" original IP should be supported (and publishers throughout the world suddenly feel a familiar chill run up their collective spine). If a product is truly original (with a given, in this case, of being visually pleasing with above-average game play), it is much harder for critics to smash to pieces until they have, first, taken the time to really play and understand the depth of what it is they are reviewing.  But I digress . . .

Reviews for motion pictures and video games – which, again, directly affect the amount of praise one receives for their product-creating efforts – will continue to be treated like 1A and 1B, or one 1F, until they are judged on the same general criteria, which may never be possible. Your semi-typical movie review (displayed in mainstream newspapers, magazines, on film critic shows, and online) provides separate, in-depth judgments on the director, the producers, production costs and profits, the various shoot locations, plot and story quality, rumored story alterations, chosen actors, actor backgrounds ("Are they up for the part?"), character believability / depth, special effects, audio, sequel potential, number of domestic and foreign theaters in which it was released, and whether or not there will be any academy award nominations).

There are currently no more than a handful of game reviews that go into that kind of detail. And the typical response? "That critic has too much time on his / her hands." Game players / purchasers – for whom game reviews are mainly generated – care not for most of these kinds of details. They simply want to see the set of ratings a game has received (e.g. 7.5 out of 10), and, then, go about their business. Game ratings and related materials are generally not going to be on the agenda during the average American family's dinner together (where they are more likely to discuss the latest football game, the latest movie, the latest fashion, and – gulp – the latest test scores).

One of the toughest parts of having to re-prove your game industry greatness, over and over again, may be that you rarely hear people (regardless of age) referring to their memories of a AAA video game like they would a blockbuster motion picture: "Hey, remember when Ripley got into that loader mech and took on the queen Alien?" vs. "Hey, remember when we were playing Unreal Tournament 2008, and you shot my arm out of its socket and blew out my knee right as I was about to capture your flag?" This is a no win comparison in favor of motion pictures . . . even with better examples.

You almost never hear people (non-industry, game-playing folk) saying, "Hey, the Dark Knight brought in ticket sales of over $1 billion dollars over its first six months on the silver screen, but the video game by the same name brought in $500 million over its first two months of availability on store shelves." Besides, sales comparisons are not directly indicative of "creative genius" or "innovative brilliance" (SEE my recent comments on Steve Jobs and Apple, regarding the greatest business innovator).

You have to remove the money issue completely when comparing something like a motion picture to a video game, and even that is not enough. Yes, blockbuster directors are praised when their films sell an interstellar number of tickets – and it is hard to ignore when it is constantly being displayed on Entertainment Tonight or Access Hollywood – but, just the same, directors of well-received, low-budget, independent films (with a limited following) that may go straight to DVD, have garnered the same positive attention as well.

Therefore, again, even when comparing motion pictures, you can strip away the financial figures and study the core of each film. Did the director, whether star-spangled or unknown, present a compelling message or story? The same process applies to games, where the only difference involves interactivity, real-time or otherwise.

Regarding interactivity, one other "minor" detail to remember is that, other than inserting a DVD, Blu-Ray disc, or, gulp, VHS tape into a player and hitting "play," society does not have the chance to play a movie the way you play a video game. This ties into Cliff's additional comment – under a mildly different context (I believe) – about the games industry still functioning a bit like the "Wild Wild West" (one of my favorite old TV shows with Robert "I dare you to knock this battery off my shoulder" Conrad).

How can you fairly and properly critique or judge a product (and its creator / creative team) that is designed to allow for as many unique endings as your personal game-playing skills can produce? You can run out of "lives" at any point during a particular game, within any of the available environments / levels, where you may or may not have interacted with main characters, level bosses, or environmental puzzles. You can make one false move, and, if you have not saved the game before making that mistake, you are done (again, only after you have controlled your fate through your own skill).

Motion pictures are one-and-done, like a traditional oil painting or stone sculpture. You can watch or study them as many times as you like, but, other than the now-popular bonus disc, you can perform no such interaction like you can with a video game. All that great game-playing skill collects dust when it comes to a motion picture. Therefore, it will remain, for some time to come, very hard for critics to review video games like motion pictures, and it will, in turn, be even harder to reward quality results equally in each of these entertainment fields.

One last revelation on the depth of the problem with video game developers ever achieving the daily or even annual recognition typically sprinkled / heaped upon motion picture production teams. Video games – and game development by unappreciated association – are widely viewed by society as throw-away commodities . . . non-essential products that provide soon-to-be-forgotten experiences. Society and, in many cases, publishers (and their bottom-line share holders), view games and game development as forever cookie-cutter and – dare I say – like the toys they were originally invented to be, without question.

Speaking of toys, a very good friend of mine, Alec Tam, is an extremely important playa' in Mattel's Hot Wheels department, and he is known throughout the world of Hot Wheels fans (young and old alike) as a star creative visionary who has delivered time and time again for that product line. Again, Hot Wheels are toys, as was the original intent for video games, and even board games; quick, portable entertainment that can be pulled out from a cabinet, played, and put away just as quickly. Furthermore, Hot Wheels also benefit from being collectibles which – according to general society – do not include video games.

The number of people in the world who have "historical" collections of video games and video game hardware (e.g. Atari 2600, Collecovision, Sony Playstation 2, etc.) is, again, too small to be recognized and too limited to encourage recognition of game developers as entertainment super stars. Video game developers – for better or worse depending upon your perspective – have been historically, traditionally, and somewhat-naively viewed as a rag tag, nerdy, techy, aloof, misunderstood, antisocial category of misfits who do not have "real jobs" but work on "cool stuff" in an unstable, high risk, high reward industry. This is quite a generalization that society has applied to people of the games industry . . . a group of which I have been a part. It simply may be that becoming a star within the games industry will have to be just that – where your colleagues recognize your accomplishments, but the rest of society is either unprepared or unwilling to do the same.

Regarding collections, with the concept in mind that there are popular video games for almost all age groups now-a-days (and not just the lonely, male, parents'-basement dwellers who purchase a great deal of them), ask anyone what they have a library of at home. Most will say "a humble collection of my favorite movies." Others will say "a humble collection of my favorite movies and a smaller collection of my favorite video games, because I keep trading them in for new ones at my local Game Stop." And, finally, the smallest group, the hard core gamers, will have a fairly robust collection of video games, and, still, they will admit to trading away half of that collection to their local Game Stop, because it takes them about a day or less to play through each of those games, AAA or not. If hard core can become mainstream (scenes from "Idiocracy" keep flashing through my mind), then, game developers may finally start to receive their just due . . . those developers, of course, who really do create AAA, top-quality, brilliant products (whether entertainment, serious, casual, or edutainment), that is.

Ultimately, back to Cliff's original comments, he is right – but, much like the time it will continue to take for the visual quality of video games and motion pictures to "meet in the middle" – so, too, will accolades for both video game development and motion picture production take a long time to reach the same level. Time will tell if video games can finally separate from the clingy shadow of toys that, again, has been established by a long history and rich tradition.

It will also be interesting to witness whether or not video game products (through the logical prioritization of 1 - genre, 2 - target audience, 3 - usability, 4 - depth of game play, and 5 - visual quality) are holding back proper recognition of games industry achievements, or, if it is the behavior and perception of game developers themselves.

What came first? Did a game developer's attempt to change the traditional landscape of toys and entertainment result in society's debilitating perception of a game developer as a nutty professor, or, vice versa? True recognition of achievements that have been reached outside of the norm, or, more accurately, true acceptance within mainstream society in general, rarely occurs on one's preferred timeline, and that acceptance is rarely ideal.

"Do not hate the playa'. Hate the system."
 
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The original version of this response was posted directly to the public blog associated with the original Gamasutra.com article.