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A Major Games Industry Publisher Closes Multiple Development Studios: Business as Usual or Warning for the Future?
 
It was announced today, on Gamasutra.com, that THQ, one of the major games industry publishers, has shuttered a number of its internal game development studios. The following is a response. Click HERE to read the original article.
 
December 10, 2008
By Eric M. Scharf
 
The news of multiple studio closings from THQ, the recent EA layoff announcement, and other similar stories of the past couple months, objectively speaking, are all collective proof that the great stock and trade magazine reports of how wonderfully the games industry is performing are half-truths. When stories only refer to bottom-line sales, without discussing the status of the "machine" responsible for generating those sales (all the heavy investment, personnel, development hardware and software, marketing, manufacturing, distribution, and other non-glamorous important mechanisms), it is easy to drink the Kool-Aid . . . unless you are, of course, involved with the inner workings of the machine.

It may, in fact, be this series of closings, or re-administering of resources, that brings the games industry to the final, global solution people have been discussing for years: a majority pool of contractors versus teams upon teams of in-house employees. No, I do not believe the long-and-quietly-debated workers union will arise from this. Sure, contractors make more immediate money without the specter of benefits and monthly tax withholding, but employers "benefit through no benefits."

In any event, it will be interesting to see how much longer even the large publishers wish to continue starting new studios, realizing the results of 1-3 projects, shutting down those studios, and, then, starting up more studios to take the place of those which were originally shut down.

It would probably be unwise for anyone to fool themselves into thinking the timing of these closures is exclusive to the lousy state of the U.S. economy (not the stock market, silly, the economy), nor the global economy for that matter.

These types of "seemingly major" shutdowns have been happening, in smaller doses, over the past decade, at least. And this is just in regards to the closings that are made public, versus many of the internal R&D studios that support gaming hardware, such as Microsoft's Xbox 360, Sony's PS3, and Nintendo's Wii. These hardware manufacturers would not dare close down their R&D teams, would they? Maybe not, but downsizing and keeping certain key personnel on retainer is never out of the question. Again, as General Motors would be quick to remind everyone, employee benefits can quickly become the enemy, whether or not you have been attempting to sell garbage products for decades or not.

This THQ story, however, is still part of a cyclical process, no matter the poor timing for employees, or the true depth of the financial over-leveraging that may have started the ball rolling downhill in the first place (and, in this case, a studio closure is to an unemployed game developer as a rolling stone is to moss, and the moss is gathering with increasing speed).

The day may be coming, using a little imagination, when many studios, even the well-known operations, no matter how successful, are shuttered when even one project, whether during pre-production, full-production, QA, or on store shelves, goes in the wrong direction (e.g. suffers from average-to-poor sales, major management and personnel issues, blown deadlines, QA disasters, marketing disasters, manufacturing mishaps, and everything in between).

If there is anything "chilling" about this story, it is that the majority of game development projects, both blockbusters and small potatoes alike, run into these problems every day, and no single project is in danger of running baby-soft smoothly anytime soon.

It is this lack of serious standard operating procedure, fairly rampant in the games industry, that, incredibly, allows some rare, super-successful game products to be so unique. Once you regulate, or insist on applying SOP to a project or development studio, however, you need to know beforehand that your developers are mature and capable enough to work well and succeed within a solid infrastructure, with all of the little governmental / interdisciplinary checks-and-balances that go with SOP.

At some point, even relatively disconnected shareholders, who are invested in any business or industry, learn (through company executives whose partial responsibility is to keep investors informed) how involved the production process can be for the commodities their investment monies support. Does this information send a chill up their spine? Does it make them pause for a moment and ponder if-and-when-and-why the next studio needs to be shuttered?

Will investors start clamoring for a one-and-done approach to game development products . . . just like the film industry to which so many in the game development community want to compare themselves? The same film industry that relies almost exclusively on contractors who generally are given one opportunity to "get it right" for a given film (or "You will never work in this industry again")? The same film industry that, outside of studio-side high-level management and production staff, offers no benefits?

We should all continue to be watchful and wary of the machine that functions behind the highly publicized game development sales. We should all be careful of the "glamorous associations" for which we have been wishing. We just might get it right between the eyes, and we will all truly be competing with a global workforce, objectively speaking, of course.

 

This response was posted directly to the public blog associated with the original Gamasutra.com article.