Features

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Paying the price for bad games

When does selling a shoddy title cross the line from annoying to unethical?

Desperate games call for desperate measures. Last year, executives at Electronic Arts found themselves between a rock and a hard place. They had planned a revival of the basketball simulation series NBA Live under the new brand NBA Elite. The game was to be largely innovative, and was meant to go above and beyond the average yearly sports game update. However, near the end of the game’s development cycle, the company was forced to face a sobering fact: the game wasn’t going to come together in time. The publisher had already released a delayed, glitch-filled demo that players considered highly disappointing. What’s more, the competition, 2K Sports’ NBA 2K11, was shaping up to be the finest basketball game in years.

With its options dwindling, EA chose the road less travelled and cancelled NBA Elite at the last minute, a costly choice as the company had already made large advertising buys and flushed millions into development. Was it a savvy business move that protected the company’s brand, and raised consumer confidence that EA stands for quality? Or should it have released regardless of the long-term consequences? Would it even be ethical for EA to hope consumers made the mistake of buying an inferior product?

Some projects just don’t pan out. It’s a fact of life in the videogame industry. Sometimes ideas that sound great on paper just aren’t fun when put into practice. Sometimes a team – for whatever reason – doesn’t coalesce. The market can shift drastically between conception and release; sometimes the publisher simply runs out of the money or patience to see a project through.

Is the only option to cancel, waste millions of investor dollars and probably cost dozens or hundreds of people their jobs? Is there a sensible middle-ground between getting customers to pay for your shoddy game and condemning your studio?


EA's cancelled NBA Elite - a version of the game was released for iOS, however

One creative option that has become popular lately is the paid-beta approach taken by games such as Minecraft and SpyParty, whereby gamers ‘buy’ the game in its beta (or even alpha) form on the understanding that the game is not yet complete. This can go a long way towards helping smaller developers raise the cash to finish development while being fully honest with the players. The other option is to go free-to-play, offering players the chance to try the game risk-free, with the opportunity for further payment if they want to continue to immerse themselves in the game. When done properly, both options can be beneficial for the consumer and lucrative for the developer.

Many people hasten to point out that an ethical wrongdoing implies malicious intent. So for a publisher or indie developer to be firmly in the wrong for charging customers for a bad game, they’d have to set out to make a poor-quality game – which, obviously, no company sets out to do. So how do bad games happen?

In 2010, Game Developer magazine featured a high-level analysis of all of its post-mortem articles. It analysed what went wrong (and what went right) throughout the development of 24 different videogames. The study found that 56 per cent of all problems arose from issues in management of the production.

This is to say that when a project fails, it’s rarely the fault of the grunt coders, artists or even the designers. Far more often it relates to how the team is managed. This can relate to people being overworked or a team that has trouble communicating. It can also factor in excessive crunch time and staffing problems. These kinds of scheduling hiccups can lead to a lack of time for a lengthy code freeze – a period where new features have ceased to be added and all focus shifts to removing glitches – which can have a serious knock-on effect.

“One tiny code change can lead to massive bugs,” says Simon Carless, global brand director at UBM Techweb and director of the Game Developers Conference. “What developers aim to do is to have zero critical bugs before release. But if your game is gigantic, and if the amount of time from the final code freeze to release is too short – and indeed, if fixing bugs introduces more bugs, as it often does – you can see how this might happen. Luckily, the Internet provides a way to help patch problems. And unluckily, the Internet also provides an ’out’ for publishers or developers that may make them a tiny bit less paranoid about finding all the issues, since they know that they can patch.”

Comments

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Prestonocron's picture

Tomb Raider Angel Of Darkness springs to mind. I'm pretty sure that wasn't finished.
I remember picking up the shotgun for the first time but having unlimited ammo for it. And finishing the game by what seemed like accident.
Your initial reaction when completing a game should never be "Oh. Really? Hang on...what was that about and where is the rest of it?

Ticklefish's picture

Angel Of Darkness wasn't finished. Literally. I seem to recall there was an Edge retrospective about it which might be worth hunting through here to find.

Basically, they had so many problems that they were just taking too long and missing milestones all over the place. Eidos had been so badly burned by Daikatana (Duke Nukem Forever has nothing on Daikatana..shudder...) that they weren't prepared to sink endless amounts of cash into the project. So the game was rushed into the shops in time for Christmas, but was nowhere near ready. Core needed at least another year, not to mention somebody who was prepared to crack the whip and make them focus.

So the game came out, the reviews were poor, the sales were poor and Core Design got the boot. That's why you never found out what the story was all about. They had planned it to be the first part of a trilogy.

Shame really.

daviedigi's picture

paid betas are fantastic, minecraft is an amazing piece of work and has kept my daughter amused for several month now.

fallout new vegas should never have been released imo, broken buggy mess that even the shops wont take back.

oldskool4572's picture

Given the high scores and hype surrounding MW3 I think it is just as unethical for them sell, what is essentially an update, for £45.

Yes its slick and polished, and terrific to play, but the price point sticks in my craw just as much as palming of unfinished trash, such as Duke Nukem Forever, onto consumers.

I still think for all the brilliance out there, publishers and management still continue to treat customers as fucking idiots. My recent experience with EA's Origin service (still in beta) only served to highlight this. Dreadful, controlling and just downright insulting. And yes, bloody unethical.

Funnily enough, the pc version of Rage annoyed me as well as delighted me. It was hugely enjoyable and very polished to play. But I felt that the ID really let the PC community down. After all it was PC gamers that gave them the success they have attained over the years. So why the console port with slighly better res? And then the pathetic excuses by Carmack and co when the back lash ensued? Is that unethical or just moving with the times I wonder?

jb1's picture

To deny MW3 is a full game is just stupid, there is an enormous amount of work that has gone into making it. Your whinny sense of entitlement is why fans & communities rarely get a dialog with devs.

oldskool4572's picture

And your inability to read someone's post properly and basic lack of manners is why forums become the usual hang outs for morons like you.

jb1's picture

What have I misread?

oldskool4572's picture

If you don't agree with me, then that's fine. But why use a tone that suggests contempt? Put your opinion forward and lets debate fella. Hell, you could probably bring my attention to something I had not thought of.

I was merely suggesting that MW3 does feel like an update, but in no way did it detract from my enjoyment of the game. Just have an issue with certain price points, that's all.

Sorry for calling you a moron. Out of order on my part. Just a bit sensitive to forums being a little to sharp at times.

No harm done.

Ticklefish's picture

I knew somebody who used to work in a playtesting team for a very big publisher and found himself testing a licensed kids game.
The game was buggy to hell and just wasn't very good at all. The testers told their bosses who decided it would cost too much to fix the game, in light of how much it was likely to make in profit.
So they released it anyway. The reviews were poor, the sales were okay, profit was made, everybody moved on.

The trouble is, big publishers like EA can pull the plug on titles that aren't going well because they can take the financial hit. Some smaller companies can reach the point where they have no choice. The title they're working on is turning out to be cack, but they have to press on and hope it will make at least some money so they can stay in business.

Mind you, some companies just don't care. Who remembers the 'Army Men' series from the 32-bit days? Awful, awful, awful games..and they always sold..