FEATURE

Gaming’s 20 Greatest Challenges

Colin Campbell's picture

By Colin Campbell

August 4, 2008

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Tools and Development Process


Why do different developers disagree so strongly about the best way to make games? Certainly, personal preferences, working habits and individual need-for-control plays a major part. More germane, nobody can honestly claim to have found the right balance between free-form, flexible idea-generation closely iterative, deadline-driven production.

Even the line between tools-based development (too restrictive, say critics) and non-tools development (unnecessarily complicated and expensive say its critics) is always on the move, as fashions change between a market glutted by similar builds or, on the other side, spiralling development costs.

The production process has tightened up immensely in the last few years. Note the super-tight organisation that went into Halo 3, as opposed to its immediate, and chaotic predecessor.

But there is still a way to go. Generally, individual developers cannot afford to be satisfied with whatever systems they have in place, and so must experiment with new working practices, a process that carries risk and expense.


You Know…the Obvious


Being, that the game industry is only ever strong when it’s making great games. There have been times in the past when this industry has seemed to forget this truism. Thankfully, now is not one of them.

A quick check of the games that shone at E3 shows many that are new, original and fresh. Whether creating unusual sensory experiences or telling engrossing stories, games are getting better.

This is not some accident, or historical inevitability. Consumers have shown, again and again, their intolerance for the sort of shit that publishers would foist on them, given half a chance.

Developers who create fun, artistic, compelling work are the ones who succeed. And, as games become more complex, those who understand the emotional connections that players have with their games, are likely to prosper to a greater degree than those who follow established models.

It’s a fact of some entertainment businesses that you can get rich making crappy products, but not ours. Rare is a game that makes oodles of money, but displeases the reviewer.

Publishers, of course, are always looking for ways to minimise risk or cut costs. That’s what they do. But such thinking is short sighted and inevitably leads to demoralized staff, pissed-off consumers and diminishing returns. There are no short cuts; emotional, creative and fiscal investment is the only sustainable way to success.






SickBoy's picture

28 great points!! 2 completely off base.
-In regards to piracy you said "Apologists for this crime – yes, it’s a crime – continue with self-serving justifications." Piracy is an excuse developers use when they realize there game sucks. Software is the same way. Get over it. It is in no way a roadblock for the development of blockbuster games. It is simply the crutch that studios like Crytek lean on when there sub-par game falls short of expectations. Develop a quality product and gamers will be lined up at stores across the country to buy it at midnight. Cut corners and release a game that's not worth $50 and guess what? People aren't going to buy it. There going to pirate it.

-In regards to E3 you wrote "A quick check of the games that shone at E3 shows many that are new, original and fresh. " I'm not really sure where to go with this. Did you go to the same E3 as everyone else? Were you drinking heavily at the time? I only ask because everyone else saw the next 12 months packed with the same old recycled crap we've been getting for the last couple years.

littlewilly91's picture

very edgey!
well done