Corporate Interference Leads to Bad Games, Says THQ Exec

Anarchemitis

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Dec 23, 2007
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Creative persons expressing themselves for the entertainment of public and betterment of their imaginations?!
 

Orcus The Ultimate

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I've said this in like every single post about DLC and stuff like that, When you put an Economist or some related trader type of guy as CEO instead of a passionate gamemaker, the result will always be the same.
 

Zing

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Oct 22, 2009
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Sadly true. I can't help but think this is exactly what has been happening to the Blizzard WoW devs. Changes used to be about fun and balancing, now they make a lot of decisions based on how much money they can make.
 

AceAngel

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May 12, 2010
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It's kinda true. Too bad sometimes the people who can bring in great ideas to a branch, are the ones who are pushed in a chair and told to program shaders...BY THE LEAD DESIGNER!

Bioware, I'm looking at you!
 
Jan 29, 2009
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The_root_of_all_evil said:
I keep seeing that as Bison, and getting the "YES! YES!" meme in my head.

But this much is obvious, you only have to look at TV or any other media form to find people totally unqualified criticizing people who have actually lived this.

I suggest the Buzz Aldrin approach the next time a corp tries to tell you what to do:

That video made my day.
 

fulano

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Still, every exec fears to be financing the next Shenmue. Better communication ought to be the solution, but not at the expense of fucking with the game's development cycle.
 

Azaraxzealot

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this always sounds good in THEORY, but in practice it ends up with you ending up with games like they were in the NES days, where you had a bazillion shitty games and maybe one or two gems every once in awhile.

also in practice, you scare the general public with your "artistic vision" so they wont buy your game in favor of purchasing something like "Cash-In of Duty: Black Ops".
 

Thorvan

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albino boo said:
I think that would be the easiest way to spend $25 million on a game about fairies. You have to have some cost control and some check on the devs. They all by definition are going to think the idea they just have come up with is the greatest think since sliced bread. A creative type isn't always the best judge of his own work. What if the dev wants to make a fps about heroic gay French soldiers with all cutscenes done in French. It might be great game but how many 15 year old kids in New York are going to buy it? There has to be some boundaries when your spending several million dollars of someone else's money,
I don't think he was talking about the long standing idea of concept pitching to the publishing types, just that once developers and the publisher have got down a good idea that'll sell well, let the developers do as damn well with that concept as they can by their own merits and limitations, without mucking about with pointless demonstrations and out of place changes.
 

Tom Phoenix

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While I agree with Bilson, the problem aren't just the "suits". The developers themselves are also partially responsible for such a state of affairs.

The fact is, most developers lack any sort of business know-how and also lack the desire to learn. Yet, in order to run a company at all (let alone a successful one), it is important to keep in touch with market realities and steer development into games that will end up actually selling and turning a profit. Basically, it is important to curtail creativity so it can be focused into what is important. Since most developers lack the ability and willingness to do so, they entrust creative control to people that do...or, as we like to call them, the "suits".

And that is where the problem arises. Since creative control is in the hands of people who are entirely unfamilair with games, they end up making decisions without the challenges of game development in mind, resulting in many rushed and failed projects. But since game developers usually lack the business know-how to keep development focused, such a state of affairs persists. The fact is, if you are a game developer and don't want the "suits" to get in the way, then you have to (in a sense) become a "suit" yourself. If you don't want others to control your creativity, then you have to learn to control it yourself.
 

LawlessSquirrel

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This is pretty much the consensus of every game designer or member of the industry I've ever met.
This is why it's the indie side I have in my sights.
 

emeraldrafael

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Jul 17, 2010
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Its kinda like the Pot calling the Kettle black since he's saying that, but I hope people do something and let developers do more of thier ideas without so much helicopter judgementing.
 

pneuma08

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Sep 10, 2008
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Tom Phoenix said:
...steer development into games that will end up actually selling and turning a profit...
And that's the problem with your argument, here. Sure, there's the "tried and true" method, but that doesn't work all the time either (see: the decline of Tony Hawk - a series that actually suffered from both problems). Basically, we may know what sells today but what sells tomorrow may be something very different.

But you are right, it is a give-and-take affair. Still, I think it's one thing to impose creative control on a project ("recent research says this would sell better if we were to change the lead to a space marine") and another to provide outside pressure to complete development (which, when lacking, just leads to Duke Nukem Forever), although the latter is honestly just part of proper management which is solving a problem not unique to game development.
 

Weaver

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Apr 28, 2008
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Good old THQ. I fully agree with this movement, I hope it catches on.
There are other benefits too, mainly motivation from the team.

If the team comes up with an awesome idea they all want to do but the publisher tells them it's too risky, the act of denial takes a psychological toll on the team. It's like telling a kid he can't go down the waterslide while your in the damn water park.
 

darkdots

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Oct 8, 2010
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Hell yeah! Corporate messes up sooooooooo much stuff it's un-freak'n believeable. Senior Directors want to END every successful book, game, movie, TV show, product, because if you kill it...the people will just have to buy the next new thing. :(

THQ is a good company. They make good stuff. If they'll let the artists do their thing, they'll have enough money to figure out the end of life on the planet another day. Leave the 'good' people alone please.
 

Albino Boo

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eels05 said:
So instead you end up with the smorgasboard of bland games that we have a present,which are the end result of accountants playing it safe.
What else do you think going to happen? Look at the movie industry, how much money is spent on the average dumb Hollywood summer blockbuster versus how much is spent on French art house movie. In the real world risk/reward comes into play, you not going to get any sane person to spend $25 million on game about gay French soldiers because you never going to sell enough to get your money back. When there is no creative control imposed you end up with films like Battlefield Earth and Heaven's Gate. Both those films bankrupted the company that made them and real people lost their jobs.