How much access is too much access?

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Matthew Jabour

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Jan 13, 2012
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Back in the 1980s, when gaming was just beginning, there was no "independent" development scene. If you wanted to make a game, you had to cut out your soul and serve it on a silver platter to the company of your choice. Hundreds of games were produced in this era, and although a great many were good, it's impossible to guess how many good ideas never came to fruition.

Later on, as the market diversified, it became easier for developers to make the games they wanted to. With more competition, companies like Nintendo had to lower the bar for making games for their consoles. Still, most of the games that had any kind of success were produced by burgeoning companies that would soon be known as 'triple-A studios.' The 'indie' market still didn't exist, and wouldn't for a long time.

Things changed drastically when Microsoft created Xbox Live, a videogame marketplace where developers could make the games they wanted and widely release them without being sucked up by a larger company. We started to see games like Limbo and Bastion, and it became clear that, like movies, now an independent developer could make his mark in the games industry. Unfortunately, the problem soon arose that, with more people able to make games, a large quantity of terrible games began to emerge, but most of them ended up safely walled off behind 1-star ratings.

Nowadays, almost anyone can make a game. Creation tools like Unity are widely available, and services like Steam Greenlight and Kickstarter make it possible to receive a wide release based solely on the idea that you're selling a good game. The bad news is, now games like Guise of the Wolf and Dark Matter make their way into the mainstream, terrible and unfinished games disguised as interesting concepts. How distant those indie smash hits seem when games like War Z come forth every day.

My question is, where should this have stopped? How easy should it be to make a game? Is there some kind of happy medium between giving everyone the chance to make a game and maintaining some respectable amount of quality in the process?

EDIT: Guise of the Wolf, not The Wolf Among Us. Thanks to Legion for catching that.
 

veloper

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Jan 20, 2009
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At no point will coding a game become too easy. Shitty games have always outnumbered the good games anyway.

Lack of exposure and poor reviews will be sufficient keep most of the uninteresting games down.
 

Eve Charm

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Aug 10, 2011
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There really shouldn't be a limit. Even in the High point of nintendo's rule on the NES There were still Terrible games, just look up LGN nes games all with the "nintendo seal of quality"

Putting up a gate of " You need this to enter" isn't going to stop the people you let make games make crappy ones.
 

Legion

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Oct 2, 2008
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Matthew Jabour said:
The bad news is, now games like The Wolf Among Us and Dark Matter make their way into the mainstream, terrible and unfinished games disguised as interesting concepts.
Unless I am very much mistaken, and you dislike TellTale Games episodic, you mean Guise of the Wolf. That's the indie game that most people are giving flak for being terrible.

OT: I don't think it needs to stop. What we need is more quality control when it comes to things such as Steam and other platforms. The issue is that it is far too easy to release a game on well known places without the slightest checks being carried out to make sure they should be on there. It's currently taking unfortunate customers to find this out in order for it to be dealt with.

I don't think normal people should be punished for the bad behaviours of others. If their game is of a quality that is considered high then the places should sell it. If not they can always sell it on their own website.
 

TrevHead

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Matthew Jabour said:
Back in the 1980s, when gaming was just beginning, there was no "independent" development scene. If you wanted to make a game, you had to cut out your soul and serve it on a silver platter to the company of your choice. Hundreds of games were produced in this era, and although a great many were good, it's impossible to guess how many good ideas never came to fruition.
I'm gonna guess that you aren't over 25 or wasn't a gamer during the 80's and early 90's since that period was the golden era for indie devs due to 8bit home computers that were affordable for the first time unlike a PC which cost an arm and a leg. In the UK where I live the 8bit computers like the ZX spectrum were widely used and because 1 man could program their own game basically everyone was doing it. Also due to the video game crash of 83 it created a boom with lots of start up companies all making their own 8bit games in small offices and bedrooms.

The UK publisher Codemasters (F1, Dirt) was started and still owned by 2 16 year old teenagers the Darling Twins who coded their 1st spectrum game BMX Simulator and soon went onto publish others games like The Oliver Twin's Dizzy series which helped make Codemasters one of if not THE biggest publisher in the UK in the 80s. David Braben and Ian Bell made Elite in 84, Mike Singleton made Lords of Midnight around the same time. Teams grew when 16bit computers like the Amiga came out. DMA Designs was IIRC a 4 person start up in 88 who later made GTA and changed it's name to Rockstar North.

On the US side there the was PC indies like Id who created Doom and put it out on shareware. Many of the western AAA studios and publishers were indies who later turned into the big bad. The funny thing is that EA and / or Activision were indie start ups breaking away from Atari which was the big bad during those times.

It really wasn't until 3D gaming started when the costs of production started to rocket and publishers gained the overwhelming advantage over devs, creating the publisher - dev relationship we know of today
 

Vault101

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Sep 26, 2010
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The system changes for better and worse...personally I don't think there is enough access in the mainstream channels
 

TheSYLOH

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Feb 5, 2010
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Back in the 1870s when photography was getting started there was no home photography, now everyone who has a smart phone can take a photo.
My question is, where should this have stopped? How easy should it be to make a game? Is there some kind of happy medium between giving everyone the chance to make a game and maintaining some respectable amount of quality in the process?

Basically its Sturgeon's Law: 90% of everything is crap, the internet just makes it easier to find stuff, and that stuff includes crap.
Games should be as easy to make as possible, we just need better tools for searching through it.
In the past the big publishing houses were just the gate keepers, they dictated from on high what they thought was good.
Now we have an opportunity for democracy, with all the accompanying hazards.
Under a big publisher only scheme, a one man odd ball project like "Papers Please" could never have seen the light of day.
I think gems like this make ignoring the background noise of slap dash indie projects worth it.
 

Racecarlock

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Jul 10, 2010
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Shitty games aren't anything new. Just look at AVGN for all the evidence.

However, I would suggest to developers to spend at least 5 more minutes on an alpha before releasing it on early access. Encourage caveat emptor too much and no one will buy your game on early access or at launch anymore. Because they'll wait for reviews. Beware indeed.
 

sXeth

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Nov 15, 2012
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There was an indie scene in the 80s. Granted, it was a little more localized. There was an interview with Richard Garriot on the Spoony Experiment, where he showed off one of the remaining copies of his first game that he sold with his own hand printed manual in ziploc bag at his local computer shop. Even back before the WWW days, you could dial into BBSes and peruse the Shareware (or the not so legitimate full versions).

Even NES wasn't entirely off limits for backalley ROMs of homemade games. Though they didn't run into retail too much, they could be occasionally found kicking around at the same places you found those 100 on 1 carts.
 

Amir Kondori

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Apr 11, 2013
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Quality is certainly not tied to access and ease of programing, except in that the easier it is to make a game the higher the overall quality of games in general, in my opinion. AAA gaming has tended to become narrowly focused with few franchises and few genres really explored.
Now with the explosion of small and indie developers we have seen an explosion of interesting games and genres. It has only been good for gaming and I hope it continues.
 

krazykidd

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Racecarlock said:
Shitty games aren't anything new. Just look at AVGN for all the evidence.

However, I would suggest to developers to spend at least 5 more minutes on an alpha before releasing it on early access. Encourage caveat emptor too much and no one will buy your game on early access or at launch anymore. Because they'll wait for reviews. Beware indeed.
You mean that guy that purposely picks out bad games , then yell about how bad the games are for entertainement?

OT: ehhh. I think people focus too much on making games, and not enough about how to make the game making process cost less.
 

Racecarlock

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krazykidd said:
Racecarlock said:
Shitty games aren't anything new. Just look at AVGN for all the evidence.

However, I would suggest to developers to spend at least 5 more minutes on an alpha before releasing it on early access. Encourage caveat emptor too much and no one will buy your game on early access or at launch anymore. Because they'll wait for reviews. Beware indeed.
You mean that guy that purposely picks out bad games , then yell about how bad the games are for entertainement?
Yeah, that guy. Just because he picks them on purpose doesn't mean they don't exist.