Industry Vet to Young Devs: You Might Never Be AAA

ThisIsSnake

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http://t1.gstatic.com/images?q=tbn:ANd9GcRa9C-NC4dpAAYDd9dR_Xo8uG9kXWohe_c61KkjESsIU5vV4Lq2
You raised my hopes and dashed them quite expertly sir.
 

JediMB

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Susan Arendt said:
JEllery said:
I don't see why Halo is classed as an original AAA title.
Original in the sense that it wasn't based on anything. It was a brand new IP.
Well, I don't see how Halo could be classed as a "AAA" title. :p

(Sorry, sorry...)
 

Jim Grim

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Mordwyl said:
Straight off the first quote this guy has lost my entire attention. Never is a very strong word, particularly in an ever-evolving industry such as this one.
Yes, never is a strong word. However, in this case it is prefaced with the word 'might.' Lost your attention? Might I suggest that you weren't paying attention in the first place?
 

googleback

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Xzi said:
HankMan said:
The_root_of_all_evil said:
When did we go from "Everyone is special" to "You'll never fulfil your dreams".

A little spirit crushing, isn't it?
Agreed

Downer speech is a Downer
+1. I'm glad I'm not trying to get into the video game industry right now, what with the huge influx of qualified students taking that path already. I think I'd blow my brains out if I worked my ass off for four years just to get hired by the studio working on the video game adaptation of Hop.
It depends on WHY you're trying to break in, If you just want to work at EPIC games or something then it'll be a hard road. But if you want to make games, the sky is the limit, all the tools are out there.
How do you work on an original IP? make your own folks, big studios like established ip's because they like, no; NEED money, it makes perfect sense and crying about it wont get you anywhere (not referring to those I quoted to be clear) It's alll good.
 

Plurralbles

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i'm not too worried about it. THis coming decade will see people probably making a ton more money developing for facebook.
 

Andy of Comix Inc

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The best way to get into the industry is to make your own games. This is what AAA developers have been stressing for years. Make a game and get people to play it. The more you have in your folio, the better.

So, for all intents and purposes, if you get a job by being creative, that job will involve being creative. I'm sure Ellis spent his childhood writing fanfictions and trying to draw Mickey Mouse from memory.
 

matt87_50

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wow! as a game developer, all I can say is... LUCKY YOU!

I couldn't imagine better news!!

that means you may actually get to make something CREATIVE AND FUN! rather than derivative and safe! just pumping out the same thing over and over again...

PROGRAMMERS might get their rocks off with all the awesome graphical fx... same with story writers ect..

but game DESIGNERS!??!?!? if anything, they have been the LEAST active sector of AAA gaming! where they get to shine IS IN the smaller forms!!

trust me! the best thing that could happen is that you don't end up making AAA games...

Edit:

sorry, he said AAA games, when it should have said: original games...
I agree 100% with him, we started with licenses, and since moved on to our own original stuff.

let me tell you, the favorite of the games we have made, and in my opinion, the most 'designy'

is one of the LICENSE ones we worked on!

he is SO right about story within a story, and more critically, design within defined characteristics.

if anything, licensing is the best thing for a Designer sand box!! the game doesn't need 'popular' game play to make money! (and you DO need to make money to survive)

think about it, with an original game, whether someone will buy it or not, depends a lot on whether they like the idea of the gameplay!

with a Licensed game, most people buy it just for the name! YOU CAN DO WHATEVER GAME PLAY YOU WANT!!! and not have to worry too much about everyone liking it :D
 

PersistanceMB

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It's pretty ambiguous, AAA could mean anything.

But the whole bedroom, casual or Indie scene, whatever you want to call it is massive. Not that I am a game designer, nor aspire to be one, but I would much rather be part of the small team that made one the most incredible games I have ever come across "Defcon - Everybody Dies" than to have worked on a small segment of a popular shooter. On top of that, successful 'communities are springing up left right and centre, giving rise to such massive hits like Project Reality, all from relatively small time backgrounds.

To put it simply, its all about perception.
 

thethain

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I think on one hand, this makes perfect sense. You have to think that video games are a lot like movies now. If you want to get a job making movies, chances are you are not going to be involved in the next summer blockbuster. You might get to work on a little project, or a tv show, or a commercial (the most accurate comparison to tie in games).

That said, I think if someone is good. Their work will be recognized and they will be elevated. At least I hope so. Because you shouldn't have great creators working on commercials, unless of course its a really important one. The biggest downside to this is that if so many qualified applicants are joining the industry, you do reach saturation. And it becomes increasingly difficult to stand out.



I am not spam.
 

Susan Arendt

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Jan 9, 2007
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Direwolf750 said:
Susan Arendt said:
Folks, "original" in this sense means "new IP" not "new and creative idea."
That doesn't change the meaning of what is being said. It still is a big kick to anyone trying to get in. "Sorry, you will probably get stuck working on Madden umpteenbillion and similar for the rest of your career" is not that much different than "You will probably never get to work on anything that you will actually want to be associated with." To me, the latter actually seems a little bit worse...

I know that what I and so many others have set out to do isn't easy, but I really don't need to hear about another person doubting us.
It's not about doubting you, it's about painting a realistic picture of the way jobs are distributed in the industry - and then telling you that, hey, even if you're not one of the few who gets to work on the big-budget blockbuster, that doesn't mean you're not using your creativity.

I get where he's coming from. A *lot* of newbie reviewers expect to come in and review the big games right away, but that rarely happens. You have to earn your stripes, hone your craft, and pay your dues. And a few other cliches. A lot of them drop out as soon as they discover that their vision of what their "dream job" would be like doesn't match the immediate reality. I can only imagine that the same is true on the development side of things, and Ellis is trying to prevent some of that.
 

JEllery

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Donnyp said:
JEllery said:
I don't see why Halo is classed as an original AAA title. It was just a first person shooter that was pretty good. The fact that it got popular doesn't mean it was original.

There will be plenty of original things to come in the future, as there are original things coming out every day on the app store - to name one place.

Also, when you really get to thinking about it - no one has had a truly original idea in centuries.

I'm just rambling, that was fun :D
I want to see the Creator of perfect dark to see this burst into laughter then point at Perfect Dark and spit at the camera lol.
I'm not entirely sure if I'm supposed to be offended by that or not... so I'll just explain what I mean by original idea: the most original games are Pacman and Space Invaders, but even they are NOT completely original. A game about things coming from space and something shooting it? That idea's been around since the first person thought "I wonder if there's life out there?".

Pacman, a game where you move through a maze to avoid getting caught... there's hundreds of children's playground games that do that. It's not completely original.

So the Perfect Dark creator would have to agree that his game isn't completely original, because if he thought up the idea of shooting things then he's a time travelling genius.
 

Idocreating

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Onyx Oblivion said:
My favorite GBA game is a licensed Astro Boy game, so I'm inclined to agree. It truly mastered a "story within a story" with branching endings and time travel based level select.
It was made by Treasure, one of the better developers out there, see Ikaruga and Gunstar Heroes.
 

Onyx Oblivion

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Idocreating said:
Onyx Oblivion said:
My favorite GBA game is a licensed Astro Boy game, so I'm inclined to agree. It truly mastered a "story within a story" with branching endings and time travel based level select.
It was made by Treasure, one of the better developers out there, see Ikaruga and Gunstar Heroes.
Well aware of that.