Open Letter to People Who Make Games

romxxii

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uppitycracker said:
I'm talking about companies like Bethesda, 2K and Microsoft. These are companies with reputations for quality.
I'm sorry, I stopped reading right there. These are companies that are known for putting out quality games. When people say quality games, they mean REALLY GOOD games, not BUG FREE games. If anything, these companies have reputations of putting out initially VERY BUGGY games. And yes, while this is an issue, don't point the finger at game developers. Point it at publishers, because they are the ones setting the release dates and pushing for faster releases without as much time for QA.
Agreed. Bethesda alone is known for its "magical features" since the very first Elder Scrolls game, while Microsoft releases bug-filled everything, not just games. What happened to WinME and Vista again? Right.

The one I wouldn't have included would be 2K, since my experience with their games have been mostly bug free, or at least, minor annoyances that don't break the game. That is, until I played Civ V. Man, that game crashes more often than a toddler with unlimited access to sugar. But at least the nuclear explosions are prettier now.
 

Telperion

Storyteller
Apr 17, 2008
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Personally I have found a magazine that does really good game reviews with deep analysis of game game features, story lines, bugs, faults, great ideas that were destroyed somewhere along the way and the whole journalism bit. And you know what? They don't stop there! They publish historical pieces, like the way you tried to do with the whole Halo Timeline? Except they actually made it into an article that was both fun to read and nostalgic as hell. In comparison your shabby slide show vanishes from my memory even as I'm typing this. I reward the publisher of that magazine with 80 euros of my own money every year, so they can keep doing the great job that they are.

In comparison reviews released by The Escapist are far below their worst work. I simply refuse to give The Escapist money for the work you are doing, because it is not good enough. And guess who is at fault here? You, Mr. Pitts! It is you who are at fault. I refuse to buy into your Publisher's Club, because you are not up to standard as far as game journalism goes. I don't care how many developers, publishers and critics you party with on every weekend of the year. Why? Because you are not putting out the kind of quality work that demands to be rewarded. Honestly: I could just buy a brand new AAA-game with that 80 euros, and still have money to spend on other things. I choose not to, because I get quality journalism for my money.

Now, if someday the magazine I'm talking about should stop being published, I would consider giving you money. However, in the meanwhile I pray to you that you improve your game journalist skills. You got a long way to go, before I'm willing to give you money for the content you offer on this website.
 

Greg Tito

PR for Dungeons & Dragons
Sep 29, 2005
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Sober Thal said:
Finally Civ V sounds like Gods gift to gamers (fans of the series at least), no mention at all of game breaking folly.'

Why would you tell us to buy these games to later say they are broken/unplayable? Fable 3, Civ v, and Fallout NV are called better than the previous versions even!
I think it needs to be said: I experienced no glitches or bugs while playing Civ V. The game-breaking bug in Civ V is only experienced by a small number of paying customers, and I believe that it only affects the particular saved game if you have a certain number of cities on the map. You are free to start a new game without the game-breaking bug. (I'm not 100% certain of this, can anyone verify?)

Such a small glitch is not worth knocking down a review in my opinion, especially when I did not experience the bug in all of my many hours playing the game.

That being said, Russ's point stands. In a perfect world, Civ V should not ship with any bugs.
 

copycatalyst

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Nov 10, 2009
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In all my 15+ years of gaming, I can't think of one instance that I've experienced a bug that has rendered a game completely unplayable (excluding problems caused by scratched CDs). Sure, I've lost entire saves, or I've required driver updates and such, but there's always been a solution available. Maybe I've just made good purchases, maybe I've gotten lucky... or maybe Russ is making a mountain of a mole hill.

While I am definitely on the side that a delayed release is preferrable to a buggy release, and I can't say I approve of the "just patch it later" attitude, I think equating 'selling buggy games' with 'defrauding your customers' is quite the hyperbole.

Additionally, the annoyance of bugs is proportional to the quality of the game they are in. If what you're playing turns out to be a derivative piece of shovelware, you wouldn't much care if a bug cropped up. It's only a problem if the game is otherwise good, and these otherwise-good games are not a detriment to the industry.

As has been mentioned, it seems a bit odd to speak so scathingly now, when the games in question have all received favourable reviews from the site. I don't think it means the games should score lower or receive less praise, just a grain of salt on how critical the bugs were actually found to be at the time. A little perspective, right?

On that note, I'm expecting a patch to fix up the "make better games" / "make a better game" fiasco at the end of this article. It almost rendered it unreadable. :p
 

Aurgelmir

WAAAAGH!
Nov 11, 2009
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uppitycracker said:
I'm talking about companies like Bethesda, 2K and Microsoft. These are companies with reputations for quality.
I'm sorry, I stopped reading right there. These are companies that are known for putting out quality games. When people say quality games, they mean REALLY GOOD games, not BUG FREE games. If anything, these companies have reputations of putting out initially VERY BUGGY games. And yes, while this is an issue, don't point the finger at game developers. Point it at publishers, because they are the ones setting the release dates and pushing for faster releases without as much time for QA.
You stopped reading because Russ mention three game makers you think make "good" games? that sounds a little fanboyish to me...


Anyways, on the letter:

I agree a lot with it, but we must keep in mind that there are some game makers out there that do in fact release games when they are done, and not before, some of them even scrap projects if they feel they will not work.
But sadly the norm is to release generic brown and gray knockoffs with lots of bugs, and expect people to pay top dollar for it..

I think there might have been less piracy and pre-owned sales if every game on the shelf was of good quality.
 

GoodApprentice

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ezeroast said:
Had no problems with Fallout:NV
Although I did get it 3 days after the USA and there was a patch, shock horror!!
Same here. I bought the game, applied the patch, and have been having a hell of a good time since. It's sad that people feel such a strong need to scream bloody murder over such trivial issues. It's especially sad when people gripe about "buggy" games that they haven't even played firsthand.

Just wanted to say, "Great job Obsidian! I'm having an awesome time playing your newest title."

And in the end, that's all that really matters.
 

GuideBot

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Feb 25, 2010
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Three cheers and a tiger for you, Mr. Pitts. I sense we have much in common regarding videogames when I read your letter. This is a grave problem affecting the videogame scene, and it warms my heart to see someone high-profile make a stand for so noble a reason; the love of our games.

Keep fighting the good fight, sir.

Go well.
 

mattttherman3

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Dec 16, 2008
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I could not have said it better myself(guess that's why I'm not an editor of a gaming website). Fallout New Vegas, man what a disapointment.

Oh and The Force Unleashed 2, 4 hours for a campaign, with endings that are kinda fucked up? Fuck off...

Thank the Maker for Bioware :D
 

mattttherman3

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GoodApprentice said:
ezeroast said:
Had no problems with Fallout:NV
Although I did get it 3 days after the USA and there was a patch, shock horror!!
Same here. I bought the game, applied the patch, and have been having a hell of a good time since. It's sad that people feel such a strong need to scream bloody murder over such trivial issues. It's especially sad when people gripe about "buggy" games that they haven't even played firsthand.

Just wanted to say, "Great job Obsidian! I'm having an awesome time playing your newest title."

And in the end, that's all that really matters.
Ah yes the patch, you mean the one that doesn't fix the 30 to 60 second loading time(even with the game installed), or the random game freezes when too much shit is going on(like the final mission)?
 

Eclectic Dreck

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magicmonkeybars said:
I call bullshit Mr. Pitts.
If you're looking for someone to blame look no further than yourself.
(snipped the rest because my post was already far, far too long).
Strangely, It would appear that you at least grasp the relationship when you say ". . . everyone is interdependant[sic] on each other consumers on reviewers, reviewers on advertizing[sic] that publishers use to sell games to consumers". In spite of this apparent understanding of the basic relationship between the key parties involved (that is the consumer, the developer, the publisher and the reviewer), you choose to lay the blame entirely on the shoulders of one party: the reviewer.

Though there are certainly other parties in play, I will, for the purposes of this argument, agree that the key players in the game production and purchase relationship are the publisher, the developer, the reviewer and the consumer. In such a relationship, if examined in general, we find that the publisher often assumes an enormous financial risk when they agree to publish a game. The developer often assumes a personal risk when they start a project. Their livelihood is, after all, often hinged on the success or failure of the game. The consumer assumes a (significantly) smaller financial risk when they choose to purchase a game as such a purchase is, very generally, not refundable no matter what the condition of the product. The reviewer assumes a professional (and potentially personal) risk when they voice an opinion about a product. If the opinion is seen as unfair, they might lose future access to the publisher or developer. If the opinion is seen as little more than a pack of lies, they stand to lose the trust of the consumer.

As we can see, each party has something at stake in this exchange, be it personal, financial or professional. If each party has a stake, one might argue that the results of such a relationship ought to be generally satisfactory for all parties. Of course, such an argument is easily proven wrong and we need to do little more than trot out any of the more famous failures to demonstrate such a thing. Since we can demonstrate that this relationship regularly results in at least one of the parties being supremely unhappy about the outcome, it stands to reason that somewhere along the way something went wrong.

Perhaps a closer examination of the relationship between the parties is in order. The publisher, the entity that very generally has the largest financial stake in a project, wants to make money. Unfortunately, lacking the mystical ability to divine the future, they must instead make their decisions based on a personal calculation of risk. To put it another way, the publisher must weigh the known cost of a project against the theoretical revenue it could bring. If a particular kind of thing has sold well in the past, producing a similar product carries little risk. If a particular kind of thing has sold poorly in the past, funding a similar kind of thing carries enormous risk. If a particular kind of thing has never been made it carries exceptional risk as you have absolutely nothing to gauge the potential revenue upon. Reality generally demonstrates the truth of this concept. The Wii has sold incredibly well and thus Sony and Microsoft are producing new motion controllers of their own. Madden consistently sells millions of copies and thus we get a new copy each year. Guitar Hero was a smash hit and thus we get a new Guitar Hero every few months it seems. Publisher behavior, it would seem, is directly influenced by the consumer.

The consumer is the party who, very generally, assumes the least amount of risk. Most are sensible enough that they will not purchase a game if such a purchase would obviously lead to financial hardship. Because of this relatively small amount of risk, we can divide consumers into two categories: those that make an informed purchase decision and those who do not. Since those who do not make an informed purchase decision represent little more than a random force in the market, it is safe to say that we can focus entirely on the consumer who makes a fiscally reasonable purchase based upon some quantity of information. There are, of course, numerous sources of information. They can solicit the opinions of others for example. This could include asking a friend, having a friend volunteer the information freely, or seeking the opinion of a professional. They can rely on their preconcieved notion, a product of past experiences with similar products, products by the same developer or publisher, or even an advertising campaign. They could rely on some sort of objective source such as units sold. The informed and reasonable consumer has plenty of sources for information.

In my opinion, it is the users personal experience more than anything that leads to a purchase decision. If a consumer has had a positive experience with a franchise, it is reasonable to assume they are likely to buy a new iteration of the franchise. If a developer regularly produces games a consumer enjoys, they are likely to purchase some new idea produced by the developer. The opinions of others can, of course, influence the consumer. If a trusted source gives a damning review regarding a game the consumer was interested in, they are certainly less likely to purchase the game. Likewise, if a trusted source gives a favorable opinion regarding a game the consumer was unsure of, they are more likely to purchase it.

So, what part does the developer play in all of this? Truth be told, their part is simply to produce a product that a consumer is going to be satisfied with. No more, no less. If they play their part well, they are all but assured a measure of success. If they do poorly, they will quickly crumble.

That leaves only the journalist. The journalist, if one wants to be an idealist about it, serves but one simple function: to seek the truth and then report it. "But WAIT!" comes the cry from the audience. "Game journalists review games by giving an opinion! What truth can be found in such a subjective endeavor"? Even in this case the duty of the journalist is clear enough: they must report their opinion in its entirety, without omission or alteration for any purpose. Simply put, the Game Journalist upholds the basic duty of the journalist simply by being, themselves, honest and forthright in their opinions. Certainly there are those that violate this, and such scoundrels are entirely unworthy of their station or title. Perhaps it is these villains who are responsible for the breakdown in the aforementioned relationship? One could certainly make that claim, but then they would forget that the consumer, if they wish to be informed, has a duty themselves to make a reasonable effort to ensure the information upon which they make a decision is accurate. If a journalist is honest in their opinion, if they are forthright about their various biases and influences, they would indeed be worthy of the title.

Such honesty has always come with a price tag attached. Journalists are people who seek to know the truth and then report it, but more than that Journalists are people capable of finding the truth in the first place. This fact and nothing more is what stand between the eager amateur and the professional. By speaking the truth, the game journalist risks the very access they need to be relevant and timely. By resorting to lies, the journalist undermines the credibility that draws people in to listen. The journalist therefore has always served two competing masters, both of whom have the capacity to destroy them: the public (in this case the consumer) and their source (in this case, the developer and publisher). Does this somehow excuse the journalist if they choose to spread lies? Certainly not. But it remains the duty of the audience to recognize when they have been misled in the past and to seek out a better source themselves.

Thus the relationship becomes even more simple. The publisher seeks to make money and will therefore seek to mitigate risk. The developer seeks to remain employed and thus attempts to make the best product they can. The consumer wants to exchange their money for enjoyment at a fair ratio. The journalist tells the truth as best they can so that the consumer has accurate information when it comes time to make the exchange. In a perfect world, this system would always yield a perfect result. The developer would pitch a product the consumer wants, the publisher would fund the product the consumer wants, the journalist would report on a product the consumer wants and the consumer gets precisely what they want.

And yet, we end up exactly where we left off so very long ago because we all know the relationship is rarely so perfect. So, who in the end is to blame? It turns out, if the journalists upheld their prime directive, it is all the parties except the journalists. There are, after all, but two possibilities for an unsatisfactory outcome in this relationship. Either a game is made that the consumer should want but, for some reason, choose not to purchase or a game is made that the consumer should not want but for some reason does purchase.

Can one blame a publisher for not making a new version of a game that sold poorly? Not really. They didn't earn their billions by reinforcing failure; they earned their money by reinforcing success. Can you blame them for making and releasing a game they knew would be bad? Again, not entirely. There comes a time when losses must be cut and you salvage what you can from the wreckage. Can one blame a developer for making a great game that doesn't sell? Not really - the market is a difficult thing to judge. Who would have suspected that a silly little game with terrible graphics that involves incredibly repetitive game play like Minecraft would be so successful? Are they to blame for making a bad game? Perhaps, in the sense that such an eventuality is generally reached when they misjudge their limitations, be it time, talent, money or willingness to carry on, but even then it isn't often the developers decision to release their failure to the public as this decision is generally made by the publisher in accordance with the publisher's basic purpose and governing principles. Is the consumer to blame if they do not purchase some excellent game or another? Not entirely as there are countless reasons why they might not do such a thing. What if they purchase a bad game? The same goes if they purchase a bad game.

These publisher, the developer and the consumer are all together in this relationship. They share responsibility for the failures as well as the successes. If the journalists are worthy of the title, they share neither glory nor shame. Such is the burden of being a mediator of information and truth.
 

Eclectic Dreck

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Greg Tito said:
That being said, Russ's point stands. In a perfect world, Civ V should not ship with any bugs.
In spite of the post I just made, I take issue with this point. Any argument that relies upon the phrase in a perfect world is flawed from the start because, you set as a condition, something that cannot be achieved. Would I like to see this perfect world? Certainly but I won't for a moment lament that I'll never see such a thing. What I will demand is that everyone involved does their damnedest to make sure we approach perfection.

For example, in a perfect world, my 2006 Chevrolet Cobalt would not have shipped with a defect that caused the electronic power steering to fail under certain conditions. Somehow it did. In a nearly perfect world, this issue would have been fixed quickly as it was not only my money on the line but the health and safety of me, anyone who happened to occupy my car, and anyone who shared the road with me. In the world in which I live, there was a recall issued in 2009, four and a half years, 56 thousand miles, 48 monthly payments and two other in warranty major mechanical failures after I purchased the car.

In the real world, I have bought a product that put lives in danger and spent thousands of dollars for the privilege. My response? I'll probably never purchase a Chevrolet again because that is my little part in helping shape a better world.
 

Eclectic Dreck

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nipsen said:
What we have now, though, is different. Reviews don't talk tech any more, they certainly don't go for story and narrative build-up, they don't explain game-mechanics, etc. Instead, they are the reviewer's opinions and instant feelings as they pick up the title. So the initial buzz on the game is typically just put down in writing and pushed.
What precisely does "tech talk" tell the reader that a forthright opinion does not? It matters little how grand the developers vision, how amazing the technology under the hood, how hard people worked on it. It doesn't matter what fortune is at stake or what lives hang in the balance. These bits of information are of academic interest certainly. They might even be worthy of being widely known. But the information a reader wants to know before buying a game is simple enough: will they enjoy it?

The only way the journalist can meet this need honestly is to give their own opinion complete with prejudices. The rest of that only tells the reader of the potential the product might have had when what they really need to know is what the product actually is.
 

SJXarg

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If you sold someone a dud in the illegal drug trade you could probably expect to be shot, if the receiver of the dud was important/mad enough. I guess there just isn't that same pressure in the games industry (and no, I don't support the shooting of people who release dud games).

How do you create a pressure system like that for these people, to make them tell the publisher to stfu long enough to make the game good enough that people who aren't impatient/gullible enough to buy on day 1/preorder, will want to buy it once the reviews come out?
 

Eclectic Dreck

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Crunchy English said:
The fact is, Fallout:NV had some awful bugs and this is making a mountain out of a molehill.
To be fair, off the top of my head, the following major games featured major bugs that impacted a large number of players in the last few years:

Fallout 3
Alpha Protocol
Fallout: New Vegas
Modern Warfare 2
Stalker Shadow of Chernobyl
Mercenaries 2
Gears of War
Gears of War 2
Operation Flashpoint: Dragon Rising
APB


I'm sure there are plenty of others. Hell, some of these games had bugs so bad I had to stop playing (Gears 2, Operation Flashpoint, MW2).

That represents 8 different developers, and four major publishers. More than a few of these were AAA games, and most of them were enormously expensive. Hell, in two cases, the games were so bad that the developers responsible quickly folded!
 

JesterRaiin

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Apr 14, 2009
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Well said sir.
I'll take your letter for my marketing/marketing research class. I hope there will be some discussion regarding cases of selling broken products to customers.
 

scarbunny

Beware of geeks bearing gifs.
Aug 11, 2008
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Raithnor said:
*snip*
It's not just games either, the Movie industry has the same problem and any line of business where the barrier to entry is so high there is very little competition usually operate this way.
Maybe this has been said already but when you buy a DVD/Blu-Ray/VHS/Cinema ticket/what ever you get the full film you bought. You sit down and baring any major manufacturing defects you get to see the whole movie start to finish, and if there are major defects with the disk you take it back they give you a new one. You might not enjoy the film but you get to not enjoy the whole thing.

If you buy a game with bugs that make it unplayable then you don't get the full experience you pay for and you can't take it back for a refund, you can't exchange it, you are stuck with a broken unfinishable game and a large sum of money no longer in your pocket.

Although New Vegas has no excuse to be as broken as it is, it is based on the engine of Fallout 3 and seems to use most art assets yet still has the same bugs that Fallout 3 had at launch and more. It's appalling.
 

Andy of Comix Inc

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uppitycracker said:
I'm talking about companies like Bethesda, 2K and Microsoft. These are companies with reputations for quality.
I'm sorry, I stopped reading right there. These are companies that are known for putting out quality games. When people say quality games, they mean REALLY GOOD games, not BUG FREE games. If anything, these companies have reputations of putting out initially VERY BUGGY games. And yes, while this is an issue, don't point the finger at game developers. Point it at publishers, because they are the ones setting the release dates and pushing for faster releases without as much time for QA.
They are the publishers he's talking about, buddy. Bethesda published that Obsidian studios... thing, 2K is primarily a publisher, and Microsoft is, uh, Microsoft.