Monday 24 March 2008

Feature: The risks of modern games development

Long gone are the days where any geeky bedroom techy could programme a game within days and ship some tapes to their local store. With budgets exceeding Hollywood and the development phase enduring upwards of two years, publishers need to be certain that they make sufficient profit to keep themselves afloat in the choppy waters of 21st century video game production. Companies like Eidos are the ones who have paid the price of misjudging the sway of the consumers. We're at a stage now where some companies have no choice but to throw all their resources at a game to try and keep the hype train chugging along while they desperately get it translated for that last Eastern European country. But even if you know you're game is good or bad, you have to take risks.

Lets look at Factor 5 for example. These guys jumped on board with Sony when they realised they'd be joining the team in the lead in the hardware arms race. Here we had a developer that could make a truly great game with sheer power alone. The Rogue Squadron games remain both fan favourites and also the best looking games of last gen. Simply by adding so much atmosphere into the action, Factor 5 could make a masterpiece by fully utilizing the best hardware that was available. The plan was to do the same with Lair.


Pretty, no?

Upon it's announcement, people could see that Factor 5 were in their zone with PS3. They had the best hardware up their sleeves, and looked set to imitate their Rogue Squadron glory. Upon release, Lair failed miserable, both commercially and critically. Why? Because they let people play it.

It sounds harsh, but the initial critical reaction of your game is pivotal to the long-term outcome. Factor 5 misjudged that state of the industry. They couldn't foresee the phenomenon that was the Wii Remote. They didn't expect the glut of near-photo realistic games to appear on Xbox 360. They thought the road would be easy; that they could get away with ragged edges due to the prettiness of the game. When journos first got their hands on it, they needed to be impressed. Some of them had just got back from playing Gears of War, others had been wowed by Wii Sports. Would Lair give the PS3 a similar killer app? It wasn't to be. The consoles of the last gen were arguably clones: you could get away with more because people couldn't imagine things being much different. Factor 5 couldn't imagine anything being able to hold a candle to Lair, but with hindsight, they'd be lucky if the flame was still warm.

To reflect their mistakes, Julian Eggebrecht recently admitted that the reason they signed on for Lair was that the company needed money, and Sony seemed to be the one to provide. They were obviously wrong, and are now putting a new Wii game into production because frankly: that's where the money lies. If you have the God-given power to predict the industry, then it can become a harmonious loop, but if you continue to misjudge the flow of the fickle consumer, then it can be the most vicious of circles, and eventually ending up like the first company mentioned in this feature.


They'll survive, but how many more won't?

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