Posts Tagged ‘EA’

OK, not so much “morbid” as… depressed, but that would have killed the alliteration.

For a little bit of context, I was laid off or downsized from the video game company I worked for just about two months ago.  It’s been… stressful.  Really stressful.  It’s part of why I haven’t posted here for a while.

For a bit more context, there’s this fellow’s insanely large video game collection that hit the news:

Guinness World Record video game collection

Anyway, there’s also this article from Kotaku that made the Facebook rounds recently:

Why Game Developers Keep Getting Laid Off

It’s a decent article, but I wanted to chase down a couple of implications that they didn’t get to, and tie a few things together.

As might be noted by the Kotaku article, or by speaking with veterans of the industry, there is a lot of churn in the video game production world.  Staffing woes aren’t uncommon in many industries, so it’s not like we’re super special snowflakes or anything, but it’s worth noting that the industry isn’t a stable one.  It’s a wildly profitable one on the whole, an entertainment medium that isn’t going away, but it’s not financially stable, nor is a career in the industry going to be a stable one.

I read an article a while back (though I can’t find it now), and this thread seems to echo the same thoughts, that careers in the video game industry are short on average.  As in, five years short, or about two big game dev cycles.  It’s true that we don’t live in a world where you get one job right out of college and stay at it until you retire or die, so again, this isn’t all that unusual, but it’s somewhat sobering.  Or it should be.

I’ve worked in the industry for almost ten years.  I’m an old hand at it, in some ways.  That’s… weird.  (Not as old of a hand as some, but still, it’s weird to think of myself as statistically over the hill, career wise.)

Anyway, this does have effects on the industry beyond what the Kotaku article notes.  Because companies are always fluctuating around, “redistributing assets” and such, there are convenient excuses to drop older, more expensive employees and pick up fresh meat from colleges.  The passion in these younger, unattached employees (mostly male) is exceptionally easy to exploit, as I’ve railed against before, and as the EA Spouse kerfluffle illustrated all too well.  Conditions haven’t improved much since then, though some managers do a good job.  Death marches and crunch might be the backbone of a production schedule, but they aren’t healthy.

Tangentially, this explains a fair bit of the “boys’ club” mentality of the industry, for those of you who are up in arms about Blizzard’s recent public relations black eyes.  People who grow up (and actually mature, unlike the ESRB’s definition of the word) and want stable careers for their families don’t last long in the industry.

This is part of why the indie scene is important, as veteran developers try out new ideas that would never fit into the studio or megaentertainment company mentality.  Games are an important artistic medium, but they are hobbled by the realities of the industry.  Indies are opening up the scope of the medium, but like so many artistic avenues, it’s not really a solid career choice.

I could get bitter about this, but really, I’m just noting the realities of the industry as a voice of… not warning, exactly, since I still see great value in games.  It’s more of a voice of pragmatism.  The industry is not a place for long term stability (relevant to those who wish to make games), it’s not a place for actual maturity (relevant to devs and gamers), and it’s not going away.

I’ve been applying to studios around the world, but have no real leads.  I may well be out of the “official” video game world now, more or less “retired” by circumstance, and left to do indie games with friends on the side as I scramble for other work, whether freelance art or some other art position somewhere.  Again, this isn’t a desirable position to be in, but it’s not too surprising or unique.  I’m disappointed, but then, as I noted in that NBI article, I believe that a job or career is just something you do to pay the bills so you can afford to do what you really want to do in your spare time.  I don’t have anything yet, but even if I pick up a new video games job, I can’t really see myself in the industry for decades, just because of how it works.

I’ll work on indie games because they interest me.  I’ll make my Shapeways, Zazzle, Kickstarter and other projects because I just can’t stop creating.  I may well wind up with a completely irrelevant job, but games, art and creativity are something I will always be involved in.

But… yeah… I’m busier now than I ever have been, working hard on a lot of different things, but making very little money.  This blog, as great as it is to write here, isn’t my priority.  I’ll be here now and then again, still, I’m not closing shop, I’m just busy.  Really busy.  I’m updating my portfolio (seen over here), working on my own projects (novels, games, art, photography, all sorts of things) and looking for freelance opportunities.  If any of you have leads, I’d certainly love to hear about them.

See you around!

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I just wanted to point out a few excellent articles and make a pithy comment or three about this SWTOR game that is much-ballyhooed of late.

First, Raph Koster’s excellent article on Narrative:

Narrative is Not a Game Mechanic

EDITED TO ADD Koster’s followup post, Narrative Isn’t Usually Content Either

Then there’s Richard Bartle’s take on SWTOR:

Bartle’s Notes

aaaand then there’s this little snippet from the WoW guys, who apparently concede that linear, heavily scripted and directed gaming might not be the best approach.

Blizzard Seems to Think That Cataclysm Was Too Linear

I’ve written about these things before.

Death Grip on the Reins

and then there’s this oldie about the business model:


and my old huge article on MMOs with endings:

The End of an MMO

Y’see, I consider the narrative-heavy “fourth pillar” to be a Bad Idea for MMO play.  To quote myself from Klepsacovic’s place:

Yeah, I should clarify. There’s no problem with devs telling a story, but the structure of MMOs is about playing off of other people in a persistent world (whether through direct or indirect interaction). The most interesting parts of that (the parts that drive interest and retention) are going to be the stories that players are enabled to tell because it’s a unique part of the genre. Those ephemeral moments of Awesome or Weirdness are what sell these MMO gamespaces as somewhere worth visiting.

Sure, you can get your watercooler/blog discussions about how your Smuggler handled that one moral choice in SWTOR, or how your guild downed the Lich King, but you could get much the same thing talking about an offline game. MMOs simply have the potential to *function* differently from other games, so it’s baffling to me that devs seem to want to put the experience on rails. It bothered me in WoW, it bothers me in the core design ethos of SWTOR.

It doesn’t bother me because the dev stories are bad, either (though they may be), it bothers me because they aren’t letting players *play* in these great potential playgrounds. They are just pushing them through the motions.

So when I say that MMOs *should* be about player stories, it’s because I think that’s the unique selling point and strength of the genre. That doesn’t mean devs should be forbidden to tell stories, just that they might be missing the point if they can’t let go of the reins.

Then again, this is a problem I have with game design on a larger scale; way too many devs seem to be frustrated filmmakers, not really *game* makers. It’s a different sort of entertainment, this “game” animal, and it can’t really be expected to function the same way. It’s a spectrum, though, not a binary “sandbox/theme park” dichotomy. *shrug*

There’s a place for barely interactive movies.  There’s a place for story in MMOs.  I just think that MMOs work best with greater freedom and a more malleable world, largely because it’s those crazy moments out in the game’s world that really make them unique.  That’s the legacy of tabletop RPGs that I think MMOs could be poised to inherit.  You can get great scripted narratives in something like Uncharted 3, and that works fine… but it’s not really the point of MMOs.  As Koster notes, there’s a difference between an experience and a game.

There’s a place for great narrative, grand epics and stories with endings.  I just don’t think that place is in MMOs, especially not subscription MMOs that almost of necessity need to be built around grinding and the sense of neverending play.  There’s a strong case to be made that such isn’t really what is best for games in general, but that’s how sub MMOs work, for better or worse.

I don’t want SWTOR to fail (though Scarybooster is right, some have that mean attitude), but dagnabbit, the stresses inherent in shoehorning strong narrative into the MMO mold shouldn’t have been hard to see.  It should be no surprise that players are “finishing” the game and moving on, or that the focus on the storytelling might mean a weaker effort on the “retention” schemes that makes the subscription system work (good comments over at Yeebo’s place).  This is what BioWare does, it makes single player games.  Even if SWTOR as it is might make for a stupidly grindy single player game (hattip to Chris at GameByNight)… I enjoyed Disgaea and several Final Fantasy games, so a long game doesn’t scare me.

…and yes, if they sold SWTOR as an offline game or even series of games, I’d still probably buy in, as I noted in that SWTOR Cost article from months ago.  The game might be grand as a single player game, it’s just… trying to be something it isn’t.

Oh, and incidentally, MMO Melting Pot has a good roundup of some of the commentary, too, found thisaway:

Is SWTOR Screwed?  The EA Stock Fall Edition

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