A while back, at the very beginning of this blog, I posted a little bit about my frustration with Games and AI. Because I was new to the format, and yes – a bit shy, I kept it pretty vague. I wanted to capture the feeling of being frustrated, more than tackle the issues behind that frustration.
It appears that Jason Rubin was in a similar boat. At GDC and GDCE he gave this compelling talk on innovation in games. On the surface, it was mostly about how to look ahead, and find new areas to explore/conquer. But it was also peppered with hints – comments on risk-averse publishers, broken development models, and outdated marketing techniques.
At Dice this year he came out and said a lot more. Today, email and commentary on the speech arrived in my inbox, rife with cries for a revolution.
Part of me, I admit, wants to join them – giving “biz guys” and “marketing chicks” the not-so-proverbial finger. Who are they to tell developers what to do, anyway? But the truth is – they are the folks who help market and sell games. The industry needs them just as much as it needs its “talent”.
Developers certainly don’t get all the love they could. Heck – no one does, really. But I think a lot of the complaints out there overstate the case. It does suck to work long hours – but it’s also very hard to manage creative software development. Starting a fresh new garage band company with a great idea is still a possibility in games – but it’s difficult to sell products without lots of marketing support and direction. Getting products out the door on time, and into the hands of consumers – we can’t do it all on our own.
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It’s always tempting to look at the glass and see it as half empty – to feel like the grass is greener in other people’s pastures. It’s much harder to look at a web of complex, interlocking issues and say “Ok, I’m going to tackle X and Y – and hopefully, make a difference.”
Personally, I’m trying to do the latter.
In one of the email discussions I had today, I related how my personal goals for helping the development community relate to my work with the IGDA:
The quality of life thing is a real issue. Last year at GDC I got pretty worked up about it talking with Jason – later the IGDA formed the Quality of Life committee – a first (small) step towards making a change. The Business Summit (which a Kellogg colleague helped develop) is another small step – trying to create a dialog about the issues people see rearing up now. I feel very positive about both of those movements and hope they generate as much dialog as the Education Summits have…
What we *need* right now are biz & academic programs that help educate a new generation of managers & solve the big tech problems off-line (in non-published, experimental stuff). We need to keep communication channels open between devs and publishers. And we need to find ways to absorb new ideas/talent into the industry (a la the Game Jam concept, EGW, IGF and other such events/movements). Yelling at our parents, which is what the “dread publisher flame” often seems like (to me, anyway) is not the answer. We’re big kids now!!
Coincidentally, I ended up re-posting these thoughts to the WomenDev mailing list, where a discussion about the IGDA had taken a turn for the worse. The gist of that message: if you don’t like it, get out there and do something positive!
I’m not trying to steal anyone’s thunder. To the contrary, I’d like to encourage people who are angry or feeling used to get out there and make a change. Whether that means standing up in front of a room of publishers and giving them a piece of your mind, volunteering some time on an IGDA sig or committee, writing up your thoughts and sharing them online, corresponding with a like-minded game developer or researcher, or taking the time to visit a local high school or college and evangelize games as career for more than just white, male computer geeks. It’s fine to be upset – as long as you do something about it.