Warren Spector Makes A Case For Creative Game Distribution (March 23, 2005)

ChrisReid

Super Soaker Collector / Administrator
At the Game Developers Conference recently, Warren Spector made a bit of a splash by challenging the current model for game distribution. He cited publishers such as Electronic Arts as part of the problem with the current situation, but didn't blame them for the overall fault. While thanking publishers for footing the bill on the industry's biggest projects, he asserted that developers need to find new ways to market their products in order to stay creative and avoid the formulaic rut that game development often falls into. GameSpot has the complete text of the conference panel here.
We got a real problem, OK? It seems like, from my end of the game business, all our efforts are going into trying to reach a mainstream audience that may not even be interested in what we do. The idea that my next game is going to cost [intentional mumble] million dollars, compared to the first game I did, which cost $273,000, and got me into trouble as a result, is absolutely terrifying to me. You know, in order to minimize risk--how many people work for publishers that insist on focus-testing everything? And how many people actually work on games that make money?


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Original update published on March 23, 2005
 
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I believe that we face three key issues with games nowadays.
1) the costs are too high, it is necessary to evolve into more user dependant game content, and to develop technological systems that cut the development time. Or some other solution. But the next gen games will cost somthing close to 20million EACH title, and that will lead the industry into a dead end soon...
2) the developer==>publisher model has become a problem not only in development itself, but distribution too.
3) better narrative-gameplay integration, like in HL2, KotOR and Torment.
 
Something I'm seeing is the problem - and yes, I do mean problem - consoles present.

1. Devs can't regularly ignore the things.

2. They require proprietary dev tools.

3. This means that less code can be recycled between versions/projects, which increases costs. Also, it's such a task to create really new things that you're forced into formulaics and sequels.

Which is why I am a dedicated PC gamer.

It's better for everybody.
 
Of course on the PC you have to factor in hundreds of different hardware combinations as well as different kind of operating systems. Also reusability of engines is kinda limited as new versions of directX are introduced. Don't underestimate these problems...
 
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