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word Due Credit Where Credit's Due (6 comments )
by: darrellwu (24) | Posted in cluster Top 10 Challenge Round Sponsored by Intel
Posted 15 months ago ( edited 15 months ago ) in category DEFAULT

» MEDIA (1)
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Will Wright, rockstar!

Something that has always bothered me about the market for games is how poorly it acknowledges the individuals whose creativity and craft are responsible for the games we play. Outside of a few superstar game designers - the Will Wrights and Shigeru Miyamotos of the world - the gamer and critic typically spends little time considering just who exactly deserves credit for the games they play.

This isn't merely a matter of appropriate recompense to the people who work on games. The relative obscurity of game designers has unfortunate consequences for the structure of the industry and the its willingness - or lack thereof - to innovate. Gamers usually don't follow the work of favorite designers the way that readers can follow the work of a favorite author, or film buffs of a favorite director, so the way for game publishers to create and capitalize on brand recognition is to establish franchises and crank out sequels. Because franchise rights are typically under corporate control, sometimes the creative people responsible for originally establishing a successful franchise aren't even around to reap the rewards.

Sadly, this state of affairs may simply be inherent to the how games are made. A modern video game is a massive, multi-million dollar undertaking involving a large staff and the contributions of many individuals. Even disregarding the non-creative jobs involved in creating a video game - QA, publishing, etc. - that still leaves a large group of people. It'd be equally unjust to reduce the group effort involved in this truly collaborative enterprise into a single individual designer.

If I read a good book, I have but to look at the cover to know who was responsible. If I watch a great film, I know that the director is in large part responsible, and if it's a specific aspect of the movie that I enjoyed - witty repartee and bon mots in the screenplay, gorgeous color and composition, or an especially riveting performance - there are more specific credited individuals I can look up and whose careers I can track from now on. But for Bioware's Knights of the Old Republic, there are 7 individuals credited for "Core Game Design" - including a "Head Writer" and "Lead Designer" - and 8 more who are credited simply as "Designers" - and all this is before we consider the many engine coders, artists, animators, sound engineers and composers that were involved in the creation of the game. If I'm fond of the structure of a specific line of quests, or for the witty dialogue of a particular NPC, who should I praise?

To some extent gamers can acknowledge the collaborative nature of video game design and development by following the work of specific studios, which is largely how things work now. But this solution is an imperfect one. People can change employers, studios are swallowed by larger companies, or a development house can simply go out of business.

If you've been a devotee of Blizzard's work ever since you've played Starcraft, for instance, it might surprise you to learn that a good chunk of the development team responsible for that game has since moved on to NCsoft subsidiary ArenaNet. At least this particular creative migration was documented and relatively well-covered in the press and promotional material for ArenaNet. On the other hand, if you happen to be a fan of Activision's prolific mid-90's output as a development house, including classics such as MechWarrior 2, Interstate '76, and Battlezone, you're simply out of luck. Activision no longer develops games in-house and even MobyGames.com can't tell you where the designers for some of those games ended up.

I'm not sure if there's anything to be done; these are simply the facts of the industry. As savvy consumers, though, we can take note when franchise rights change hands, or when migrations of key talent occurs. And remember that it's people, not brand names, franchises, or corporate entities, that ultimately deserve credit for the game experiences that we cherish.

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6 User Comment(s) • 3 root comment(s)
Click to view Kerrick's User Page Kerrick (127)  Talk to Kerrick in the Shout! Box Mar 31, 2007 - 05:37 am
what language is this written in? there are some english words in there, but a whole lot of funny symbols and other graphical things instead of letters in a whole bunch of the words. Not really sure what the point is when I don't know what so many of the words are supposed to be.

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Click to view Trogdor's User Page Trogdor (38)  Talk to Trogdor in the Shout! Box Mar 27, 2007 - 11:14 am
» Fix the text
You've got a bunch of non-printable characters showing up in my version. Looks like you wrote this in Word and brought it over to the FS engine, and the conversion couldn't handle some of the stuff like directional quotes and long dash characters. Otherwise, a decent article.

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Click to view rampagex's User Page rampagex (15)  Talk to rampagex in the Shout! Box Jul 15, 2007 - 03:15 pm
Haha! Your computer has teh AIDS!

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Click to view Wingless's User Page Wingless (79)  Talk to Wingless in the Shout! Box Mar 27, 2007 - 03:05 pm
Your computer must be a little messed up.

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Click to view FS-Lyle's User PageI am an AMD Agent FS-Lyle (164)  Click to view FS-Lyle's User Profile Talk to FS-Lyle in the Shout! Box I am an AMD Agent Mar 23, 2007 - 10:29 am
Interesting points of comparison with other popular media forms. True, it is people that make game design happen but unfourtunately I think those people are treated as esentially disposable and interchangable by the industry, much as film workers are by the film industry (Just ask KevinSpeiss!).

However, I have read that directors were not always the big stars that they are now; before the late 60s, directors were just another crew memeber and the producers actually had most creative control. The "Director as Auteur" movement started in Europe with Fellini, Bergman etc, who made non-mainstream films and influenced Coppola, Lucas, Altman, Scorcese etc. in Hollywood. They were realy the first directors to become creative stars as we understand. Maybe the game industry needs to mature a bit and the same process will eventually happen-hopefully!

Right now I can see the game industry being the same as Hollywood before the 60s-huge studio control, with the creative potential of the medium barely breached due to commerical considerations of the big studios.

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Click to view darrellwu's User Page darrellwu (24)  Click to view darrellwu's User Profile Talk to darrellwu in the Shout! Box Apr 05, 2007 - 12:54 am
Yeah, the development of movies (or cinema, if we are to be pretentious) as an medium often gives me great hope for the future when thinking about games. This is still a very young industry, and there's a lot of growing and maturing to do yet.

Of course, the "auteur director" was really a phenomenon of the late 60s and 70s. Nowadays Hollywood is as covetous of big-cash franchises as the game industry is. Nevertheless, even within the tentpole-picture franchise economic system, the appropriate people do get recognized for executing franchise pictures extraordinarily well (Jackson, Singer, Raimi, etc.)

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