FROSTY'S FUNHOUSE

For many of you, this will be one of the most interesting rides you'll probably ever go on. My life is a bumpy journey full of of chills and thrills, so jump in and buckle up. I'll be sure to supply plenty of popcorn.

Monday, October 24, 2005

The Future: Scary But Exciting

It’s hard to argue against the fact that the videogame market is heading into scary territory with risk-reward scenarios that will make most publishers, much less developers, at least a bit shaky at the knees. In fact, I read somewhere that the break-even point could be in the upwards of 800,000 units, which is no easy feat when you consider that it’s a major achievement for most titles this generation to hit 400,000 (which makes them a Greatest Hits). With next-generation games requiring such substantial resources on both the personnel and financial sides, we’re approaching another shake-up of sorts where the smaller developers once-again fall through the cracks and either get bought out by the likes of an EA or Activision or simply disappear altogether. Another avenue that some of these groups are taking is bypassing the next-generation completely – at least for the time being – and focusing exclusively on the PSP. Planet Moon Studios, who had a string of quality titles such as Giants and Armed & Dangerous, are doing just that and betting their whole future on the portable system and a game called Infected. Only time will tell if it was the right decision for them or not.

For the rest of us, though, there’s no denying the angst, trepidation and uncertainty the upcoming trio of consoles brings and the awesome responsibility that publishers are putting on us to create some truly great and successful games. Along with that is our own personal drive to innovate and build upon previous game designs while throwing in as much originality as possible. Let it be said that making a current-generation game, even an average one, is no small feat… so imagine the sheer obstacle course that next-generation development challenges you with. And this is no empty obstacle course either. You’ve got other developers racing alongside you, trying to get to that finish line with a faster time and in better condition. Also, the ideal path isn’t clear and the numerous hazards (i.e. landmines) aren’t generally noticed until they’re right up on you. Meanwhile, executive vists and milestone dates feel like bullets whizzing overhead, forcing you to keep your head down and eyes forward. Game development truly is a war zone, so it’s no surprise when some casualties show up from time to time. You just hope that you’re one of the ones that make it through to the end in one piece.

Ok, maybe it’s not that bad, but there is no denying that game development can be difficult, stressful and – sometimes – not fun. Still, one has to remember that we are, after all, making videogames for a living. It’s not like we’re working on a cure for cancer or anything like that. That’s why I always think back to what my good friend, Van Wilder, once said. “Don’t take life too seriously -- you’ll never get out alive.” I guess that’s my view on things, as well.

In the end, despite all the challenges and uncertainty, I’m still completely excited and anxious about what’s coming over the next hill. I’m amazed at what we’ll be able to do with graphics, sound and presentation and the sort of emotional impact we can leave on the player even when they power off the system. This is truly interactive storytelling and without the usage of famous actors and movie footage of old. And that is where I feel the salvation of this industry may lie… it’s not just about gameplay innovation or some sort of new controller. Though, that might be part of it. It’s more about connecting with the player and getting them to actually care about the character they are controlling. It’s what Sony aimed for with the “Emotion Engine” and what Square-Enix tries to do with its brilliantly beautiful CG sequences. It’s that feeling people get after playing through something as serious as ICO or Shadow of the Colossus or a bit more fantastical like Ocarina of Time. It’s the elusive something that most developers strive for, but so very few manage to attain. It goes beyond just what a “good game” is and actually manages to convince you to ignore any faults in favor of enjoying the overall experience. This is what good storytelling, design and presentation can give you and it means the difference between a $60 purchase and a $6 rental. Innovation and originality can amount to little if you can’t manage to “move” the player… and that level of emotional attachment can now really be possible with this next-generation of hardware. That’s what I’m aiming to do. I don’t want to create a game that just innovates for innovation’s sake and I definitely don’t want it to just be a collection of other games’ good ideas. I really want to create something where all the parts smoothly come together to form an experience that lingers with the player long after they’ve finished it and causes them to share it with everyone they know. And I’ll know I succeeded when the person watching the game is having as much fun as the one who’s playing it.

What do you all think will be important in the next-generation of games?