My video game guru Keith Boesky, who sells the most intellectual property and developers into the game business, has some tech for thought:
Games cost a lot, and they take a really long time now. Sure, assets are expensive. But one of the biggest pricetags today is technology, and everyone is building it.
Recently, a bunch of game industry luminaries kicked the idea of a one console future. They said it was too hard to manufacture for of a lot of different platforms. They're right, it is hard, but their conclusion is stupid. Trip Hawkins knew this when he allowed Joe Montana Football to build on Madden tech. He needed a rival in the market. The competition among the consoles not only gives us hardware advances on a regular basis, but it amortizes the expense of market growth across multiple companies. Growth: fueled by in-store promotion, price cuts to consumers, marketing dollars to publishers, and other promotions. Do you see a lot of innovation coming out of your phone company? Why would we want to relegate the console to the status of appliance?
Let’s take a step back and look at the enabling technology, not the hardware. Let the consoles compete at the hardware level, like televisions do. But let’s get enough people behind the technology to force them to modify their consoles to meet our needs.
Every publisher incurs redundant costs. When I try to explain the game development process to every Hollywood executive who wants to know why games are so expensive, I start by asking, "What if we started every film production with a discussion of how we are going to build the camera?" It seems silly, but it is what we do in games. Sure, there is middleware. (And Mark Rein is going to chime in and tell me Unreal can build every game while it cures cancer and solves the subprime problems...)
But whether we are talking about Unreal, Gamebryo, Tech 5 or EA's announcement today of potential licensing of the Spore engine, it isn't really middleware. At best, it should be called quarterware and quite possibly tenthware, at a time when the industry needs something it can call Panavision. Even publishers who license middleware are building the same accessions as others already built and are encountering the same issues encountered by other publishers. Is it better to spend twice as much money to get half the solution you would have if you worked together?
The consumer is ahead of us on this one. They are looking for fun over feature set. Not games to make you cry hyperbole, just fun. Until very recently, game marketing and green light decisions were technology driven. We would write the number of animations per character on the box right next to the number of weapons. Until recently, there were great distinctions between games in these areas. Today, everyone builds out the same basic technology feature set, they just attack it from different directions.
Sure, some are prettier than others, and some work better than others, but all are there. Kind of like Howard the Duck and Star Wars: same team, same tech -- but one worked a bit better than the other.
Consumers don’t really care about tech, they care about what you, as a creator/publisher, do with it. They consume entertainment based on entertainment. I’ve been watching the promotion for the return of Heroes, and not a single ad mentions the number of new weapons, powers or explosions. The writers put a new story in the same environment and the same tech they'd already built. Ed Del Castillo of Liquid Entertainment believes the tidal change in games occurred with Bioshock, Assassins Creed and Mass Effect. These games were reviewed and promoted based on story and experience, not feature set. Like Meet Dave, technology alone will not sell a game.
Consumer expectations have led us to commoditize the feature set, but not the enabling technology. Game developers and publishers still build to the same feature set from a bunch of different directions. Not only is it adding tremendous time and expense to products, but the products released are waffle products. A little over-baked in some areas. Under-cooked in others. Looking at Mercenaries 2 reviews, I see the inevitable comparisons to Grand Theft Auto. Even though the critics seem to like GTA better, they still say there are some things Mercenaries did better, and others GTA did better. The distinctions are based on technology. Both games were late because of technology, and both compromised based on time and expense. I would guess both encountered similar issues. What would happen if the leading developers and publishers joined in building a true middleware standard for the industry?
I know, I know. Your first reaction is “technology is proprietary, we are not going to share.” But think about it. No matter how bitchin’ your technology is, haven’t you ever looked at another publisher’s tech and thought about how it would improve your game? What if we are able to slice off a material portion of the tech development time and expense because it was amortized across the business? What if you could spend your time building assets and fun rather than tech? Do you really like engineers anyway? (I’m kind of kidding on the last one.) Sure, we are not going to get all the way there, but in an open source world we would get a lot closer than we are today. Your engine is pretty cool and useful when only you are supporting it, but how cool would it be if the whole community supported it. We already see the difference in trajectory between Criterion who did not release source and Epic who did. And accessibility to technology alone does not a great game developer make. Take a look at the film industry. Uwe Boll has access to the same tech as Steven Spielberg, but has it helped him? With the creative power available today, technology is moving from the forefront of product differentiation and becoming a set of tools.
The next argument is going to be the console manufacturers. You are going to tell me they won’t support industry efforts. This comes from the knowledge of how we got here. The consoles purposely make it difficult to port. Graphic pipelines, memory management, it’s all different. They want you to make a decision early on to make the product better for one than the other. This is a game they can play with a disparate publishing community. So long as we don’t work together, they can play us off each other. Their tactics change when they see a hardware mover. Especially when the other guy embraces it. Like GTA.
We would also gain a valuable human resource benefit. The talent pool is very shallow. Schools are starting to put programs in place for game jobsb. Once graduates learn the systems and tools of their first employer, they are well suited to work at that company. Other companies use different tools and tech, and there is a pretty steep learning curve. But in the special effects industry, talent moves across companies on permanent and temporary basis all the time. The tools and tech are fixed. When ILM has a big job, they call down to WETA, and borrow some people. Can you imagine Actard calling Ubisoft?
This is all kind of a pipe dream. It requires a fundamental shift in so many of the practices we love. But there are baby steps to be taken. Maybe it is a new company. Maybe it is Mosaic-like foundation. But something can start to organize, codify and document engines currently in use and accessions being built to today’s middleware. The only cost of access would be contribution. When you say you want to hold on closely to your cool bit of AI, read the part of this post about the benefits of sharing. Linux and Mosaic both grew from sharing, and both created profitable companies on the periphery. As of today Red Hat is worth $3.6 billion dollars.
The only question is "Who's in?"
Carl Icahn Now Wants ALL Of Lionsgate 
The single-platform theory has seeming been discussed a few hundreds time over the course of several years in various PC and console gaming publications and blogs.
Unfortunately, all you have to do is hold a DS in one hand and an Xbox 360 controller in the other to realize that the theory breaks down really quickly.
Also, supporting multiple similar platforms (i.e. Xbox 360, PS3) is just not that hard with a little forethought and planning.
Good idea, comrade Boesky. Maybe we can nationalize all of these companies too while we’re at it…
How about an opposite view, what is the worth of Apple? Their tack is the complete opposite of Red Hat. Why? Security. Yes, there will be spoilage but Apple can ensure revenue and ultimately profit. Just ask the music industry…to their chagrin.
Take another look at the PC gaming industry. They could have been the common standard but why do consoles have primacy in the industry? Again, security. The rampant piracy would make any industry wary.
“In order for one standard to rule them all, one security must provide for all.”
Not fool-proof, just enough to impede and convince Jane/John to buy the game. Yes, there will always be a hacker who will break the ice but make it technically difficult and only the fringe will care…And they never were going to buy the game anyway. Still, whoever can provide that solution will truly unite the gaming industry toward your common middleware and hardware standards.
Kudos to Keith Boesky for his in-depth understanding of the issues the game industry faces. The article was an enjoyable read.
As for his conclusion: I’m in. I’ve been kicking around a multifaceted concept for quite some time that may have an impact on the subject.
How is this going to help me beat gamers when I’m playing HALO?
There is all of what… 3 consoles? (Wii, PS3, X360) And, of course PCs?
The only real advantage of a one console system would be game designers and publishers actually taking full advantage of the available technology. Most games don’t take advantage of the features of the PS3 because it easier to port a lower tech game to a more capable machine than vice-versa.
So what’s the point of bitching about how technology is driving the gaming industry when most games don’t even capitalize on said technology?
I’m not sure, pointing out that games are “expensive” to make and then comparing them to films is really the way to garner sympathy to your cuase.
– Games cost money — Um, yeah, they also rake in money hand over fist. Dollar for dollar, the top selling video games are a fraction of the cost of a single summer blockbuster. And for the most part, they are a hell of a lot safer investment.
Rock Band 2, Guitar Hero World Tour, and WOW – Wrath of the Lich King are going to rake in bank. Not to mention, games like WOW have a $15.00 a month charge — for a game that brags about having 8+ million users, that’s a MONTHLY revenue that is bigger than most films opening weekends, that has no movie equivalent.
Not to mention, games also license their characters to MOVIES which is another revenue source that isn’t reciprocal.
Seriously — the video game industry doesn’t need any help with some sob story. It is kicking butt… and not even bothering to take names.
It’s a nice theory but it isn’t going to work. And what’s with all of this crap about gamers not caring about tech. PC gamers update their rigs 2+ times per year to the tune of at least $500 each time. Microsoft has several renditions of their 360 with HDDs and other add-ons, not to mention the number of PS3 models that have hit the shelves.
You speak of Bioshock, Assassins Creed and Mass Effect, but it sounds like you haven’t played them.
Everyone knows Bioshock was a great game, but we also know it was a stepping stone. It had many faults but was pushing a new idea (read TECH) and we liked that.
Assassin’s Creed was a flop. It was anticipated nigh unto forever and it looked stunning (thanks to the TECH) but the gameplay was repetitive and boring.
Mass Effect, in my opinion, was the best of these three in terms of merging TECH with gameplay. It was too slow for some gamers as it included a copious amount of dialogue, but it panned out with the action and the RPG elements. Not Game of the Year, but at least a runner up.
There won’t be one console to rule them all; and I think that’s for the best. We get competition, we get better products. Enough said.
Happy gaming.
Darling Nikki, we need to get you a better video game guru. Yes I’ve read Keith’s resume but there are those who have been doing this longer than Keith. I love his blue-sky writing style, and he’s concise and passionate, but he’s just plain wrong… There already exists a centralized open gaming platform, and it’s called the PC. And nobody’s making money on the PC except Activision Blizzard, and they’re not looking too good either. The game industry is littered with well-meaning, smart people who have tried to do exactly what Keith recommends.
Yeah, it’s a pipe dream. The most likely future is just M&A consolidating the market into bigger game companies like we’ve already been seeing.
This analysis sounds just like all the silly swooning over Japan’s industrial policy, MITI, keiretsu, etc. etc. that was supposed to conquer the world and leave America in the dust.
And yet look what happened. Japan has spent a decade flailing, and it is where the free market has been allowed to flourish — in the USA — that innovation is strongest. The tech industry is largely unregulated, compared to other sectors, and as a result, it has produced amazing achievements. (Hell, Steve Jobs is doing another one of his keynotes as I type.)
Competition is a GOOD THING. Let a hundred thousand consoles bloom.
And by the way, if video game bosses had been left to choose the future hardware direction for the industry, they wouldn’t even have considered the Wii. Nintendo persevered through a commitment to the principles of fun, not graphics fetishization, and has become the industry leader.
Finally, too many games SUCK today. All these corporate titles are heavy on graphics and low on enjoyment. Don’t let the bigwigs ever tell us what to play.
Whether in film, music, or gaming, to me the ONLY issue facing these companies is copyright protection. You have a company with thousands of employees, you have shareholders, you have proprietary IP rights to your product. At least in the gaming industry, there is a massive and never-ending effort to protect the copyright, protect your product from piracy and theft. In the film/tv and music biz, they seem to be just giving up and giving it all away for free, hoping they’ll generate revenue though Google click throughs and internet ads. Gee, how is that working out so far???
I hearken back to the days of Michael Eisner. He took over Disney and had one thought on his mind: protect the copyright, protect the brand, make people pay through the nose for their product. And he did is brilliantly, even to the point of bribing every member of Congress (well, campaign contributions anyway) to vote for the copyright extension act because Mickey Mouse was about to go into public domain. Certainly he worked in a much less complicated era in terms of platforms, but no current mogul seems to have his same emphasis. Instead of giving 30 Rock away for $1.99 or for free on NBC.com or Hulu.com, why aren’t they working the tech side? They got scared by a few million computer geeks while ignoring a paying audience of 250 million other people.
My head spins. I wish EA or the guys who make GTA would take over Disney or Fox or WB and show them how to protect your property from piracy.
Best wishes,
Mr. Basically Wants to Keep His Job in Broadcast but knows The Clock is Ticking Down to Doomsday.
Yeah, I’m not sure what the point of this essay is. It’s like asking why can’t we all hold hands, pray for world peace, and sing Kumbaya. There are actually laws against forming monopolies of the type Keith is suggesting for a uniform gaming platform.
Competition drives the market. If we didn’t have competition, we’d all still be playing games on the Atari 2600.
As for open source, Red Hat takes the open source Linux kernel but then customizes it with its own proprietary stuff, which is what it sells. Red Hat might have a market cap of $3.6 billion but Microsoft, with its proprietary software, is worth $240 billion!
Keith sort of acknowledges this is all sort of pie-in-the-sky thinking. But he pegs his argument on some incorrect examples. Uwe Boll does not have all the tools that Spielberg has at his disposal. The end result might end up on 35mm film, but both directors get there in very different ways. And George Lucas has access to tools even Spielberg doesn’t have.
And, as far as I know, ILM does not phone down to WETA for assistance. In movies where their work are featured together, ILM bids on certain scenes and WETA has bids on certain scenes. They’re not working for each other or with each other. Also each company is using proprietary software to do its magic, so the CGI movie business is just like the computer game business. The argument doesn’t hold up.
Keith may be very good in selling intellectual property into the video game market, but I think he needs to understand better what the business model is now, and how it’s going to evolve in the future.
Some of the counterpoints being made here are based either on flaws Keith already covered in his article, or on taking an absolutist view by outlining the pitfalls of taking his suggestions out to their furthest endpoints.
I don’t feel that’s the way I see it, and I don’t think Keith does either. It’s just an understanding that the industry might benefit from moving in that direction.
Count me out.
I’m a PC gamer – which means tech and spec are VERY important to me. As is re-playability aka fun (since building and maintaining a gaming level PC is seriously expensive you want your games to be worth the financial investment) which many PC gamers will tell you that console games have nearly killed in the medium.
Do I really think that games will become more fun if the companies reach a standard? No. I think they’ll get lazier and push out even more boring repetitive garbage.
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