Why Games Die (Real Studio games Mailinglist archive)
|Re: Alternate 3D - Joseph Nastasi|
|Why Games Die - Lynn Fredricks|
|Why Games Die|
|Date: 12.05.05 15:48 (Thu, 12 May 2005 07:48:43 -0700)|
|From: Lynn Fredricks|
> > or will they say "Wow, this thing rocks! But a game is
> still too much
> > work, see ya...")
> The #1 reason games don't get completed. And that is one ANY
> platform or system you care to examine. And that is very
> rarely admitted. The idea just dies.
I think part of the problem goes back to the blind men and the elephant.
Games are entertainment. They arent pure technology (neither are regular
applications, but they are a little closer), but a combination of
technology, non-technology IP (levels, models, story, etc) and management.
A lot of internet projects start when a programmer or an artist come up with
an idea, but ultimately fail because they've forgotten or ignored a critical
piece of the whole (which includes the fact that people have to make money
in the meantime in order to eat).
For example, Proactive has a budding content division
(http://www.meshbox.com) and we've licensed quite a bit of content out over
the last few months. We get a lot of email from small groups of developers
who want to license but say they cannot afford it -- but in reality, they
havent formed a business, a comprehensive business plan, or even worked out
who owns what. Its understandable why they cannot afford it ;-) We get maybe
5-10 of these a week.
On the other hand, weve gotten some absurd bids from folks who clearly are
funding their own developer work, but seem incapable of understanding that a
good level designer or good modeller can earn a fairly large fraction of
what a good programmer will make. It's a problem of not valuing what one
doesn't do or understand. They don't understand because they don't see the
big picture of games.
Proactive International, LLC
- Because it is about who you know.(tm)
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