Some of the Hidden Realities of Game Development

Hi friends! This month I wanted to talk about something that comes up all the time in discussions with other game developers, and actually is something we've sort of addressed in a previous blog post where we outlined some of the details of porting to consoles.

There are a lot of things that go on behind the scenes in a game development company, in fact in all game development companies, that go generally unnoticed by the general population. That's fine, and it's expected, because what you see is what we put out in our game, trailers, blog posts, content updates, and Twitter feeds. But what else goes on that might motivate some of our ideas that the average gamer doesn't know about?

We make games, and games are fun, but we still need to run a business.

In an ideal world, every game developer would make exactly the game they dream of, not limited in the content they can produce, not limited by their own talents or the talents of their colleagues, not limited by a publisher's wishes or orders, and not limited by consumer expectations. But in reality, we run businesses and this ideal world would require infinite time and money.

This doesn't mean that all of our decisions, or even most of our decisions, are driven by making money. What it does mean, however, is that when someone is putting out a single player puzzle game that should last 4 hours and selling it for $9.99, there is absolutely no way for them to make it a real-time co-operative online multiplayer open world procedurally generated puzzle game... still for $9.99.

What the developer wants in that situation is irrelevant, the fact of the matter is that even if the money was there to hire the network programmers, additional artists, etc... there would still be a question of dealing with the cost of keeping those people after launch, based on how much the game might earn. It also means that developer now becomes a manager more than a developer, and needs to learn new skills and work in a new position. There are hundreds more questions that arise from decisions like this, and all are bigger than most people might think.

Our friends at Juicy Beast wrote a nice article explaining why they made Burrito Bison 3, if you'd like some additional reading.

The financials are not always what they seem...

On the surface, as I mentioned earlier, people see games. The games come out every couple of years or so, and are often delayed. What people don't see is that the driving forces for decisions can be very different for different companies. Just in Montreal, I can name five similar sized studios that have fairly significantly different business models and way of funding their projects, making their decisions about what games to work on, hiring employees, etc. Double Stallion Games (BAMF and OK KO), Thunder Lotus Games (Jotun and Sundered), Kitfox Games (Shattered Planet and Moon Hunters), KO-OP Mode (Please Don't, Spacedog! and GNOG), Norsfell (WinterForts, Airline Tycoon) are all accomplished studios which have put out at least two games (more than us so far!) and have reliably kept making quality games and kept people employed making those games. 

The event that sparked this section of the post is the announcement that Hibernum (shown below), a seemingly extremely profitable Montreal company that did mostly contract work and used licensed IP to make mobile games, let go of most of their employees last week. Even though I'm close with people from that company (including some executives), and even though their games appeared to be successful, this can happen. So what's the situation under the hood? We never really know. Obviously I can't talk about anyone's (including our) financial situations directly, but in some cases, studios need to put their own ideas on hold and take contract work to survive. Sometimes they need to restructure, sometimes they shut down, and sometimes they make millions of dollars and stay single-person companies.

There's usually more to the story than just design ideas or preferences of the developers.

We can't make all of the changes people suggest, even if we love the ideas.

Games are hard to make. I mean, sure, that's easy to say. Most things are hard to make. Music is hard to make, film is hard to make, fine art is hard to make, engineering plans for a skyscraper are hard to make too. 

But imagine you're making a movie, and you've got this nice set designed, and actors all ready to go. Then the cameraman decides he wants his own experience in your story. He moves through the scene, looking where he pleases, missing the action you so perfectly designed, getting too close to the pyrotechnics you set up... oh but not only that. He also moves to every corner of your set to try to find gaps where things don't look right. Sometimes he shoots your actors, just to see what would happen, and sometimes he just does nothing. This is just an example of how game development can be challenging.

In our own game, we get many requests for changes. We love them because they spark ideas, and some are super useful. Some are less thought out, which is fine, except when they're phrased as "why don't the developers just do this, it's so easy". If we want to attempt to do something "simple" like adding 8 players playing at once ("it's so easy, you already have the characters there"), it would take... I have no idea how much time. Probably months. "Months? But it's so easy!" We would need to redesign the entire user interface, design the user experience as they go through menus and different scenes, change the scoring system, change the way saving data is handled on PC and on consoles, etc. etc. etc. etc. etc.

I won't suggest to anyone not to give us ideas and suggestions, but gamers need to be aware that there's always more involved than they think. There's always more involved than the developers think, and that's already a lot.

Games are delayed because unexpected things come up that can be avoided in other industries.

Well, in programming (in any field), project managers are always told to take the time estimate given to them by programmers and multiply it, usually by around 3 or 4. Naturally, the fact that you have people working in completely different fields on the same project (programmers, artists, designers, writers, project managers, marketing teams, business people) makes it such that the estimates are never as long as they should be.

Sometimes, people can get some positive feedback or some extra funding to build out more parts to a game which they didn't think they'd be able to do, so they need to produce more content and that takes, quite obviously, more time.

For the most part though, the reason is simply because things come up. Something that was done in the first two weeks of production might cause an issue eight months down the line which causes your networked play not to work, and might require a month of rewriting code. This happens. It's impossible to think of all possible issues, and the best designers can come close to doing it, but there will always be things that will come up.

Also, our industry has unfortunately fallen into a pattern of announcing our games way too early... like, a year too early. Then we're beholden to those dates, even though it's impossible to know a year in advance that a game will be ready. This isn't the audience's fault of course, and we recognize it's something we need to fix.

Our fans are our lifeblood!

On the positive side, one of the things that gamers sometimes don't see is how much they mean to us developers. First of all, we wouldn't exist if it weren't for people buying and playing our games. But beyond existing, we thrive off the knowledge that people are enjoying life experiences through our creations. We don't consider ourselves as providers of a simple product that you use and throw away like paper towel; we consider ourselves as providers of experiences that you can live, tell, imagine and re-imagine, and we are proud when we hear stories of what happened between real life people because of our video games.

Lastly, this blog post isn't meant to complain about what gamers say to game developers, quite the contrary. We appreciate everything that's told to us and we hope and expect to keep hearing it. But as much as we benefit from hearing from you, we also realize that gamers can benefit from knowing a bit more about the industry that they are part of (if you didn't exist, neither would we, so you're part of it!). So thank you, and I hope you enjoyed reading. 

If you'd like to leave a comment, please do so on the Gamasutra article linked here.

Summer Updates: Console Work and... Console Work.

Hey everyone! Back with another monthly update. The summer is finally getting warm up here in Montreal, and we're happy to have it.

Console work

We're still plugging away at the console version of Ultimate Chicken Horse and while the work is going well, it's slower than expected. There are a lot of things, as discussed in previous months, that have taken significantly longer than expected because of the complexity of the changes that had to be made to pass certification. We knew there would be changes to be made, and we knew that they might be rather large, and this is why we didn't promise a launch date before we're 100% sure we know everything that's involved for release.

The next step for us is pre-certification testing. Actually we've already done a first round, and they found a bunch of bugs and issues that needed fixing (which is good, because that's what they're supposed to do!) and we're working on those before starting a second round. This pre-certification test company basically tests the game in the same way that Sony (or other platform holders) might, and then tells us what things the game needs to do that it doesn't currently do.

Not going to shows

You might be curious as to why we haven't mentioned shows in a while, especially with PAX coming up, then Boston FIG, etc. Well, right now, we're still working on Ultimate Chicken Horse and we aren't showing our new content until the console launch happens, so we really don't have much to show! It's always fun to hang out with people and meet with fans, but we have too much work to justify going without new stuff to show.

Thinking of new game ideas

Although we've been busy, we've had a bit of time to discuss new game ideas. We have a ton to discuss, so we're going to do that before talking about anything to the public. We'd like to make sure we have a game that's at least good / interesting enough that we can get a good gauge of how people will react to it, so a mere idea isn't worth talking about yet. Once the console version is out, we'll be able to focus a bit more on the next project, and we might be able to talk about it depending on our PR plan. 

 

In other news, Ben was on vacation a couple of weeks ago, and Rich will be going on vacation soon for a couple of weeks. Despite being busy, it's always necessary to take the time off that you need / deserve to make sure that you're healthy and happen while at work as well. Good mental and physical health leads to productive work, and that's something we promote heavily at our company.

That's all for now! Tweet at us with any questions or comments or concerns :)

E3 Thoughts, and the Joys of Porting to Three Consoles at Once

E3 happened! E3, for those of you that don't know, is the Electronic Entertainment Expo. In other words, it's the time when all the bigwigs of the games industry flaunt their latest stuff and announce the launch dates of their biggest titles (all of which are in October and November it seems). It's not indie focused at all, which is why you see very few indies attend and even less indies get any stage time.

Nonetheless, there's still stuff to get excited about (and new dates to avoid launching indie games). A few highlights and trends stood out to us throughout the press conferences held by Microsoft, Sony, Nintendo, Bethesda, Ubisoft, EA, Devolver, and more:

- It seems that every large company is doing what they've always done, and are tacking on another next version of their already known IP: Assassin's Creed, God of War, Forza, FIFA, Call of Duty, a bunch of zombie things, and more. This isn't surprising, but some of these games really did show promise despite being very safe bets as far as innovation goes.

- A remake of Shadow of the Colossus is coming out for PS4. Although this is a remake, it seems that it might drive people (like Rich, the one writing this) to play a game that they never had a chance to play when they were younger, but have always wanted to play. 

- Bioware's Anthem looks like an amazing and huge world ripe for exploration with friends or alone. I think it's slated to release in fall 2018, so there's still a while to wait, but it looks awesome. Here's hoping it's like Breath of the Wild (new Zelda game) in that it surprises you with the plethora of things you can do and interact with in the world.

- Beyond Good and Evil 2 was announced, which was extremely exciting for many fans of the classic first one for PS2 and Xbox. No release date is set, but I think it's safe to say that it will be big news when updates on this one come out.

- Insomniac's Spiderman for PS4 looked essentially like a movie with quick-time events, but we're hoping that the bit of combat that they did show will be expanded in the game and will make the game into more of a playable experience than a movie (à la Tomb Raider). 

Nintendo had some weird things and interesting things to announce, and we've heard a few people saying that Nintendo was the most exciting of E3. They announced that they're working on a Pokemon RPG for Switch (without a release date), a Mario + Rabbids (this is a combination of those weird rabbit things that Ubisoft made with Mario characters) game which involves tactical combat... actually wait let's stop here for a second. What? No idea how this game will make sense or what audience it's targeting with its advanced mechanics and art style geared toward kids, but I guess we'll find out. They also announced Super Mario Odyssey, which has raised lots of questions about mind-control, the origin of Mario and hat ethics. See below (skip to 23:08 if it doesn't do so automatically):

One might conclude from this that the hat itself is really the soul of "Mario", and that the plumber body which it inhabits and mind-controls is just a medium for the hat to do its bidding. Maybe there never even really was a Mario, and this hat just moves from body to body trying to do its dirty work? We can let you speculate from here.

Personal excitement note (from Rich, the guy writing this): Ori and the Will of the Wisps was announced, and although Ori and the Blind Forest had some gameplay issues which made it not as good as it may have been, the art and music is still impressive enough that it'll be an instant buy for me (as soon as it's on PC).

And now, some updates on our own work. It's been a challenge working on all three at once but we're glad we're doing it.

As a quick reminder, the way launching on console works is basically as follows:

  1. Get development kits
  2. Make the game function on the development kits
  3. Get approval to launch the game on the platforms
  4. Fix all the things needed to pass certification on each console
  5. Send for certification (most games take 2-3 tries before passing)

This is obviously quite simplified, but we're at number 4 now. Each console has an exhaustive list of requirements that range from the very obvious to the incredibly unlikely; this can be something like making sure that the game doesn't show a static screen for more than X seconds (and appears to be frozen). It can also be something more complicated and specific like making sure that the game responds well if you unplug the internet connection, switch to Netflix, disconnect a controller, re-plug in the internet, and reconnect a different controller. Each console has hundreds of such requirements and we're making sure that (to the best of our knowledge) we fulfill all of them.

From there, we're moving on to sending the game to pre-certification testing, where another company who knows the details of the certification procedure and has the setup to test all of the requirements will take a look. They'll get back to us telling us why we passed or failed the requirements on the list, and explain what needs to be changed to fulfill the requirements and pass cert. This is to ensure that we can pass the real certification (that is, sending the builds to Sony, Microsoft and Nintendo) without needing to submit several times. Each time you send to cert, it takes a while before they get back to you and that can delay launch significantly. It also helps our relationship with the platform holders if we pass quickly, as it shows confidence and professionalism which will be highly regarded in future discussions with these companies.

That's all for now, let us know what you think by tweeting at us @ClevEndeavGames.