Game.Developer.2009.10.pdf

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Game Developer - October 2009
VOL16NO9 OCTOBER2009
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CONTENTS.1009
VOLUME 16 NUMBER 9
POSTMORTEM
22 SUCKER PUNCH'S IN FAMOUS
IN FAMOUS represents Sucker Punch's departure from the cheerier
world of S LY C OOPER and into the gritty next-gen world of bald heroes
and exploding everything. Lots of good lessons await, particularly
proving the old axiom: "The player is always right."
By Chris Zimmerman
DEPARTMENTS
2 GAME PLAN By Brandon Sheffield
[EDITORIAL]
FEATURES
Publishing Papas
7 WRAP IT UP
Most designers don't like C++, because they don't understand it. But
scripting languages are a lot more like, well, languages. SWIG is an
open-source tool that helps you wrap your C++ into languages like
Python and LUA, and we've got some tips for how to do it.
By Juan Manuel Alvarez
4 HEADS UP DISPLAY
[NEWS]
2009 video game remix albums, PAX report,
and cocos2d.
38 TOOL BOX By Jeff Hanna
[REVIEW]
Autodesk 3ds Max 2010
40 THE INNER PRODUCT By Noel Llopis
[PROGRAMMING]
13 PRESS A TO JUMP
Telling the player what they need to know without telling them what
they already know is an achievement. Tutorials can be seamlessly
integrated, or maddeningly abrasive, and Tom Smith has both
rudimentary reminders and advanced tips to help your information
flow like sands through the hourglass. By Tom Smith
Becoming Social
43 PIXEL PUSHER By Steve Theodore
[ART]
Send in the Clones
47 DESIGN OF THE TIMES By Soren Johnson
[DESIGN]
Playing the Odds
18 TOP 20 PUBLISHERS
Our 7th annual report, which empirically ranks the top publishers in
the world, showcases a few new faces, while cementing in history the
status of the old guard. When the number one video game publisher
was founded in 1889, you know you're working in an interesting
industry. By Trevor Wilson and Brandon Sheffield
51 AURAL FIXATION By Jesse Harlin
[SOUND]
Less Is More
56 ARRESTED DEVELOPMENT By Matthew Wasteland
[HUMOR]
Our Important Meeting
COVER ART: SUCKER PUNCH ART TEAM
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GAME PLAN // BRANDON SHEFFIELD
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
PUBLISHING PAPAS
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND
ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606
EDITORIAL
PUBLISHER
Simon Carless l scarless@gdmag.com
EDITOR-IN-CHIEF
Brandon Sheffield l bsheffield@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming l jfleming@gdmag.com
ART DIRECTOR
Joseph Mitch l jmitch@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin l jharlin@gdmag.com
Steve Theodore l stheodore@gdmag.com
Noel Llopis l nllopis@gdmag.com
Soren Johnson l sjohnson@gdmag.com
Damion Schubert l dschubert@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Mick West Independent
Brad Bulkley Neversoft
Clinton Keith Independent
Bijan Forutanpour Sony Online Entertainment
Mark DeLoura Independent
Carey Chico Pandemic Studios
ADVERTISING SALES
GLOBAL SALES DIRECTOR
t: 415.947.6227
MEDIA ACCOUNT MANAGER
John Malik Watson e: jmwatson@think-services.com
t: 415.947.6224
GLOBAL ACCOUNT MANAGER, EDUCATION
AND RECRUITMENT
t: 415.947.6241
COORDINATOR, EDUCATION AND RECRUITMENT
t: 415.947.6223
ADVERTISING PRODUCTION
PRODUCTION MANAGER
Robert Steigleider e: rsteigleider@ubm-us.com
REPRINTS
WRIGHT'S REPRINTS
t: 877.652.5295
THINK SERVICES
CEO THINK SERVICES Philip Chapnick
GROUP DIRECTOR Kathy Schoback
CREATIVE DIRECTOR Cliff Scorso
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Kathy Henry
DIRECTOR Kristi Cunningham
LIST RENTAL Merit Direct LLC t: 914.368.1000
MARKETING
SERVICES MARKETING COORDINATOR Laura Robison
UBM TECHNOLOGY MANAGEMENT
CHIEF EXECUTIVE OFFICER David Levin
CHIEF OPERATING OFFICER Scott Mozarsky
CHIEF FINANCIAL OFFICER David Wein
CHIEF INFORMATION OFFICER Kevin Prinz
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, STRATEGIC DEV. AND BUSINESS ADMIN. Pat Nohilly
SENIOR VP, MANUFACTURING Marie Myers
WHO'S YOUR DADDY?
PUBLISHERS. ARE THEY A NECESSARY EVIL?
Developers seem to portray them that way at times,
and even the “necessary” part goes away in the
indie and online spheres, where a developer can self-
release. But evil? I'm not sure.
It’s often been said that publishers are only out to
make a buck, and the larger they get, the more that
can be true. Take, for instance, this quote from an
interview I did with Sierra stalwart Mark Hood about
his time at Vivendi in the early 2000s: “It basically
became sitting down on a panel with eight people,
probably three of whom were from the game industry,
and the other five were either from a cosmetics
company or hair color or water and power company,
and they would be approving our games.
“It was like the same questions would come up
every time. ‘Well, how is this like D IABLO ? Tell me how
this is like D IABLO .’ ‘Well, it's not like D IABLO . It's not at
all like D IABLO . It's completely different.’ ‘Oh, well, no.
You need to give us a game like D IABLO .’"
The situation has hopefully changed since the
Activision merger, but in that scenario, the game is
seen in terms of numbers. How much will this make
us? The larger a company, the more likely it is that
your executives will think this way, whether they came
from another game company, or a restaurant chain.
BECAUSE I SAID SO
» What makes a good publisher then? It seems to
vary based on your market. In the case of the iPhone,
I’ve heard developers say that having a publisher is
largely useful for marketing. Some might say they
take a good game and promote it—Others might
say they take a game that would’ve sold anyway,
and exploit it. All depends on how your deal went, I
suppose!
For MMOs, a publisher is most likely to be the one
serving your game, taking care of customer service,
to some extent, and marketing. In general, a third-
party publisher isn’t going to do much to your game
aside from localize it.
It gets more complicated in the console arena,
of course, and that’s where the back-and-forth
parental relationship can come into play. Ultimately,
a publisher is only as good as its employees.
Some of external producers at the publisher can
actually really help focus your work. In this month’s
postmortem, Sucker Punch mentions that marketing
helped them trim the fat.
Publishers sometimes do know where the money
is, and money allows you to make more games.
What’s unfortunate is when they can’t see past GTA
and G UITAR H ERO to see an actual new idea, forgetting
that GTA and G UITAR H ERO were, at one time, new ideas,
or at least clever new amalgams of old ones.
I do think that publishers can definitely help
make a game better. On top of marketing and
feedback, publishers often also offer external QA,
take care of any legal issues that may come up, and
pay the bills. But that’s only if they’re willing to take
a little risk, and actually trust the developers they’re
working with. Incidentally, since both companies
should really be doing some proper due diligence on
each other, trusting each other shouldn’t be part of
the “risk” bit.
BURY ME WITH MY MONEY
» Someone has to think about the money, and I’m
sure you don’t want it to be you, who’d rather just
get on making a good game. The trouble comes
when the money and the creativity appear to be at
odds. I’m optimistic, and feel there are ways that the
money issues and creativity can fall in line to create
something excellent that also makes its money.
Somebody greenlit H ALO , and C ALL OF D UTY , and
R ESIDENT E VIL 4’s three restarts.
Developers and publishers often have a curious
relationship. The best analogy I can think of is that
of parent and child. The publisher/parent thinks it
knows best because it’s been there before (shipped
more games), and because “it’s my house (money),
so you’ll live by my rules.”
The developer/child is rebellious, and thinks it has
all the answers. In many ways, it does know more
than the parent, and is closer to what’s innovative,
but maybe hasn’t figured out how to hone that energy
yet. I could take this analogy further, with talk of
advice/feedback loops and misunderstandings,
but ultimately, publishers have the money and the
marketing, while developers have the creative spirit
and know-how.
IP FREELY
» As a developer, your job becomes knowing how to
give publishers what they want (more guns!), while
also making the game you want (time travel!). As
publishers, the risk assessment work should mostly
be done at the top end. After that, there needs to be a
lot of monitoring, after all they should get the game
they pay for, but also a lot of trust.
If you’re trying to make a risky game with new
ideas, it’s best to wrap the concepts in the familiar.
Making new IP is always going to be a battle. But if
you stay strong, and both parties really listen to each
other, it can be a battle that winds up getting you a
better-playing and better-selling game.
—Brandon Sheffield
2
GAME DEVELOPER | OCTOBER 2009
HEADLINE
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