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Op Ed

IGN - Why PC?
It's often perceived as a necessity on the console side to make a particular game as appealing as possible to every person who owns a console. The problem is that game publishers have let that thinking creep over into the PC market so now the development and marketing is driven by a need to make a single game that suits everyone. We see it all the time in the dreaded promise of all press releases that a game "will appeal to casual and hardcore players alike." (And if it's a licensed game, this is usually followed by the equally obnoxious claim that it will please both "fans and newcomers.") It's time to stop making such ridiculous claims, and more than that, to stop letting them be the sole consideration that determines how games are made and which ones get published, particularly on the PC.

The Escapist - Experienced Points: Now That You're Done Firing Everyone... Thanks Joker961.
So I thought I'd offer the games industry a little friendly advice as we head into the new year. Here are my suggestions for how to save money and make more money without needing to shed any more blood. A lot of this might seem to be aimed at EA, but really this advice applies equally well to all of the big players.

Videosgames - Games Journalism: What Not to Say. Thanks Morris.
I donít care if itís hard to explain why a mechanic works or doesnít work, or if itís taxing to think about why a game brings out a particular emotion. Saying ďItís hard to explainĒ is an admission of defeat. Jesus, as a games journalist you should feel a burning need to understand why a gun in a game feels good to shoot, or why a levelís atmosphere makes you feel lonely. You should be capable of disassembling design and figuring out how it works.

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10. Re: Op Ed Jan 9, 2010, 19:38 Stormsinger
 
Prez wrote on Jan 9, 2010, 14:48:
If you have to spend 10 million dollars to develop a proprietary graphics engine rather than spend, say, 1 million on licensing the Unreal 3 engine, that means your game has to sell that many more units to break even, and is that much more of a financial failure when it doesn't. When a company can't make ends meet because its games aren't selling enough to pay for development costs, the first thing to be cut is payroll.

So your suggestion is to cut payroll first? If you're spending 10 million to develop a graphics engine, that's -all- in payroll. I fail to see how laying people off earlier helps anything.

I also completely agree with his analysis on the stupidity of firing people and then acquiring others immediately after, while I don't understand your explanation for disagreeing with it at all.

That's because you're assuming that all people are interchangeable...but you're wrong. The skills, talents, and experience in one group of people (the folks being laid off) generally are either going to be quite different than those of the new company you're acquiring, or if they're the same, then the management has some reason to think the new group is -better- than the ones they laid off. Not to mention the IP that comes with an acquisition...that's often a fair part of the reason for the acquisition.

Basically, the impression I get from his article is of a just-out-of-college or almost-out-of-college author who has no real-world business experience, but thinks he's ever so much smarter than those who have actually done the job for real.
 
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