torsdag 11 oktober 2012


"The Best Scenario"

Introduction

There are a few things we need to consider when talking about future projects. And that is "driving" forces.

More specifically, drivers for change. A so-called "Driver for change" is a variable or factor that can alter an project or help shape one.

And while arguably there are different variables for each project I’d like to state that there are a few generic ones that can be "somewhat" applied to all projects.
These drivers include; Ambitions, financial situations and existing market. You might also include the current technological resources and future ones as they may dis-/allow specific projects.

Ambition is shared throughout the group; but usually stems from the original vision-holder. It is important that the group shares the same ambitions with the project unless they begin pulling in opposite directions.
It's also important to maintain that same level of ambition throughout the creative process. A sudden decline in ambition could result in the project halting all together or become incredibly ineffective.

Money is, of course, important since all projects require proper funding if it is ever to take-off or get released. Project-funding is usually based on a Risk/Reward framework, And because of this it can be hard to get funding for a new and previously untested type of game.

By "market" i am referring to the supply/demand currently in play. The market is constantly changing away from conventional games, due mainly to the fact that consumers get bored easily with the tried and true. This opens up possibilities to explore new territories by adapting old design-methods with new ideas.
Technology can also influence a project simply by being able to deliver new and exciting things that people have never/rarely seen before.

Since we've established a few factors of common "drivers", how can we make use of this knowledge? One way is to integrate the drivers into a viable framework and use that in turn to analyze potential (and likely) "project-scenarios".
Constructing a framework upon which we analyze different scenarios, is all about context. Since every person has had an unique experience growing up, they'll likely perceive the "cause and effect" of the drivers differently.
Perhaps the most efficient way to construct a viable framework is to gather as many people in a room as possible and have them group "drivers" and effects together.

Since i don't have access to that kind of manpower (yet!) i will have to do it on my own!
Ambitions are great, and without a doubt the kick start for any project. However, failing to maintain ambition or allowing ambitions to grow uncontrolled could have serious implications in you project. Ambitions can cause a sudden raise in cost, without producing any substantial results, or perhaps reduce cost and still result in a better product.

Make sure that Ambition is tempered with a proper HR (human relation) department (eg. having a person in charge of keeping your employees/group-members happy!).

Financial backing can be a bit tricky, You have to be able to prove that your project/game can satisfy a potential gap in the market (or in some way compete with existing products). You see, it's all about the risk/reward assessment, and all investors are really interested in; Is ending up with more money then what they had before.

The market is ever changing, and usually in a predetermined path. This could be because the taste in game repeats itself due to saturation (eg. 3 years with only FPS, REALLY makes you want to play a RTS). Riding the market-wave can give you heads-up about potential gaps that you could seize. However, since public opinion is also changing, you might end up trying to satisfy a need that never arose in the first place. Being vigilant and looking for small hints can minimize the risk, but not eliminate it completely.

Of course, we are also restricted by technology. The market might take a sporadic turn of change due to the introduction of new technology into conventional game design, or the lack of technology might prevent you from satisfying the needs of the consumer group. This is were conventional game design is mostly applied! By applying the "tried-and-true" method you can ensure that at least some part of the target audience will be satisfied, even if it means sacrificing the other part of the group.

Potential Events
  • Market observations reveal an untapped consumer-group that can be satisfied within the realms of existing technology.
  • Technological advances allows you to compete with products on a existing market.
  • Technology is introduced causing the market to make a sporadic change into unexplored territory (RUN FOR YOUR LIVES!)
  • Ambitions are not maintained and project progression slows down due to low morale.
  • Ambitions are untempered and project stalls due to individual members attempt to move in separate directions
  • Publishers and investors deem your projects risk assessment to be too high. You are forced to find alternate funding or scrap the project.
  • Publishers and investors deem your projects risk assessment to be within managable/acceptable levels and invests in your project.
  • Project can be finished without economic funding and still generate revenue.

Consider these a few of the events that could potentially influence the progression of a project.

Likely Scenarios

Consider this, what likely scenarios could we experience over a 1 year period which includes these events?
Usually when planning ahead and making scenario assessments you want to think a few years ahead, mainly so that people aren't getting caught up with all-too-fresh information when trying to predict what will happen.

However, lets break the rule and go ahead and plan for a 1 year period anwyay even if that will probably mean extrapolating on fresh information.

  • No major technological advancements occur that would drastically change the flow of the current creative market, However; Market observations indicate an increasing demand for a special type of game. Focusing on this type will lead to decreased risk of competition and might boost profits.
  • New application of existing technology allows you to compete with an pre-existing market product. Ambitions might suffer from the lack of originality but is still managable.
  • Innovative game design allows you artificially create an alternative to existing consumer-groups, drawing them into trying out different types of games to satisfy their curiosity.
  • No technological advancements occur and no apparent gaps in the market present themselves, Projects are deemed high risk with lots of competition.
While alot can happen in a year it can be considered highly unlikely that any major changes in technology will be presented. However, one should dismiss the possibility, therefore it's important to don't waste time and proceed with your project as quickly as possible. Technological advancements have no real-safeguard other then that people usually want to present them ahead of schedule. However, while being vigilant of change, continuing on the notion that no changes will be made and that you are able to notice an increased desire for a special type of game, Groups should quickly organize and begun production.
By acting quickly you can minimize the competition and boost your credibility when pitching your project for potential investors or stakeholders. Low competition also means bigger profits.

You might be able to adapt existing technology to satisfy another desire however; Quite often are old methods "spruced" up and optimized so implementation into new 'experimental' game types. By adapting existing technology you are competing with existing games in the same genre but given an edge due to new mechanics/features. However, if a group isn't properly maintained there is a risk that the lack of being creative/original might have a negative impact on the project members. One should take steps to maintain morale and HR (human relations).

If you are good at your job, and know how to blend different types of gamemodes, you might be able to artificially create new sections of the market. Blending two types of game can cause "cross-overs" which can boost or decline the original genre. One should take precautions as though not to blatantly assume that people will enjoy a game simply because its genre. Disregard for consumer needs could severely damage company reputation.

There is always a possibility that nothing goes your way though; In cases where you have no gap to exploit and no new technology to incorporate; you are left with the choices of brute-forcing the market (By competing with other companies) or applying innovative design. However, there is an natural risk involved that your particular game will not get the projected attention you thought it would, or if people will even like it.

Observing the above scenarios and inherent issues that accompany them we can determine the best possible scenario we could hope for. Assuming that no technological advances are commercialized in the coming year; the best we can hope for is a gap in the existing market. Since we are currently in the phase where "casual" and "FPS"'s are most popular, it is possible that in the near future the market will regress/evolve to accomodate more RTS/TBS (Real-time / Turn-based strategy games). This would allow smaller companies to release smaller games and re-establish the RTS/TBS market.

What opposes that scenario?
However, one should not carelessly presume to know which way the market will move. The market is directly regulated by the amount of gamers invested in specific types of games. This would mean that the only wat the market would regress back to a previous state is if circumstances were to revert to a state similar the one before.
However, the gaming community could very easily to the exact opposite of what we believed and move further away from the so-called "gap" we are looking for. This would mean that time and resources invested would attempt to satisfy a need that might not exist (or atleast not to the extent as first projected).

There is not really much to do about this; You can always try and observe the market but ultimately it's almost impossible to determine what people want to play/experience. You could potentially mititage the impact by recruiting older analysts that may have observed a similar phenomenon before.

However, if you are able to successfully predict the creative market; you'll find yourself scheduling release for an estimated date. Its important not to overshoot your release date because this could allow other companies to release their games alongside your product creating competition. The window of opportunity is harsh and unforgiving.

Potential problems during project progression and how do you deal with them?

Assume that everything is going according to plan and you have a date on which you aim to release your product, how would you go ahead and assess the risk involved in the project? What are the short- mid- and long-term complications?

Short-term complications are problems that might occur within 3 months of project start. Personnel, funding or viable design document are of course included but not limited to short term complications. In my own group i'm currently only concerned about the lack of optimized tools.

Personnel might be a direct result of an uninteresting game pitch or simply because there are no people available for hire, In cases such as these you might have to accept that fact that you might have to outsource that particular position.

Funding is related to the amount of publisher or investors that has taken enough interest in your project that they are willing to pay for expenses. Running out of money mid-production is always a possibility, but chances are that you are going to have a bigger problem getting them to invest to begin with.

Medium-Term complications would likely involve personnel issues; Such as low-morale/ambition and/or the market not showing the change predicted.

Personnel issues are potential project-killers. When issues with your employees arise you often have fewer options to handle it then what you would like. Personnel issues might arise due to bad HR (human relation) or dismay with the current project. Personnel issues must be adressed and appropriatley handled unless you want the project progression to suffer from decreased work flow.

The market may have taken a sudden turn away from what was first predicted, at times such as these; Investors may reconsider continuing to fund your project. Instead they might "scrap" and "scavenge" the project and start up a new one which holds greater promise

Long term complications are issues that arise further into the future (or near release dates). The problem with long-term problems is that they are usually hard to predict. Funding could get cut due to project not showing enough promise or that the investor simply doesn't have enough money. other problems might include sudden loss of personnel (due to death/sickness or by other means incapacitated).

Money is constantly flowing and its not uncommon that an investor simply runs out of resources available to invest into a project. when things like this happen there are a few ways the project could be saved. You could try and get another investor to fund the project until completion, or try and fund the project yourself. Worst case scenarios might include not being able to pay your employees for the remainder of the project.

Sudden loss of personnel are situation that implicate that, due to one reason or another; are unable to fulfill their part in the big scheme. They might have switched jobs, been in a accident or started a family. When this happens you can either try and get a "temp" (temporary employee/Intern) or mitigate the remaining tasks unto other employee's.

söndag 30 september 2012

The Precipice of Change!


We're currently standing at the precipice of change in the creative industry; Of course, the gaming industry is always changing and moving in one direction or another; as is evident when observing how typical game-design have changed over a small period of years.

So the big question on everyone's lips is this "What's this change you speak of, and what’s my stake in it?"... OK so maybe not on everyone's lips but lets be frank, I’ve peaked your interest! Yes it's true I’m afraid; We are currently entering an age where focus is being placed on enhanced console-gaming. A world where motion controls are the homecoming kings and queens. And the regular controls are being gradually left behind.

This also means that game design is being forced in a specific direction. And i know, i know... "Motion controls are just a fad, it'll pass eventually!"; Yes this is true, motion controls have been around for many years and have only recently begun to gradually raise to the top.

However, this will impact the creative industry, and sub-sequentially the game-developers for years to come.

It's not all "doom" and "gloom" though; Because we know this is going to happen, we can adapt to the situation and begin to develop games before people even know that they crave them.
There is of course an inherent risk involved in this approach, so naturally the stakes are pretty high.

The reason behind my commitment to my cause is in actuality not one of necessity, but one of desire.

I have a desire to create my own company and produce games that will be enjoyed throughout the world. But i could equally be apart of another company's developer team.

I want to be able to look down on a product or at a forum and say proudly "I helped make this!" and i want to be able to do it repeatedly and with greater success each time.

By observing the current market, we can establish what exists and what the audience/consumers wish to see, it is my belief that by combining what has been established as good design with new elements that the public have yet to experience but crave.

You could say that my "Window of opportunity" stems from the fact that while bigger developers focus on whats tried and true; i could easily get funding for a smaller project that can rival the bigger ones simply by being daring and enhancing upon their model of success. The problem with doing this is that it sends ripples up the creek, and eventually the bigger companies will feel secure enough to "copy" your approach.

But there will always be competition in the creative industries, This is because most project are constructed upon the same existing model-frameworks. most FPS' games, for example, usually employ the same base-mechanics (such as WASD moment, interactive objects and CTF-gamemodes).

I feel that the correct approach to this is to alter the base-model each time you begin a new project to keep things fresh; with consideration of course. It's a bad idea to throw out a mechanic or function that works; simply because it's tried and true.

And as i mentioned above, this is a "high risk/potentially high reward"-approach and failure is always an option, but as Master Yoda said to Luke Skywalker; "There is no try, there is do or don't".

The cost however, and consequences of a failed product, is somewhat of a stain on your resumé. In worst cases it would potentially mean bankruptcy for a smaller development-company. In cases such as these, it's important to find alternate funding that can keep the company afloat until a successful product is released.

Now i could go into details about my current project; but i choose not to since that would compromise project-integrity; This is a public blog after all!

Now, we all know that one guy (or maybe your are that one guy) that thinks "I don't care about the evolution of the industry". Well you should!
Waaaay back; in the beginning when we first began to ride the computational-highways into "digitalized" entertainment, we were lucky enough to only have one game. Don't get me wrong, at the time it was awesome in every single way; but as time went on and we began to establish a wider market; that meant we also had to step up our game (pun intended).

Sure, we've all been there; we've all said to ourselves "Hey, time has nothing to do with it... some games will be awesome until the end of days" and we would be right! But have you ever tried going back to those "top-notch-of-their-times" games we loved when we were younger?

If you have, chances are that you remembered it differently, and you weren't as entertained now as you were back then. This is because we crave new and exciting things. And as old things become even older we tend to become spoiled with new performance and visual enhancements.

So you see; you should care about the evolution of games and conventional game design because in the end, you (the consumer) are responsible for how the industry adapts/evolves.

The process of developing games can be considered a "war on two fronts". Firstly there has to be a desire for that particular type of game; This is were consumers such as yourself must take action, Voice you wishes throughout every available media! Give cause for production!

The other end is the developer-side; We need to gather information and prototype mechanics to be sure that what we deliver is in consensus with your desires.

In contrast to that there is a opportunity here; Not only for a up-and-starting company, but also for the members of the project group.

You see, before any company evolves into a corporate giant, they usually start out as groups of independent developers.
Indie(Independent) developers don't have the financial backing that bigger corporations do and because of this, they cannot compete with AAA-titles.

But at the same time; This allows them to pursue new and unexplored territories, which is why they still hold a big portion of the market in a iron grip.
Because they can explore these territories they also gain greater insight on what works and what don't, A leisure that bigger companies usually don't have.

Indie games can help establish a previous un-tapped type of games, and because of this Indie games usually pave the future of game development. Good ideas are invested in, and bad ones are avoided. Because funding is relatively low, this is a good way to establish working parameters for a specific target audience.

Because Indie games usually explore "previously undiscovered" areas of the market; They have little competition (with the exception of similar game types of course!). Because of this they generate relatively greater revenue than what conventional games do. This can be considered a "gap" in the market, that people didn't even know existed.

However! Even if this is considered a financial opportunity, it is hard to give even a rough estimate of potential revenue that can be gained through this method of marketing. This is due to the fact that by moving further away from conventional design can cause both larger and smaller gaps in target audience, All i can say that is from my own observations is that my project is probably not gonna be the best game ever released, but still generate enough revenue to further allow us to create new games.


So what is to gain from this "project" I'm working on?
well... new (and existing) stakeholders/members of the project may be offered a financial compensation upon successful launch of the game. This is dependant on how well it sells and what resources are available to the company... the goal is, of course, to adequately compensate all members of the project, but short of that, the only thing that can be gained through working in this project is insight and experience. 

Im sure there are people who are thinking "Why not do it yourself and keep all the profit?". Well first of all I am hardly a graphical artist, and anything short of stick figures and geometrical figures is pretty much out of my league... but it is also my belief that projects can only benefit from additional points of view. Having more members can, of course, be difficult to control, especially when no clear hiearchy has been established, but it will potentially pay off in the end.

I also intend to try and circumvent many problems by inducing a strict "no-change" policy after a certain date. Changes after that, shall be discussed and comtemplated provided that they have good reasons.

Don't get me wrong, all projects start out a special way, but change drastically during production. The end-results usually end up quite different from the original idea. 

The cause of this is that as the project progresses sacrifices/revisions are essential to ensure good quality. This is mainly because ideas and opinions are always changing; and an idea that seemed good yesterday might sound less perfect tomorrow. I do not believe my project (or my idea) to be any different in this matter.

As with every project, new participants would have to invest time and skill into the project. Since this can be considered a "kickstart" for a company there is no promise of monitary compensation other than a share of the profits upon successfull launch of our first product.

tisdag 25 september 2012

Future Endeavours

Once you know where you want to go; and know where you stand. All that is left is the journey.
Where do i find myself in a few years?

Am i going to be on my way to realize my dream or simply be stuck at some crummy 09 - 17 ("nine to five") job? Do i even know the road which i want to take?

Since my major interest in game design comes from story-telling and/or integration of story into games i would very much enjoy working for, or collaborating with the corprate giants that roam those territories.
I am refering to four in specific. These four being "Bioware", "Bethesda", "Blizzard" and "Firaxis".

My success in gaining employment for one (or more) of said companies will have to rely heavily on my ability to pitch my portfolio, and/or any internship or work samples i can deliver.

What we have here is a classic catch-22 scenario; whereas i have no experience to appear attractive (at the moment), but because i can't appear attractive, i cannot get experience.

Hopefully i am able to land a sweet position in either design or programming as those are within my primary capabilities; However i would believe that someone with my personality traits would do his/her best work at a administrative position. However, such deduction can only be enforced by previous co-workers.

The knowledge being offered at the Gotland University, mixed with self-studies and project-work constructs a framework for a broad set of skills; Potentially this can be used to help "boost" existing projects with some new insight and/or observations; but can also assist in establishing the risk/reward when hiring me unto a more permanent position within a company.

söndag 16 september 2012

Who Am I?

"Who Am I?"

Have you ever stopped to ponder this question? To review all your skillsets and flaws so that you may better portay yourself to other people?

In the creative industry, primarily the gaming sector, it is a question refering to being attractive; No, im not talking physically (It won't hurt though), I talking about having a skill or competence that someone else desires or can make use of.

------------------------------------------------------------------------------------------------------------

So in that sense, who am i?

Well, My name is Marcus and I'm 22 years old. I was born the youngest of a family of 4 brothers and a sister, and was at an early age introduced to the world of computers.

I have studied the process of designing and producing video-/digital games since the age of 16, with a degree from LBS (Ljud- och Bildskolan) and Gotland University.
I am currently in my fourth year (also known as the master-year) at the Gotland Unviersity with the long term goal of furthering my knowledge into production.

"Well thats great and all, but what about you personally?"

Good point! Degrees are really just a piece of paper stating that a school acknowledges that you have satisfactory knowledge into a subject. But personality is also important, and at times, and sometimes even crucial when you are applying for a job or want to hire someone into your group.

Being the youngest of 4 brothers and a sister, i learned at a young age that i had to take charge and not let others boss me around, this manifested into what others have called; "Strong leadership skills, to a fault", and "Stubborn once he has his eyes set unto a path". These traits can both be considered positive or negative, depending on the context in which they are placed.

I believe in taking responsibility for my actions, and thusly its important for me to deliver what i promise; This means that i'll make the neccecary sacrifices in order complete a task that i have knowingly accepted.
This could, however, mean that the end result might differ from what was originally intended.


If i had to guess, my interest in game design stems from a rooted desire to be creative; Since arts & crafts weren't my strongest subject in school, i had to satisfy that need through other means. Lo and behold, there was game design, a chance to let the imagination flow rampant!






"I see, and whats your background?"

My story begins at a very young age; Riiight around the age of 6 when i first started playing Super Mario World for the Super Nintendo Entertainment System (SNES). Of course, at this age i payed no attention to the design of the games, i merely found them entertaining and a good way to pass the time. However, as i grew older i began to pay more and more attention to the plot/stories told within the game, and the messages that they could sometimes bring.

in a sense, good game design became my abstract role model as i payed little, or no attention to the actual designers but more their results.
This inspired me to begin researching game design and how one would create and integrate a good story into a game.

By the age of 16 i had begun my studies into game development at LBS ( Ljud- och Bildskolan), and after a three year period i was eligible to enroll at Gotland University with a major in Game Design.
I am currently partaking in the so-called "Forth year" of studies at Gotland University which will further specialize my talents into the production of games.

However, i am not furthering my knowledge into game design because of the promise of fame or fortune; no no... It is a passion of mine, one that has been slowly growing ever since that faithful day when i first picked up the SNES controller and experience the world of gaming for the first time.




"What is it that you hope to accomplish?"

I want to learn how to become a better designer, And that means seeking out challenges near the border of my existing knowledge. The ultimate goal is to become a lot better at what i do so that i am able to create my own game production company, and be able to see my ideas come into fruition.

It is something of a dream to be able to tell a story that has such impact that people actually take something from it and makes the world a better place. The effort I'm putting into my education and sub sequentially all the games i'll be working on in the future is part of that dream...

Remember, its not always the destination that matters, its the journey there!



------------------------------------------------------------------------------------------------------------

There is a certain finesse involved when making a compiling your profile for a review, and sometimes it can help to go a little META and observe what you've chosen to share from the perspective of the person reading it.

Say that you for instance wanted to look beneath the surface and analyze in what manner the applicant chose his/her answers; what method does one use?

Well, there is a method in psychology that uses something called the "Five Factor Model" that allows you to observe and categorize the applicants personality. Lets try it out shall we?


  • The applicant appears to be positive in his/her writing this suggests a positive attitude.
  • The applicant likes to take charge but may have a problem with others leadership. Applicant also respects hierarchy.
  • The Applicant seems to know where he/she wants to go in life.
  • The Applicant seems to understand his/her responsibility and probably won't shirk his/her duties, might sacrifice quality to finish on time.
  • The Applicant expresses a passion for being creative

The applicant is most likely a organized and consistent person who is confidant in his/her abilities but still wishes to learn more. The applicant can possibly come across as cold bur respectful to his/her co-workers.