Quitch writes to Aegis:
As for your Microsoft bashing, as a publisher they have, and still are, backing up some excellent games. In actual fact, I struggle to think of any really poor ones. As a publisher they've been making good choices.
The problem as I see it with umbrella publishers like Microsoft, EA, Interplay, Infogrammes, and Ubi Soft is that the developers who formerly worked on their own choice of products, according to their own timetables, are now working doing the products that someone else defines, according to someone else's timetable. There's no denying that this provides a measure of security and work for the small development house. But there's also no denying that it presses creativity into narrower channels, defined by the bean counters of a few large corporations.
I've got nothing against bean counters, and contrary to what some people might think, I'm really not deadset against large corporations. But the advantage as I see it of small game development firms controlling their own product and access to the market is that you have more independent vantage points being exposed, in the end, to the public, even if these inevitably include (as they should) a sense of "what audiences will buy." When fewer bean counters are involved in those decisions--and when the bean counters are separate from the creative team, as is often the case in large corporations--then variety and creativity suffer.
Let's consider some examples. Richard Garriott had a long string of hits on his hands in the RPG, action, and multiplayer genres when he sold Origin Systems to EA. The big guns then moved Garriott's attention elsewhere, in exchange for several benefits that included a lot more capital for development. This, Garriott figured, was very good, because he was (and remains) a techno-junkie, who got the bug around 1990, and always wants his games to be on the cutting edge of technology to increase the player's sensory experience.
EA, however, has one main interest: income. So while Garriott was working on administrative concerns, their own installed executives took control of Ultima VIII development. Garriott subsequently claimed that he had "lost control of the development process," which is simply another way of saying that while he was looking elsewhere, EA had done things he didn't like. Yes, he would have kept the the action orientation--he really lost interest in more strategic RPGs a long time ago, no big news there--but he would have made gameplay a lot easier and more sensible. The game enjoyed relatively poor sales.
Ultima IX did involve Garriott, but there was a major loss of focus during the project. Under pressure from EA to produce a big hit, the development team was fired several times. The final product was released over the protestations of Garriott and Origin Systems (their internal memos were leaked almost immediately after the game's release, and have a sense of "here's to disaster in the making"). It was a shambles: braindead AI, visually beautiful but horribly buggy, a series of puzzles unrelated to roleplaying, completely linear, a story that several times made absolutely no sense--panned almost universely. Even EA gave up on it within a month or so of release, declaring that the final patch had been issued. Of course, all the fault was placed on Garriott's shoulders, and he departed from EA. The company directed the remaining OS staff to work on Ultima Online II which frankly looked pretty good. Then, the bean counters suddenly decided they wanted to invest in console games--and all the work done on UO II was chucked, along with the team.
There's another company with a very fine record in strategy games: Frog City. They were the folks that did Imperialism and Imperialism II, both addictive products. About a year ago they sent me a pre-alpha of a product called Pantheon. I'm at a loss to describe this imaginative game in just a simple phrase. How about "a third person, 3D isometric nonlinear RTS/RPG/strategy hybrid that contains over 30 collectible resources and hundreds of monster types, researchable technologies, quests, god-created magical items, spells, and statistics?" You're one of twelve Olympian gods, and play against AI-driven Olympian opponents while trying to build the military, economic and industrial might of your worshippers. You can also perform quests for other gods (up to three out of a field of eight or so) that forge alliances. Of course, so can your opponents--sometimes even competing with you for the same deific favors.
The thing's really deep, and as you can guess, I was very impressed: roughly 45% of the coding has been done over a couple of years. Frog City needed financial investment, however, to finish the rest, since they wanted this to be a main project, not something put together afterhours, with an hour stolen here and there from other done deals.
They pitched it at one company--SSI (it no longer matters whether it's named or not; the company has ceased to exist), a venerable firm with a great record, that had recently been taken over. The VP who heard their pitch listened attentively, then asked, "Are you doing a console version?" When it was pointed out that strategy games haven't worked on the console market, and that a lot of time would be spent simultaneously coding a console product, the VP waved them off and walked away. (He has, by the way, a bad record of blowing off good product and going for the ones that follow the latest buzzphrases: in this case, "console versions." The man, who will remain anonymous, is now working for EA.)
Frog City approached another big publisher, where, for a change, everybody in the company loved Pantheon--except the chief accountant. He said no game based on Greco-Roman myths has ever sold, and nothing would budge him from this position. One of the company's chief internal producers (with a long string of successes) even said he would commit in writing to work with Frog City on making Pantheon a reality that *would* sell; but the accountant wouldn't budge.
The good news is that after producing a really low end, unambitious title (Trade Wars, which is due to release in a few months) for another firm--a deal they had to take, to remain solvent--Frog City finally got some funds for Pantheon. But the point is that, as the above examples show, an excellent, innovative product from a company with a proven track record of hits simply couldn't get the funding for more than two years to produce a very good game. They were prevented by corporate incompetence in one major case, and by a blinkered financial view in the other.
The corporations have the money, and they have the connections to the retail chains sewn up. If you want to work, you work either for them or through them, but in either case, there's a great deal of product shaping which is done entirely by corporate decision-making. I'm not saying it isn't savvy or benign, but all too often it results in incompetent or completely financially driven decisions which adversely affect product.
[ 08-01-2001: Message edited by: fable ]