MCV936 June 2018

Page 53

Pictured: Games like Campo Santo’s Firewatch (left) and The Fullbright Company’s Gone Home (right) paved the way for more ambitious indie productions

in my desire to play great stories, and that players will support that desire financially. I think indies are drawn to them because these games who have set the stage for others were all well made, but production-wise not that difficult to make on a budget. I think indies see these experiences as ways to deliver quality without needing to deliver expensive graphical fidelity.” NEW VOICES Ultimately, these newly-created studios led by veterans have an important role to play in the industry: they’re shaping its future. A future that could see a wider range of firms sharing the market, with triple-A titles sideby-side with indie narrative darlings. Perhaps these polished, often shorter experiences, are worth bringing the term ‘triple-I’ back for, no matter how silly you think it is. “It’s the promise of getting new voices out there, exploring different topics and new genres,” Interior Night’s Marchal says. “It can only be beneficial to get more diversity in games as this allows us to reach new audiences and satisfy niches which are not considered by triple-A. It’s a very exciting time and I have high hopes in these studios delivering high quality and innovative experiences.” PlayMagic’s Brown concludes: “Companies like ours are the lifeblood of future creativity, and to a quality standard players respect. I don’t work to make games for our company – we make them for the consumers that buy them. Our duty is to create high quality engaging experiences that deliver fun. Triple-A studios copy what works and package it in graphics. We create what works.”

RETAINING TALENT WITH many people leaving triple-A studios to create their own firms, it’s only natural to wonder if big firms are rewarding key creatives enough and if they could do better to retain staff. “This is a tricky question. Some turnover is inevitable in any studio, especially after a project’s completion,” Interior Night’s Caroline Marchal says. “As to retaining staff in triple-A studios, promoting people, trusting them to evolve the franchise and empowering them creatively seem like sensible things to do, but I’m sure they already do this. What I do know is that you rarely make a fortune as a game developer. Heavy Rain was a massive success, but to my knowledge it didn’t translate into massive revenue for Quantic Dream. If developers had a better royalty share, then they could reward and retain their staff more.” Here, Marchal touches upon a very sensitive topic: rewarding the developers for their contribution to the game, in a similar way the film or music industries reward staff with bonuses and royalties. “When it comes to rewarding key creative staff compared to Hollywood, I think that might be difficult, but the idea is interesting,” Ordinal Games’ Chris Pasley says. “Should key creatives get royalties, or other performance bonuses beyond what companies usually give

in the industry now? I think it works in Hollywood because of the concept of key creatives as auteurs. In games, with a few notable exceptions, most are made by large teams who collaborate in a much different way. So if you didn’t have this key creative, would the game have been as successful? In movies, the answer is usually no – without James Cameron, Avatar doesn’t exist. However, I think in games that is rarely seen to be the case.” Sharkmob’s Martin Hultberg also thinks it’s maybe time to change the way we approach recognition in the industry: “I think we have problems in regards to giving credits, royalties and proper recognition. This probably stems from a lack of unionised or industry wide standards, something that is more common in the movie and music industries. In gaming, all the rights stay with the company. “All the recognition goes to spokespeople selected to represent the product. It would be interesting, and highly motivating, if the actual content creators were the ones recognised for their contributions. And don’t even get me started on credit lists. Maybe a more structured industry in this regard would help stabilise compensation and recognition for everyone working in it.”

June 2018 MCV 936 | 49

46 47 48 49 MCV936 Triple A Fatigue_V7 FINAL.indd 4

24/05/2018 14:44


Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.