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Wednesday, October 24, 2012

Gaming Industry: Developers moving on - but why?

          Cliff Bleszinski – Dude Huge; Cliffy B, if you will – has departed Epic Games. It's a sad time, when one of the great designers and innovators in the way we play, and view games, decides to move on. Though, after 20 years, you can't really blame a guy, either. Some of the best games I've played in recent years have come through Epic games, and under Cliff's eye – Unreal Tournament, and Gears of War, being fairly operative. He's left an indelible mark, that will undoubtedly shape the future of gaming, and gamers, everywhere.

          Then, I think of others who've moved on, recently – Ray Muzyka and Greg Zeschuk, founders of BioWare – again, nearly two decades. Is there something about the 20 year milestone? Shigeru Miyamoto – though not a true retirement – stepped down, and took a less 'direct' role late last year, and Walter Day, renowned for his game score-keeping, called it quits in 2010 (Ok, he's not technically a developer, but you get the gist). Eventually you start to wonder, is it just that these people, and others, are done, ready to move onto the next chapter in their life, or is it that the face of gaming has changed to much, from where it once was? Could it be that, instead of the innovation of technology, methods to tell stories, and producing new and inventive ways to immerse players, that the landscape has instead become to muddied by corporate expansionism, acquisitions, stagnant creation, and repetitive cycling? Or, maybe it's something to do with the increase in digital sales, over traditional retail, having a direct impact on how DRM and piracy concerns are managed in the age of the Internet.

          Late last year, and earlier this year, there was an issue, with major UK retail station, GAME, which being the largest of the market in Europe, lost favor among major developers in the wake of its falling stock, and plummeting revenue. Unfortunately, the only thing soaring for GAME, at the time, was its operating costs. Eventually they went into administration, and were purchased by OpCapita. What this is, is a telling story on the distribution model of games today, EA promised to go totally digital in the future – and then there's the fallout of used games market, something companies including EA have taken an interest in eliminating, likely with an increase in the digital distribution market, thereby capping the total flow of lost, "potential," revenue.
          With all that together, maybe it's not just a hanging it up, but a moving on, to greener pastures, for game designers like Cliffy B, and the beloved, "Doctors." Things are certainly different, and there's a lot more corporate influence than ever before, with the need for higher profit gains, faster output, and repetitive game features and clones. If anything, it's a time to stop and assess the situation – what can we do about it, and how can we keep the strong growing indie sector from coming under the clamp, too?

Friday, October 19, 2012

Gaming Industry Trade Associations: International Game Developers Association

           You know what's cool? Ice...but other than that? The IGDA – otherwise known as, the International Game Developer Association. For the Initiated, it represents a bastion against lack of imagination and creative stifling, against potential oppressive forces in the workplace, and as a center for developer minds and would-bes to come together to collaborate, and share. Of course, for the layman, its pretty much...well, it's pretty much just like the description above, actually.
           There's a lot going on, and while a lot of it is a behind the scenes sort of element, there exists worth material at the forefront, ranging from social connections, forums and advocacy's for quality of life, censorship rights, credit standards, and academic help, as well as Special Interest Groups, or SIGs, and the Foundation, which exists in the IGDA to promote charity and enrich game developers through educational and scientific endeavors (including scholarships). With that said, some of the particular programs of interest, are the SIG's along with the forums/event elements, The Foundation, and their Quality of Life advocacy, which we'll go over.

           Right off, the IGDA gives us access to a listing of all the major events, particularly the technically direct events covering game development, with professionals, around the world, yearly. The calendar, if you will, allows us to quickly gauge the different events, their time frames, what they're about, where they're held, and how to find out more – with direct links . It's a great way to find out about events you can attend. In addition, the Social media center is a great way to get yourself in on what's going on in the different chapters and arenas of the IGDA, and connect  with a wide array of professionals and amateurs from all around the globe. Lastly, the Special Interest Groups section and forums give those looking for something specific a place to share and connect, as well as a way to reach groups and organizations apart of IGDA that are more directly related to anyone's particular interest, or specialization, where you can request memberships and become associated with any hundreds of groups.

            Of course, there's the Foundation, the IGDA charity center, which sets up donations, events, and fundraisers, as well as scholastic achievement awards/scholarships for developers, and those looking to become the next big hit. In fact, Just this month, the first recipient of their newly founded Foundation/Full Sail University joint Scholarship  was awarded to a James burns who starts his Game Design program in November.

           Finally, and most profound to myself, and many, is their advocacy and stance on Quality of life assessments in the industry, as well as on "Crunch mode" – a term in the industry for excessive work load through overtime. In addition to their advocacy, they've a repository of knowledge, and some very well written articles, specifically housed on their site on Why Crunch-Mode is unsafe and inefficient, as well as the Quality of Life Committee's infamous "White Paper" catalogue and presentation resource. This resource, has an incredible amount of information regarding the effect of working conditions int he industry, from a passionate, as well as reasonable standpoint. It covers not only the turnover of personnel, but on the economic and ergonomic effects inherent the potential issues of working conditions across the gaming industry, as well as what that means for the individual developer and how we all can establish better solutions in the workplace, and out of it, to improve our overall well-being. One of the most important areas of the IGDA, in my humble opinion, and certainly an advocacy center to check out.

           So, with that all taken in, it's fair to say that, there's a lot to be had from the International Game Developer's Association. Since it's inception in 1995, this Non-Profit society has culminated itself with thousands of developers around the world, providing career advancement, creative proliferation, and improvement in the lives of game developers through-and-through. Ultimately, it's a great investment of your time and membership, as there's no barrier to entry against the wide array of disciplines in the industry. Thus, it's a great way to connect, socialize, and be recognized by members in your industry, and across disciplines.