Tag Archives: Friday Blog Wars

The Corrupt Developer Career Path

In which we see how logic is useless with bad data.

This all started innocuously enough with Wolfshead angry about life as video game developer.  His ire, deflected momentarily from his usual target of Blizzard, was aimed at the video game industry itself and the fact that being a game dev can be a really crappy career choice.  The pay is low, the hours are long, job security is fleeting, and there is a long line of gullible young people willing to take your place if you try to buck the system.

This is not a new tale.  Having lived close enough to Electronic Arts for them to be covered by the local paper regularly, word of how shitty the video the games industry can be is something I have been aware of since the late 1980s.

Fun created here… on an Orca graveyard!

Wolfshead called it an example of  the “worst excesses of capitalism,” by which I assume he means supply and demand.  Seems legit.  Oversupply lowers pay and working conditions while scarcity raises tends to raise them. That is the whole “invisible hand” that Adam Smith was going on about indicating that you should look for work elsewhere.  Sort of an invisible middle-finger.

Oddly though he also went off on progressives who run operations where life is not intolerable, which comes off a bit muddled and counter to his main point.  He rather ironically denigrates people who care about fair trade coffee, then turns around and says gamers need to demand better working conditions for developers.  Progressive ideals are fine when they benefit you I guess.  I expect him to follow up with a post calling for fair labor video games.

But the net message is that being a video game developer can suck.  Another brick in the wall that should block you from ever wanting to work in the video game industry.  You go down that path despite the reality, not because of it.

However Gevlon was having none of it, even doubling down when challenged.

In Gevlon’s world, nobody does anything without getting compensated.  Young developers don’t line up for crappy pay, long hours, and no job security simply for passion or to follow a dream.  That whole “do what you love” is bullshit.  If you go there, there has to be a payoff!  These young developers go into the video games industry intent on lining their pockets by becoming corrupt developers!

Artist concept of the decision process

This whole idea fails the sniff test almost immediately.  It smells like bullshit and defies the logic Gevlon himself lays out.

First, if money is actually the REAL motivator, as opposed to the dream of working in the wonderful fantasy world of video games, then there are a lot better ways to go about it than risking your career, future employment options, and possible legal and tax complications, by becoming a corrupt game developer.

A developer could, for example… and I realize this is a huge stretch… get a job elsewhere in software development.  There are many jobs in software available.  Most of them pay better than the video games industry.

Basically, ample other opportunities exist.  You do not go into video game development as an individual contributor with an eye towards making bank.  And doing so with the idea of essentially creating a criminal enterprise is absurd in the extreme.

It isn’t as though there are no corrupt devs.  Stories do surface now and again about somebody taking advantage of their position.  But those are more matters of opportunity rather than somebody’s career goal.  People are weak.  Oh, and their careers got ruined once they get caught.  Like a lot of segments of software development, video game development is a small community and word gets around even if you don’t make the front page of Kotaku.

That leads us to one of the key arguments against this corrupt developer proposition; the lack of news stories about this.

If being a corrupt developer was a career path people going into video game development were actually, consciously pursuing we should be seeing a lot more news about corrupt developers.  His argument pretty much needs this to be taken seriously.

Where are all the stories?  Please, post links in the comments if I am wrong, but I’ve got nothing.

We know all about Kickstarters taking your money and running and about game companies over promising and under delivering.  Players complain incessantly about price gouging by greedy companies  But the biggest developer “corruption” story of the last few years was an unsubstantiated allegation that a indy developer used personal contacts to get a better review.

The stories just aren’t out there and the only way you can explain that away is by turning the whole thing into a conspiracy where management and the industry are in on the corruption and we enter the realm of Dinsdale where players are paying off companies.  At that point companies are working against self-interest allowing corrupt devs, since even Gevlon insists that protecting the integrity of a game is vitally important and why would they share the booty with line devs in any case.

Well, that, and the fact that the number of game developer positions where being corrupt would get you paid is probably pretty limited in and of itself.  Further evidence that people don’t go into this industry with corruption in mind as a career goal.

The only real evidence that Gevlon can produce to support his theory is that bugs in code exist and some of them take longer to get fixed than he thinks they should.

That has an easy response.

Gevlon, as I have noted elsewhere, is an ignorant amateur outsider when it comes to software development in general, and all the more so when discussing the situation involving any particular video game, so his determination as to what should be easy to fix and how long it should take carries exactly zero weight.

This is not an insult, but a statement of fact.

I am an ignorant, amateur, outsider when it comes to treating cancer.  It seems like you should just be able to cut that shit out and be done with it.  Also, Jesus, doesn’t radiation give you cancer?  And the chemicals in chemotherapy were derived from mustard gas!  Why would you use that on people?

So if you see me hanging out the oncology department at your local hospital, feel free to discount any advice I might give you.

The difference between those two situations is that I know and admit that I am the ignorant amateur outsider and Gevlon does not.  He thinks his assessments are meaningful.

They are not.

Which leaves him with very little to support his hypothesis besides his idea that people don’t spend time doing things that do not bring them the greatest financial benefit.  At that point you have to start asking why he spends time blogging.  That is giving something away for free, something that has value.  Imagine the page views his posts would get from enraged fan boys on a site like Massively OP!  He doesn’t even run ads on his own site, so he fails by his own logic.

To summarize:

  • The alleged financial motivation to become a corrupt developer is nonsensical and counter productive; there are easier way to make more money and people do value things besides a paycheck.
  • Positions where being a corrupt game developer would pay off are extremely limited; real money trading has to be involved somehow.
  • No substantial external evidence exists that anybody is pursuing this career path in any numbers; where are the news stories?
  • The remaining evidence offered lacks credibility; Gevlon is not in a position to know and his own logic argues against him.

So while I would not deny that corrupt game developers may be out there, it seems more like something subject to occasional circumstances where opportunity arises and not a career path anybody set out on to offset the poor pay offered by their chosen industry.

The burden of proof lies on Gevlon to prove that that the situation is otherwise and so far he has failed completely on that front.

One Hundred Million Copies of Minecraft

The news popped up yesterday that Minecraft sales had exceeded 100 million copies.

Who buys which version where...

Who buys which version where…

The number, as of June 1st was actually a bit past 100 million.

Complete with delusions of sovereignty

Complete with delusions of sovereignty

Probably more surprising is that the game has sold, on average, 53K copies a day in 2016.  Not bad for a game getting to its fifth birthday.

Over on his blog SynCaine attributes this to the idea that good games simply do well.  That is underselling the achievement by a long shot.  For a cross platform title that puts Minecraft behind only Tetris, which has sold nearly 500 million copies in the last 30 years, appearing on platforms as diverse as programmable calculators, iPods, just about every gaming console ever, and whatever OS you happened to be running back in the day.

SynCaine then proceeds to bait the bear that is World of Warcraft, opining that if only Blizzard hadn’t started to make the game suck after The Burning Crusade the game would still be growing today.

This is a bad argument.  Or, at a minimum, an argument that doesn’t necessarily follow from Minecraft’s success.

To open with, the comparison appears to be subscribers versus total sales.  Total units sold would be more apt.  But we do not know how many copies of World of Warcraft Blizzard has sold.  Furthermore, even if we did, I would argue that for this measure, we should count not just copies of the base game, but also every copy of each expansion as a sale, at which point it isn’t hard to get to a number that surpasses Minecraft, at least on the back of a napkin.  WoW had already passed 100 million accounts created two and a half years ago.  (Complete with required infographic.) All of them may not have bought a copy of the game, but a lot of them bought a copy and an expansion or three.

The orc says, "Look at me!"

The orc says, “Look at me!”

WoW has been growing this whole time, if you just count people who have played as opposed to those currently subscribed.  After all, one item you can derive from that Mojang chart is that 66 million people who bought Minecraft don’t bother playing it on any given month even though it is free.

Then there is the whole pricing aspect, because WoW and every expansion has cost more than a copy of Minecraft, and then there is a subscription on top of that, something that chases some people off.

But there is really one key difference between the two games that will keep WoW from ever having a chance to do what Minecraft has done with such a small team.  You can leave aside things like price, expansions, subscriptions, and all that, because to my mind it comes down to one main item:

Mojang doesn’t make content.

They make the client and an open source version of the server… but all you need is the client… and have left nearly everything else to the community that has formed around the game.  It is all in the hands of the players.

Don’t like the default settings?  Change them!  There aren’t enough settings?  Run a third party version of the server!  Don’t like the looks or want some new feature?  There is probably a mod for that!  Don’t like the current version?  Set the client to run an old version!  Want somebody to host your server?  So many choices!  Play solo?  Check!  Play with friends on a closed server? Check!  Make an open server for anybody?  Check!  PvE?  Check!  PvP?  Check!  Creative mode?  Check!  Hardcore perma-death?  Covered!  Special maps?  All over the place!

And yes, not ALL of those options apply to the three versions of Minecraft.  Again, the PC Master Race gets the greater range of flexibility.  But even on the console version, the most limited of the three, Mojang still doesn’t make content.

Meanwhile Blizz needs to come up with new content every year… though they can only manage to do it every other year… and every new change or expansion alienates somebody from the installed base.  There was no perfect path forward that would please everybody.

And you can’t just set the client to run WoW 1.8.1 or some such because you liked how things were in 2006.  Meanwhile the market closed in as the flip side of everybody making what essentially became niche WoW clones means that the player base has other options when the current batch of content wears out.

Even League of Legends, which SynCaine also brings up, depends on Riot not screwing up balance too much and to make new variations of the game and to stage big events and the like to draw attention to the game.

Mojang has created a sandbox game that has achieved a life of its own.  Even the space-sim-sandbox of my heart, EVE Online, has to provide content for its players.  Minecraft just drops you in a fresh world and tells you to punch a tree.  You want something?  Go build it.  They don’t even care about a player economy.  Design it away?  It’s been done.

And they succeeded!

Furthermore, as far as I can tell, Mojang barely markets the game… and still they are selling 53K copies a day.  And then there is all the revenue from licensed products like shirts and foam picks and LEGO sets.  They have created something special here.  It is beyond being a game, it is practically an ecosystem.

Minecraft is one of those odd exceptions, beyond merely “good game sells well,” one of those games that was in the right time and place for success.  But then again, so was WoW.

CCP Continues to Confound Recognized Financial Expert

I am quite willing to bet you that CCP goes bankrupt in 2012. You might want to interpret their “great success” how ever you like, but financial reports don’t lie.

Tobold, October 2011

CCP continues to defy the predictions of financial expert Tobold Stalefoot.

CCPlogo

Nosy gamer spotted an Icelandic news report on the company financials, a rough translation of which ended up over on Neville Smit’s blog.  The bottom line for for CCP in 2015 was:

The company yielded US$20.7 million profit last year…

According to CCP, the company’s profit, cash balance and financial position has never been stronger.

So they have that going for them.  Bankruptcy seems to be a much longer term goal of theirs than previously assumed.

In similar prognostication related news, the DICE awards have refused to relent to Tobold’s version of reality and Fallout 4 remains the DICE pick for 2015 Game of the Year.

The one time MMO gamer Tobold, whose expertise also extends into determinations on good versus evil, who is lying and who is telling the truth, fairness in the matter of pricing in relation to currency exchange rates, whether or not the hosts of Top Gear actually drive those cars, and dramatically quitting blogging only to return the next week, was unavailable for comment.

Addendum: An analysis of the CCP financials here.

Steam Tags… Not So Bad Really…

So the big brouhaha of the week seems to be the tag system introduce by Valve that allows players to tag games listed in Steam with whatever the hell they want.

Queue typical human behavior.  Trolling.  Bad attempts at humor.  Injections of obsessive behavior.

But after reading several posts that pretty much convinced me that the world was going to spontaneously combust due to the absolute horror of this feature and the uses to which it was being put, I actually went and looked at the store pages for all of the games in my library.

And the results were not all that bad.

The key here is that Steam, by default, only shows you a few of the most popular tags… usually 3 to 5 depending on how long they are… and as far as I can see, the most accurate tags are bubbling up to fill that position.  So, for example, SimCity 4 seems to be quite accurate when it comes to tags.

SimCity4Steam

Yes, if you click on the little plus sign, you can see all of the tags people have added.  But even those are mostly accurate.  A couple editorialize… “last good one” is on the list… but I am not sure editorials are off limits or should be.  And all the games in my library look to be about on par.  Do I care that “one more turn” is one of the tags displayed for Civilization V? That is clearly an editorial, but seems totally appropriate to me.

Sure, some games seem to suffer from users being allowed to apply tags.  I wouldn’t be very happy if I was a developer on Call of Duty: Ghost.

CODGhostSteam

But I would probably be even less happy that Steam also displays the Metacritic score.

CODGhostMetacritic

In a world where big studio titles tend to be rated on a 70-100 scale, getting a 68 is already failing.

And for those who are concerned that these aren’t the tags they are looking for, I would point out that Steam has had genre tags for ages now.

CODGhostTags

So, if you already have that sort of thing in place, it seems like some editorializing might be appropriate in the user defined tags, which are marked as user defined tags.

Meanwhile, it would appear that Valve went through and cleaned out some of the more egregious and off topic tags that were polluting the system.  Holocaust denial is no longer a thing in user defined tags as far as I can tell.  Prison Architect is no longer tagged with “Not-a-rape Simulator.”

So it appears to me that Valve has decided to devote some resources to policing the tags, which seems reasonable.

I can see how the game studios are still mad about this.  It allows people to say negative things about their games!  Oh no!

Color me somewhat unconcerned on that front.

So worst idea ever?  Not really.  Crowd sourcing from idiots?  On the whole, no.  Whatever Tobold’s point was… as I mentioned above, Valve already had tags… handled… I think.  That Tumblr site devoted to bad Steam tags?  Taken down.  The world? Continues to turn.

Addendum:  And I forgot to mention, if you’re really worked up about a tag, you can report it.

What offends you?

What offends you?

Crowd sourcing goes both ways here it seems.

Quote of the Day – Whiny Old Timers are the Real Problem

The truth is, in any community, the veterans, the old hands, are the ones that are the biggest reason why the community doesn’t grow.

Harbinger Zero, post Adventures in Missing the Point (since removed)

And we have the case for insta-levels, spurred by various posts about the Lord of the Rings Online “Gift of the Valar” level 50 offer,  in which Harbinger Zero hurls anything not nailed down at people complaining about the idea.  He manages to complain about the use of loaded terms… he doesn’t like the word “scheme” for example… while raining down a torrent of abuse littered with similarly loaded terms… pot, I’d like to introduce you to the kettle.  His basic conclusion is that the current player base is the root problem.

“Innovate!” is the Mating Call of the Lazy Gamer

There was a cartoon that ran in the New Yorker years ago.  I wish I could find it.

The cartoon featured a man dressed up in a clown suit on a television studio set.  He was on a fully dressed sound stage with back drops.  There was a large studio audience.  Cameras were pointed at him.  Studio technicians were off on the side.  A boom mic hung above him.  Everything was in its place.

And on the cue card was the phrase “TELL A FUNNY JOKE.”

That seems to be what Tobold is up to today.  He is kvetching that game studios with revenue goals and investors and expectations and all the baggage of big business aren’t reading his cue card, which simply says, “INNOVATE.”

Well, that and the idea that the past is bad, which is why it is in the past.  Only fools put on rose colored glasses and bask in nostalgia or some rubbish.

So he doesn’t just want a funny joke, but he wants it to be a new joke as well.

But there are no new jokes.  There are only new contexts in which to tell them.

In entertainment, as in jokes, remakes, reboots, re-imagining, and telling the same damn story in a slightly different way is what sustains us.  Using old material was old hat when Shakespeare (or whoever) was cribbing his plots from the Greeks.

And the more familiar the story, the more of our dollar votes go towards it.  Avatar is where the money is, not Primer.  Or, if you want the “higher” arts, the music of Mozart or Beethoven get more performances and sell more albums than that of Rachmaninoff or Prokofiev.

The problem is that we’re not used to this being the case when it comes to video games.  The video games industry is pretty young.  It hasn’t just been a business in living memory, it became a business in my lifetime.

It went from a cottage industry of single person or very small development teams, when what ever they produced seemed new (though they borrowed heavily) because we had never seen such a thing on a computer before… or in some cases, even a computer… to the big business it is today in something like 40 years.

We are just reaching the point where remakes have become the norm.

Which isn’t necessarily a bad thing.

I have my doubts that something like Wasteland 2 can deliver on its promise.  A lot of what made the original great was in the context of the time and the limitations of the hardware.  But it could still be a decent game.  On the other hand, I am quite happy that somebody is going to fix up Age of Empires II and bring a great game into the 21st century.

And it also doesn’t mean that there is no innovation.  There are plenty of developers trying to tell stories or create situations in new contexts that challenge and amuse us.  They just so rarely show up from big studios that looking for them there seems to be the real fools errand.  Games like Journey or Katamari Damancy will always be the exception on that front.

It is the so-called independent game studios that will likely foster any innovation we see.

If you are complaining about no innovation and ignoring them, then you didn’t really want any innovation in the first place I guess.  Heaven forbid you get off your ass and go find something new.

Addendum: And then later Tobold said we need to pay more for niche titles.  So I guess I win.

EverQuest: More Popular at Launch than WoW is Today…

But only if you use the Bizarro metrics.

For example, on Planet Tobold, it ISN’T how many who play your game that matters, but how many people DIDN’T play you game.

Taken to logical extremes, there are more than 7 billion people today who do NOT play World of Warcraft today.

However, back in 1999, when the first player logged into EverQuest, there were only 6 billion people not playing it!

A clear victory for SOE, putting it a whole billion “non-players” ahead of Blizzard!

But wait.  Back in 1987 when Air Warrior was finally rolling, it only had 5 billion people not playing it!

Who is the most successful online game now, bitches?

Meanwhile, SpaceWar, running way back in 1961 had a mere 3 billion people not playing it!

A clear victory in the unpopularity race!

And yes, I am stretching Tobold-logic to humorous extremes on purpose.  But even trying to work the negative player numbers in a serious manner… potential player populations, target populations, subscription rates, and what not… seems like building a castle in a swamp.

Of course, so does trying to measure how many people remember a game.  I suspect there are games out there that more people remember than actually played them.  But how do you even begin to measure that and, more importantly, how does that equated to success?

Being remembered certainly doesn’t pay the bills.

Nor does historical significance which, by definition, is an assessment of something that happened far enough in the past that  it has ceased to be contemporary and actual becomes history.  Real history, in the serious academic studies sense, only starts when those who were there to witness it… and thus have invested opinions about it… pass on and things that had to be held secret to protect governments and individuals alike are released to the public.

Which is to say that neither I nor Tobold can really make anything besides guesses now about how the future may view this era when it comes to MMOs and the like.

But when you’ve soured on a genre to the point that your agenda seems to be deny that any MMO with numbers south of 250K can possibly be a success merely because WoW exists and heap scorn on anybody who wants something different, I guess you have to take whatever crazy ammunition you can find.

I am certainly not saying WoW isn’t a success.  It is certainly what keeps Activision-Blizzard funded for the three quarters each year when they don’t ship a new Call of Duty game.   But success is not an absolute bar, now set so high by WoW that nobody can ever succeed again.  Mark Jacobs’ Camelot Unchained plans are not an automatic failure merely because he is targeting a small audience.  It is an experiment.  It has risks.  It has to live in the current MMO ecosystem.

But that alone doesn’t mean it won’t work.

Of course, even Mr. Jacobs isn’t above pulling out a silly metric himself now and again.