One of the issues with trying to research an industry with purely secondary source research is that the information will always be either heavily edited for public relations, bias in some manner or incorrect or hard to validate. One way to solve this is to get primary research and contact companies within the industry.
Over the past few weeks I have contacted several developers/ figures in the games industry:
-Tale of Tale’s Michael Samyn
-Playdead studio’s (the developer behind Xbox Live’s indie hit ‘Limbo’)
-Bethesda’s Zenimax Studio
-Zombie Cow Studio’s Dan Marshall
-Naughty Dog
And Official Xbox Magazine
So far I have had responses from four out of the six companies that I emailed. These are the emails and responses:
Tale of Tales:
(My email)
To Michaël Samyn
As both a Games Art and Design student and a passionate gamer, I wanted to contact Tale of Tales for two reasons. The first was to express, well, the best word would be gratitude really, as having played the Path and looked at some of your other Games it was really great to see a developer looking at the medium in such a different way to conventional games. I loved the way that the ‘Little Red Riding Hood’ story has been interpreted in The Path to create the final surreal but oddly unsettling experience. Furthermore as a gamer it was a really refreshing feeling to be free of the prompts and rules which have crafted videogames for years.
The second reason for contacting you was more relative to my position as a student currently doing a project on the Roles and Practices within the Games industry. Because of your experience co- founding Tale of Tales with Auriea, and the problems and successes that you have had, I was just wondering really what your thoughts were on this question:
Given the conventional practice of making video games, How difficult has it been as a smaller developer to produce a game without any publisher, but conversely how much more freedom does that give Tale of Tales, as a group of artists to produce what you would like the player to experience?
Of course, as a founding member of Tale of Tales, I expect you will have a very busy schedule so you may not be able to answer. If not, then even so I hope that you and Auriea continue the great work that you are doing and just know that you have another fan in England. Thank you for your time.
Yours Sincerely
Kyle Bamford
(Michaël’s response)
Hello Kyle,
Thank you for your kind words.
It's good to hear that students can be inspired and stimulated by our work.
As to your question, I'm afraid we don't really have any first hand
experience with the "conventional practice of making video games." We
were more or less forced by circumstances to figure out our own way of
doing things. So we can't compare.
We never really made the choice to become a small independent developer.
It was the only way in which we could do what we felt we needed to do.
With our very first project we tried to find publisher funding. When
that failed, we canceled the project and started a new one that was
small enough to fund through arts funding.
For us, freedom is not a sort of luxury that comes as a reward for
sacrificing wealth. What passes for freedom is a bare necessity that is
required to do our work properly. Our primary focus is getting our work
done. We simply find a way to do it. Whatever it takes.
Making art is not a matter of choice for us. It's a calling, that we
experience almost as a duty. I guess this would be different if lots of
people were doing what we were doing. But now we feel an enormous
responsibility.
Hopefully you and others of your generation can join us in this
monumentous task of starting a whole new creative medium.
Good luck with your studies!
Best regards,
Michael Samyn.
Thank you for your kind words.
It's good to hear that students can be inspired and stimulated by our work.
As to your question, I'm afraid we don't really have any first hand
experience with the "conventional practice of making video games." We
were more or less forced by circumstances to figure out our own way of
doing things. So we can't compare.
We never really made the choice to become a small independent developer.
It was the only way in which we could do what we felt we needed to do.
With our very first project we tried to find publisher funding. When
that failed, we canceled the project and started a new one that was
small enough to fund through arts funding.
For us, freedom is not a sort of luxury that comes as a reward for
sacrificing wealth. What passes for freedom is a bare necessity that is
required to do our work properly. Our primary focus is getting our work
done. We simply find a way to do it. Whatever it takes.
Making art is not a matter of choice for us. It's a calling, that we
experience almost as a duty. I guess this would be different if lots of
people were doing what we were doing. But now we feel an enormous
responsibility.
Hopefully you and others of your generation can join us in this
monumentous task of starting a whole new creative medium.
Good luck with your studies!
Best regards,
Michael Samyn.
Bethesda:
(My email)
Hello,
I am a Games Art and Design student in England and I am currently doing a project on the Roles and Practices in the games industry. Having been a huge fan of Bethesda for several years now, I was wondering if I could take some of your time to ask a few questions about video-game production. If you could answer even some of these questions, it would be of monumental help to my research project.
The Questions:
It is well known that in the production of Elder Scrolls: Oblivion, Bethesda was working to produce a game for a console (or consoles) which did not exist at the time of production. What problems did this cause (if any) and how did this complicate the production process?
One aspect of current Generation games production that Bethesda has always succeeded in doing to a high standard is Downloadable Content. What does the ability to create and distribute DLC add to the production of a game? Furthermore is this step done by all of the creative team or by a small but select group?
Having revitalised the Fallout brand, was there any special steps that Bethesda took when producing Fallout 3 and New Vegas to ensure that it could appease veterans of the series and appeal to newcomers?
Multiplayer has become almost a necessity for most games. With Bethesda in the process of creating Brink, a game which seamlessly moves from single player to multiplayer, what are your views on the importance of multiplayer to current generation games?
Often it is said that when a Developer works with some Publishers, it can stifle creativity and cause friction between two. When working with Take Two on Elder Scrolls: Oblivion this clearly was not the case. How crucial is it for Developers and Publishers to maintain a good relationship?
Thank you for your time.
Kyle Bamford
(I would also just like to take the time to express how much I am looking forward to Elder Scrolls V: Skyrim and Brink. With Elder Scrolls IV: Oblivion being one of about three games that I have spent over 100 hours playing, I fear that Skyrim might just beat that. As for Brink, the visual style and smart system promise to breathe life into a somewhat over saturated FPS genre. Keep up the great work!)
(Bethesda’s response)
Kyle
We are sorry but that is not something we can commit to at this time. Thank you for your interest.
We are sorry but that is not something we can commit to at this time. Thank you for your interest.
Playdead:
(My email)
Hello,
I am a Games Art and Design student in England and I am currently doing a project on the Roles and Practices of the Games Industry. I was wondering if I might be able take some of Playdead’s time to ask some questions about the production, distribution and general feelings about Indie games development. I understand that your time is extremely valuable so if you could answer even just a few of these questions it would be of monumental aid in my research.
The Questions:
With many games taking years to move from idea to product and taking a creative team of about 20 to 40 plus people, how did Limbos production time/team size compare to this?
With the huge successes of indie games like Minecraft, Meatboy and your own Limbo, many might say that indie developing is growing from strength to strength. Would you agree with this?
Indie games developers often make full use of online distribution services such as Steam or in some cases use their own websites to sell their products. What were the benefits of using Xbox Live Arcade as Limbo’s method of distribution? Furthermore, do these services open more doors for Indie game developers?
Given how well Playdead’s work has been received worldwide, is there any temptation to move into mainstream games production any time soon?
Thank you for your time and as an avid gamer, I hope that you will continue your great work!
Kyle Bamford
(Playdead’s response)
Hi Kyle,
Thanks for reaching out. Your questions are excellent, but the
relevant creatives are are working hard to progress our development
projects, so they wont be able to provide you answers. I hope you'll
be able to progress your project anyway :)
All the best,
Mads
Thanks for reaching out. Your questions are excellent, but the
relevant creatives are are working hard to progress our development
projects, so they wont be able to provide you answers. I hope you'll
be able to progress your project anyway :)
All the best,
Mads
Zombie Cow:
(My Email)
Hello Dan,
I am emailing for two reasons. Firstly, as an avid gamer, I just wanted to say what a great job Zombie Cow has done! Having read your interview for Gamesindustry.biz, it got me interested in Zombie Cow and due to this, on and off this week I have been trying (and epically failing) to construct a TV Arial on Ben there Dan that. I love the humour that you’ve put into the series so far and it’s brilliant to see a UK indie company producing quality games (featuring the great satirical British touch that is clearly missing from most mainstream games).
The second reason for contacting is more of an academic one. I am currently in the first year of a Games art and Design course and I am doing a research project on the Roles and Practices in the games industry. Because of this I was wondering if it might be possible to ask you some questions about a few elements involved in the production of creating an indie game. Of course, I know that your time is valuable and the odds are that you are very busy on other projects, so if it’s possible to answer even a few of these questions, it would be of extraordinary help to my research unit. These are the questions:
Given the small but skilled team working on the games, roughly how long does it take to produce a game such as Time Traveller, please and Ben there, Dan that?
Do you have a particular method or series of chronological steps that you take during the production of a game? (i.e.: Scripting then Concept artwork, etc.) Or is it a much looser structure?
Presumably as an indie developer, budget is a big issue. How important is collaboration with likeminded game enthusiasts in keeping to those budgets?
Many indie developers like Zombie Cow use their website and online distribution services like Steam to distribute their games. How effective has selling Zombie Cow’s wares been on the website?
Was this a step which was thought about much at post production?
Zombie Cow successfully collaborated with Channel 4 to produce ‘Privates’. How did this experience differ from the production of your other games? Did it alter the way you work? And also what benefits/ positives came from this arrangement?
Finally, with the critical acclaim Zombie Cow’s; Time Traveller, Please, Minecraft, Limbo and Super Meat Boy have received, would you say that indie games development is becoming more and more appealing to the mainstream gamer?
Furthermore, with console systems such as Xbox having online distribution services catered for emerging indie developers, would you say that it is becoming easier to create/ distribute indie games?
Thank you for your time and long may your brilliant satirical wit keep me off the Xbox 360!
Kyle Bamford
(Ps: Looking forward to finally getting to play Time Traveller, Please after I’ve finished Ben There, Dan that because it looks as if it is going to be amazing!)
(Dan’s Responses)
Hi! I'm really sorry, I haven't had time to reply to this yet. It's still in my inbox though, which means I will eventually. Sorry, you sent it at the worst time; lots on.
Will get back to you asap
D
Here's some answers for you, hope these are ok. You got the name of my game wrong ;)
Given the small but skilled team working on the games, roughly how long does it take to produce a game such as Time Traveller, please and Ben there, Dan that?
That depends; those two games were made while I was working a full-time job. So all the art and code was done during stolen moments in mornings, evenings and weekends. TGP was 9 months, working along those lines, basically. BTDT probably slightly less.
If I were making TGP full time now, I’d probably still take 6 months on it, but there’d be a lot more care taken over it and more work on the graphics, etc.
Do you have a particular method or series of chronological steps that you take during the production of a game? (i.e.: Scripting then Concept artwork, etc.) Or is it a much looser structure?
No, as an indie I don’t feel I have the luxury of things like that, especially faffing with concept art. It’s all just sort of ‘done’. The one odd thing about BTDT/ TGP is that I didn’t know how they were going to end when I started them – they were largely made in the order you play the game. It kept things interesting for me, and meant I had the luxury of thinking “ok, where would it be cool to go next?”
Presumably as an indie developer, budget is a big issue. How important is collaboration with likeminded game enthusiasts in keeping to those budgets?
For people doing sound effect and music, you’ve got to find people who are really into the project, or for voice actors you need to find people who’ll do it because they dig the project because that makes everything cheaper. It makes things harder to set up, but in the long run it works out better because everyone’s behind the project.
Many indie developers like Zombie Cow use their website and online distribution services like Steam to distribute their games. How effective has selling Zombie Cow’s wares been on the website? Was this a step which was thought about much at post production?
Yes, I didn’t think about distribution until after I’d finished TGP – I set it up to sell on the website and people said I should try Steam so I pestered them for a bit. The vast majority of my sales come through Steam, but it’s nice to have some money trickling in direct.
Zombie Cow successfully collaborated with Channel 4 to produce ‘Privates’. How did this experience differ from the production of your other games? Did it alter the way you work? And also what benefits/ positives came from this arrangement?
Well, there was money. That’s the main difference; someoene’s paying upfront t for a project and that’s what keeps you fed. On the downside, it means there’s lots more paperwork and meetings and worrying about deadlines. You’re not as free as when you’re making your own stuff, there’s always some else to clear things with at various stages of development.
Finally, with the critical acclaim Zombie Cow’s; Time Traveller, Please, Minecraft, Limbo and Super Meat Boy have received, would you say that indie games development is becoming more and more appealing to the mainstream gamer?
Yes, the indie industry is massively bigger than it was even five years ago. It’s now a valid career path which is amazing.
Furthermore, with console systems such as Xbox having online distribution services catered for emerging indie developers, would you say that it is becoming easier to create/ distribute indie games?
Between Steam and console distribution you’ve got a valid outlet to the vast majority of ‘hardcore’ gamers, but making the game is half the job. You really need to spend months doing nothing but promoting it in order to see it get anywhere; lots of indie devs put up a game and expect word of mouth to do everything for thme – it doesn’t work that way. You’ve got to make it as accessible as possible and then not shut up about it until every major website has covered it.
Official Xbox 360 Magazine:
(My Email)
Dear Mr Hicks,
I wanted to contact Official Xbox 360 Magazine for an academic reason as I am currently doing a project on the Roles and Practices in the games industry for my university course. I understand that Games Magazines such as your own are an important part of that industry and I was wondering if it was at all possible to ask a few questions. Of course as the Editor, I know that your time is valuable so if it would be possible to answer one of these at least, it would be of monumental aid to my research project.
These are the questions I would like to ask:
Firstly, when covering a new game or exclusive, what is the basic process between the reveal and the final review? And what kind of dialogue is there between you and the games developer/ publisher at this point?
As one of the most popular games magazines currently available, what do you feel is the impact of the magazine and the reviews on the industry - given the large audience of gamers that Official Xbox 360 Magazine receives?
I have noticed the Official Xbox 360 magazine features that appear on the Xbox 360 dashboard. Does the magazine work closely with Microsoft? And what benefits is there to this new method of informing gamers about your own products and of course new games?
As a side note I do want to briefly take some time compliment the magazine. As a huge gaming enthusiast, I have followed Official XBOX 360 Magazine since the first issue and I would just like to say how brilliant the magazine is. The writing is entertaining and at the same time, I often use your reviews to guide my purchases.
Thank you for your time, and your great work.
Kyle Bamford
(Awaiting Response)
Naughty Dog:
(My Email)
Hello,
I am writing as both a huge fan of Naughty Dog and as a Games Art and Design Student in England. From the early stages of video games you have created possibly the greatest game series for each generation of PlayStation console and I will admit your work has been one of the largest influences on the academic path I have taken thus far. Having recently begun a research unit on the Roles and Practices within the games industry, I was wondering whether it would be at all possible for Naughty Dog to answer one or two questions. Your time is valuable (especially with Uncharted 3 on the way) so if you cannot answer then I more than understand - however, even if the answer is brief or only to one question, it would be a huge help to my work.
These are the two questions I would like to ask:
While it would take much effort and time to exactly describe the production method, team and pipeline of a Naughty Dog development, is there a basic formula of the above that is kept to when working on a new game?
Since the Crash Bandicoot series in the 1990’s, games and the culture behind gaming have evolved the point now that profits, budgets and the advertising of a popular game can rival that of blockbuster movies. How has Naughty Dog had to adapt throughout this continued growth in the games industry?
Thank you for your time,
Kyle Bamford
(Ps: I greatly look forward to the release of the latest Uncharted. Uncharted 2: Honour among Thieves was personally what I consider to be the pinnacle of PlayStation 3 gaming and Drakes Deception looks to set the bar even higher!)
(Awaiting Response)
While it has taken around just over a week to get the responses for some of these developers (while I am still waiting on two others) the answers from Dan Marshall and Michael Samyn have been excellent. It is no surprise that both of these responses have come from indie developers as while their workload is much higher, they can talk about the process with freedom which large developers would not have. And despite only having 2 sets of answers, personally I am hugely grateful as a response such as was received from Limbo developer Playdead would have been perfectly justifiable.
The Naughty Dog and Official Xbox Magazine email responses I do hope to receive sometime soon as both would create a balanced view on the industry from both Indie and mainstream (while my questions to OXM are a method to approach the industry from a completely different viewpoint). That said should there be replies similar to that of Bethesda then again, it will be understandable. This in a way was why I have not contacted large publishers such as Activision and EA, as the likelihood of responses to anyone other than official gaming channels would be almost non-existent.


