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Bitter medicine: What does the game industry have against innovation?

Publishers tout it, developers strive for it, industry media praise it, but do gamers buy it? Part 1.

"This instrument can teach, it can illuminate; yes, and it can even inspire. But it can do so only to the extent that humans are determined to use it to those ends. Otherwise it is merely wires and lights in a box."

This fall's critically acclaimed film about pioneering broadcast journalist Edward R. Murrow, Good Night and Good Luck, ended with the respected newsman delivering those lines to an assembly of his peers, urging them to utilize the new medium of television to its fullest potential.

It's a sentiment that should be familiar to gamers, who often call upon developers to push the medium to some higher state of existence. Sometimes those calls are made by developers themselves. Or publishers.

But just like Murrow discovered throughout his career, these media are money-making businesses first and foremost, and their failure to realize their potential to the fullest is not always due to a dearth of talented individuals "determined to use it to those ends." As often as not, it comes down to matter of what's best for business.

In the gaming industry, nobody's more concerned with what's best for business than the analysts. But now even they are complaining of a lack of innovation in games. Wedbush Morgan Securities analyst Michael Pachter has been bemoaning the lack of innovation in the industry for years, and earlier this month pointed to the lack of originality in this year's heavily hyped holiday lineups as a reason for this season's industry-wide slump.

"Inovation's dead," Pachter laments. "Dying. Every once in a while, somebody will slip something in that will shock us, but for the most part there's no money in innovation, even if it's great."

In most cases, the risks of attempting to do something new simply outweigh the benefits, according to Pachter. With next-generation development costs skyrocketing, publishers want proven sellers, safe choices that they can be assured will provide a reliable return on their investment.

"The best business for a publisher is to give people what you know they want," Pachter says. "And what you know they want is a sequel to what they wanted last time. So we don't see a whole lot of innovation."

And even when innovation gains traction, publishers have a way of institutionalizing it, sometimes to the extreme. "Every now and then a company will come up with something really innovative and they'll sequel it to death," adds Pachter.

It may be working for now, but Pachter sees some negative long-term implications from this approach, as it's not just the companies who innovate that will look to capitalize on those breakthroughs.

"The problem I have with the whole sequel thing is it's not just sequels," Pachter says. "It's once we see that World War II combat shooters work, we've got 50 of them. The funny thing is the next year after we saw that, everyone thought, 'If World War II worked, Vietnam would work too.' But all those games were a disaster. Now we've got how many more World War II games coming out?"

So following trends and doing the same thing as everyone else isn't a surefire route to success either, but at least publishers know that a really well-executed World War II shooter will probably still sell. For evidence of that, just look at Activision's shooter Call of Duty 2, which was purchased by about three out of every four Xbox 360 owners at launch.

"Clever and different and new doesn't necessarily work unless you convince consumers that they really want it," Pachter says.

Compare the sales figures for Konami's Dance Dance Revolution Extreme on PlayStation 2 and Katamari Damacy. According to the October NPD numbers, the third installment of the Dance Dance franchise has moved more than 559,000 copies since shipping on September 21, 2004. By comparison, Katamari Damacy, one of the biggest innovation success stories of the last few years, has moved just over 300,000 units since hitting shelves on the same day.

"It's the combination of giving a consumer something he wants and then letting him know that you're giving him something he wants," Pachter says. "And it's the latter more than the former. There are games like Psychonauts that are pretty innovative, but nobody knows it exists except the 50,000 hardcore guys that bought it."

According to the most recent NPD figures, Psychonauts has moved nearly 51,000 copies on the Xbox, not quite 23,000 on the PlayStation 2, and a little more than 12,000 on the PC.

Developed by Grim Fandango creator Tim Schafer and his team at Double Fine Studios, Psychonauts is something of an industry-standard cautionary tale about innovation. Psychonauts is about the story of a young child stowaway at a summer camp for psychics who must enter into the minds of his fellow campers and the camp counselors, and it was originally planned as a high-profile Xbox exclusive with Microsoft itself as publisher. However, Microsoft dropped the project in March of 2004 with no reason given.

Schafer shopped Psychonauts around for months before finding a new publishing partner in Majesco. The game was released on the Xbox, PC, and PS2 earlier this year, and met with critical praise and consumer apathy. Majesco (and a number of analysts, Pachter included) had great expectations of the game's retail performance. When the sales didn't materialize and another high-profile Majesco title flopped in Advent Rising, the company lowered its projected revenues for the year by a third, the CEO Carl Yankowski resigned, and a number of shareholders sued as the stock plummeted.

Innovation's a risky business. As the executive vice president of Vivendi Universal Games' worldwide studio at the time, Michael Pole understood that. That's why his company passed on publishing Psychonauts, despite Pole's own affection for Schafer's work.

"If you were to ask me who is one of the most creative and innovative people in the business, it's Tim Schafer, without question," Pole says with enthusiasm. "The guy is just as good as it gets… I so desperately wanted to work with him on that product, and we weren't able to get a 'green light' at Vivendi. But if you look at the unit volumes [Psychonauts sold], could we have done better with it? I don't know."

The green-lighting process is a cold, mechanical process by Pole's description, and one every major publisher uses to determine which games get made and which ones don't.

"You have to look at a product from every angle," Pole explains. "What is the product's genre? What are the platforms? How much money are you going to spend? Who are the people that are building it? Is it a licensed product? Is it an original product? You then present the idea to the green lighting committee, which is, like the senior management in sales, senior management in marketing, and product development. And then, basically, you run the numbers. And it's a numbers game after that. If the unit volume comes back and it supports the development [costs] and what you'll need to spend at marketing, then the product is given the green light."

It's tempting to look at the process and say the qualities that made reviewers love the game were the same qualities that made Vivendi gun-shy about publishing it, but Pole says the biggest problem was actually the game's platform.

"The biggest challenge for us was that the lead SKU was the Xbox," Pole says. "So when you look at the unit volumes and you look at the genre of the product, that was a little bit challenging because there weren't a lot of character action games that had done well on Xbox."

So because Oddworld: Munch's Oddysee, Voodoo Vince, and Blinx the Time-Sweeper didn't post big numbers, it was considerably more difficult for Psychonauts to find a publisher. Depending on how good a job one thinks Majesco did with marketing and distributing Psychonauts, its disappointing sales might vindicate the publishers' decisions to pass on it. So why didn't it sell better? Schafer says it's always tempting for developers to blame failures on bad marketing (convincing consumers they want a game, as Pachter would say), but it's usually more complex than that.

"It's a number of things," Schafer believes. "Some of it is how the game was sold and some of it is how the game is made. We looked at various things about the game like the age of the main character. The age of the main character affects who will be drawn to the game and I think our main character was a 10-year-old boy. So were we selling the game to 10-year-old boys or were we selling the game to an older market? Because a lot of the humor and the puzzles are for an older market. We thought we were safe because Zelda's got a young kid as a hero but that falls into the special rule of Zelda-can-do-anything-it-wants. I guess the rule is that if you're established, you have more room to experiment."

Despite some second thoughts about some of the game's design decisions, Schafer still thinks Psychonauts could have been a hit if the industry worked a little differently.

"If there was just some way that it could sit out there and take its time and let people discover it, then it could be very popular. But it's just so hard that the games go in, they're on the shelves and then they're not if they don't [sell]--if their preorders aren't good, even. So even before the game is in the stores it has to be a success or else it just doesn't get any shelf life. That works against a game like Psychonauts that has such great word of mouth. How can that word of mouth do any good if you can't go to the store and buy it?"

Digital distribution of games is one such solution to the shelf-space problem, and Schafer says he wants to use it eventually to sell smaller games that would allow him to try out new ideas with less risk. Digital distribution also allows companies to offer games in release windows like the film industry, an approach currently used by various subscription-based gaming-on-demand services. So a game might have the equivalent of a theatrical run on store shelves, followed by online distribution for those services' subscribers, much like a feature film would eventually be shown on premium cable channels like HBO or Showtime. Schafer thinks there's more to be learned from the film industry about fostering innovation, but not everything will work for games.

"There are a lot of things about the film industry we kind of aspire to, like some of the funding models that give more control to creative talent, innovative financing and things like that," Schafer says. "But there's a part of me that also looks at the film industry and [sees] it's not super great right now, either. It's not a hotbed for innovation either. But it does have an independent film machine that's viable, and that's something gaming doesn't really have. In film, you can have the independent movie win best film of the year at the Oscars. But there's not really a chance that one of those indie games is going to knock out Halo, you know."

Schafer's not the only one comparing games to film. After leaving Vivendi Universal, Michael Pole joined up with former Electronic Arts Los Angeles executives Rick Giolito and Mark Skaggs to form Trilogy Studios. Where his previous position had him reluctantly nixing innovation as an exec at a worldwide publisher, Pole finds the shoe on the other foot now as CEO of a company making an episodic "first-person shooter/RPG combo" for PCs and next-gen systems.

Pole compares the current game industry landscape to that of the movie industry at the height of the studio system.

"They controlled the talent," Pole said of the movie studios. "They controlled the directors. Everybody was under contract, and for the longest time there seemed to be a stifling of creativity underneath that system. What the games industry is finding now is while you can amass an extraordinary collection of talent, extraordinary games are created within small teams. The best new intellectual properties are coming from independent--self-funded for the most part--studios."

He points to Bungie as an example. It had gained a reputation as a top-notch developer and had begun work on Halo long before Microsoft purchased the development house. Trilogy now has its own intellectual property to work on, a small development team with big credits (Skaggs was part of the Command & Conquer development core while Giolito was key to the Medal of Honor franchise at EA), and thanks to independent equity funding, money to go make the game.

Pole said that independent funding is opening doors to a number of non-traditional publishing models for the company. Coming up with at least part of the game's budget on its own gives Trilogy more leverage in negotiations. Instead of just pitching their game to publishers, the developers now are in the unique position of being a little choosy about who will put their game out. It's not enough for Trilogy to make a AAA title, hand it off to a publisher, and cash a check. Pole and his team want to know that their work will get top-notch marketing and sales support that will do their game justice.

While independent funding and digital distribution might fundamentally alter the landscape of the industry to make it more innovation-friendly, that change isn't going to happen overnight. And until it does, Schafer's putting the hard lessons learned from Psychonauts to use. But even with a few more years of experience and a greater understanding of how publishers assess potential projects, he's running into problems finding a home for Double Fine's latest.

"Pitching is pretty demoralizing," Schafer admits. "I'm working on a new game now and we have a couple of publishers that are very interested, but in finding them we talked to a lot of publishers who are incredibly risk averse. And in pitching the game to them I found myself playing down the innovation of the game and playing down the creativity of it a lot because it's--just hearing those words--those are the wrong words for them. I found myself trying to explain the game in terms of how everything in it had been done before just to calm them down, and then I come to work and I go to a design meeting and the focus has to be, 'How can we do something that's never been done before?'"

This pitch doesn't just make the difference between being picked up or not. It also impacts the game's budget.

"If you're using an existing game play mechanic that was a big hit and a big successful license you can do a $15 million or $20 million game now," Schafer says. "And if you want to talk about making either one of those original then, you now have knocked off $6 million off your budget right there."

Sobering as that might be, Schafer doesn't see it as any kind of sign that innovation is dead or dying.

"I've always found that at any given time there's some publisher out there who's interested in innovation," Schafer explains. "Different people have taken up that mantle from time to time and they always get excited about it and then for some reason or another that light kind of goes out and someone else picks it up. And as long as there's at least one publisher out there who is interested in innovation and doing something revolutionary then I think games like that will keep getting made."

Of course, that outlook might spring from the knowledge that without such patron publishers, the future of innovation in this industry might not be so bright, and Schafer's future projects might not get made.

"I am optimistic about it because I have things I want to try," Schafer says, "and that would make it easier for me to do the kinds of things I like to do. And also because I'm just very, very determined to stay in the game and be annoying to everybody else until we win.

"Can't let the f*****s win," he laughs.

The second part of GameSpot's look at the business side of innovation will focus on the 800-pound gorilla of third-party publishers, with Electronic Arts Los Angeles studio head Neil Young outlining the company's strategy for success. In addition, Ultima creator Richard Garriott and Castaway Entertainment's Michael and Stefan Scandizzo weigh in on their current attempts to get innovative games to market.

213 Comments

  • thedarklordrand

    Posted Oct 29, 2006 7:19 am PT

    Innovation is not dead, sometimes innovation can sell but it is just risky. The sucess of games like Katamari Damacy and Shadow of the Collossus are really giving me hope for the future. It is knowing how to sell minnovation that matters. Hideo Kojima is an extremly innovative designer and he suceeds because he has a lot of money power to back him. Tim Schafer is also brilliant but unfourtunatly he does not have the backing that he does.

  • Humorguy_basic

    Posted Oct 11, 2006 1:54 pm PT

    The games industry and games media are full of BS. Media: They give 1/2 page upfront then a great review (say 94%) and in 6 months their saying they promoted the hell out of it. The big guys pass it by, it ends up with a publisher with one tenth the advertising budget , the game flops and the big guys say 'see?'. I mean, it's totally ridiculous!

    If the big guy had said 'yes' spent it's normal ten times the advertising than Majesco, there would have been more copies in stores and it would have sold 10x more. So as long as the smaller publishers are the only ones to take 'innovative' product, why the heck should be be surprised they sell less?

    Pulbishers still don't promote to hardly anyone but the games magazines and websites. Games like Psychonauts need what Infocom did with their text adventures in the 80's - promotion in the NY times and Readers Digest , etc. Publisher's talk about a mass market, but they don't even talk to 99% of that 'mass market'!!!

    Instead of paying for games journalists to fly to their HQ to look at a game, they should get a few gamers like the one's leaving comments here. They'd get more honest feedback and be closer to the customer. Even I can think of a retail market with 40+ million customers a year that this industry doesn't even touch. I know one retail outlet that get's 8 million customers a year and the store has no software for sale. It alone could probably shift 100,000 units a year if the right product was produced.

    It's not just innovation in gaming we need, it's innovation in thinking, marketing and selling as well.

  • SyluxElite

    Posted Aug 31, 2006 1:19 pm PT

    Pshconauts was innovative in exicution and it was a wonderful game to bad it didnt sell well

  • S_Jake

    Posted Jun 28, 2006 6:14 am PT

    Murman, you couldn't possibly have played the same Psychonauts that I have.

    On the subject of innovation, it's been dead for so long that the carcass has long since decomposed and only a few bones remain. Most of the games mentioned by simpaticoman aren't innovative in the slightest (with the notable exception of GTA III); Final Fantasy X is essentially a derivative FF game (and the worst, I may add), RE4 was a departure from a typical RE game (and amazing), but innovative it wasn't. The Warriors basically rehashed the GTA formula (albiet very well), God of War is derivative (even though it's good) and Silent Hill is a RE rip-off franchise.

    All in all, I think I have to agree with stpaul that the game industry is moribund, but I also have to say that it wasn't always this way (thanks again, big business, for doing your utmost to suck the life out of one of my favourite pastimes).

  • stpaul

    Posted Jun 15, 2006 11:25 am PT

    face it, people. the gaming industry is moribund.

  • Murman713

    Posted Apr 27, 2006 11:06 am PT

    psychonauts sucked

  • simpaticoman

    Posted Mar 24, 2006 2:00 am PT

    There is still room for innovation (Which isn't exactly the same as new)
    Prince of Persia series prove it, Psychonauts prove it (Great, hilarious game) GTA series prove it, the warriors (Great beat'em'up game) and God of War prove it and recently Silent Hill and RE4 prove it. Final Fantasy X prove it too. And Hideo Kojima's MGS series prove it too.
    We can tell new stories, we can take old stories and tell it in a new way. Either way entertainment + culture = We are better people. If you have the sensation that you are a better person after finishing a game (Because something new has been added to you) then that game has got its purpose.
    I do not agree that we have to "convince" anybody to make them feel they "need" something. People must be INFORMED. INFORMATION is the big word. I played psychonauts not because it was a platform game but because it was created by Tim Schafer, and it did fulfill all my expectations.

  • simpaticoman

    Posted Mar 24, 2006 1:57 am PT

    There is still room for innovation (Which isn't exactly the same as new)
    Prince of Persia series prove it, Psychonauts prove it (Great, hilarious game) GTA series prove it, the warriors (Great beat'em'up game) and God of War prove it and recently Silent Hill and RE4 prove it. Final Fantasy X prove it too. And Hideo Kojima's MGS series prove it too.
    We can tell new stories, we can take old stories and tell it in a new way. Either way entertainment + culture = We are better people. If you have the sensation that you are a better person after finishing a game (Because something new has been added to you) then that game has got its purpose.
    I do not agree that we have to "convince" anybody to make them feel they "need" something. People must be INFORMED. INFORMATION is the big word. I played psychonauts not because it was a platform game but because it was created by Tim Schafer, and it did fulfill all my expectations.

  • nirvana175

    Posted Jan 5, 2006 9:59 am PT

    IMHO we consumers are the most guilty. If we "long for innovation" but when we go to the store we keep supporting mainstream games and buying sequels then we shouldn't expect a change on the landscape. Damn, I'm sure we don't even email publishers/developers thanking or spanking them for creating such pieces of art/trash. We just don't voice our opinions, we don't do research for new games, we just go to the store and look at the shelf, even if truly innovating games (normaly independent ones) won't ever be on that shelf. We look at game creation only as consumers, not art creating. Money is involved? Yes, like in art. But the day the game industry begins to incorporate a niche for independent games aside from mainstream games, that day we'll stop complaining about lack of innovation, like in the movie industry. But we as consumers need first to voice our needs for such scheme, for such a change.

    When that happens, who will care if dance dance revolution n-th gets made if there's room too for games like live for speed? IMHO, if we as consumers crave for a change, voice it, and stop supporting bad me-toos. There are countless free and original and independent-made MODs out there that are way better than the n-th WWII game bought at the store.

    Peace.

  • rob3nelson

    Posted Jan 4, 2006 12:59 am PT

    For Nintendo, innovation is something forced upon it, not something it would choose to of its own free will. It must innovate or die. The giants of the industry (Sony and Microsoft) don't innovate because they don't have to. To be truthful, nobody likes to innovate when he has a wife and kids to support. Innovation means uncertanity. Uncertainty means not knowing whether or not you'll be paid. People and companies innovate only when they have to, when they feel as if they have nothing to lose. My whole point is that if Nintendo is innovative it's something they shouldn't be praised for, just an indication of how deperate it is to regain market share. By predisposition, though, it's not a particularly innovative company. Very few companies or individuals are. It would be more accurate to call those individuals (and ocmpanies) who are innovative by nature (like Miyamoto, Sid Meier, and Lord North) - creative geniuses, not innovators, since their innovations proceed from something within themselves not something external like market forces. And, how many creative geniuses are out there? Not very many! That's why there's so little true innovation out there. There are very few creative geniuses out there.

  • DrinkDuff

    Posted Jan 3, 2006 4:45 pm PT

    I am really getting tired of the same thing over and over again... It's really starting to feel like all of the FPS games are starting to run together into a big violent mess.... There have been numerous times , where I have greatly anticipated a game only to be let down due to the feeling: "I've done this before a million bajillion freaking times", and I'm really tired of it. I haven't thoroughly enjoyed a game (to the point of obssession) for a really really long time.... And its seems like this year I am feeling it even more.

    However, don't lose faith. There is still hope yet! Hopefully, things will turn around...

  • hlskittypryde

    Posted Jan 3, 2006 4:25 pm PT

    innovation isn't dead persay so much as kinda shoved under the rug. look at nintendo and the reaction to the revolution controller. i can't wait for the thing! 4d gaming...give it to me now. psychonauts i thought was an incredible game. one of the best this past year. but it didn't sell for some reason like i thought it should have. same thing with death jr for the psp. i thought it was fantastic. it was different. i love it. i embrace it.

  • ivanfred

    Posted Jan 3, 2006 3:19 pm PT

    Sony Playstation 2 was the first console that I purchased and used since Sega Genesis. I was astounded at the progress the video game industry had made since the days of Sega Genesis. However, it did not take long to realize that the video game industry had become similar to the movie industry. Once a good idea works, we get one sequal after another and lots of copycats. I hope that the next generation of consoles will introduce us to something new and different because I just don't see Playstation 2 doing it.

  • predator8u

    Posted Jan 3, 2006 2:59 pm PT

    Psychonauts isnt innovating its just another platformer

  • ace_of_spades

    Posted Jan 3, 2006 1:51 pm PT

    The flame of innovation seems to be dying out and on the verge of being out. It is quite sad.

  • Cervantes_Soul

    Posted Jan 2, 2006 9:12 pm PT

    Psychonauts itself wasn't that innovative. Seemed like another platformer to me, though it was indeed hilarious. Great game too, but I don't think that Psychonauts was anything revolutionary.

  • PyleA

    Posted Jan 2, 2006 4:38 am PT

    Listen guys, I have some major points I want to get across to you. Take them or leave them, I just need to get 'em out there in the mix.
    1.) Everybody brings a bias with every conversation (forum discussion). Yes dear reader, even this post. 2.) I do enjoy articles like these that are definitely open for discussion, not flaming, bashing, childish name-calling or stating that you are definitely right. 3.) NOT EVERYBODY AGREES WITH YOU! This is a place to share opinions, views, insights and even kind words. This shouldn't, but always does, become a place to "show your colors" if you will. I don't care if you have a Nintendo tattoo on your backside; it doesn't make you an authority when it comes to talking about Nintendo’s innovations or anything ect. Let *insert publisher's name* worry about building a fan base, they were doing fine before you came along. I am aware this applies to me as well, before you think of replying and turning this on me. You won't be clever.

    4.) Concerning this particular thread: Innovation is scary to many people. There are those who demand it but still buy the next Madden each year (I am guilty of this.) Games like God of War, Starcraft and Half-Life (1+2) will always be out there on the horizon just waiting to bring us the next thing that will slowly be overplayed and exhausted.

    Once again, I am quite sure that some will want to as some say: "Fl4/\/\3 teh h311 0ut 0f thi5 n3\/\/B." (Which uttering will only make you seem less official and more like a clown). Rest assured that I will be physically and emotionally unscathed from whatever remarks you type furiously on these forums.

    Finally: A sincere thank you for those who spoke insightfully, kept calm, tried to hide their biases. And spoke their mind. This is what the forums are about. Although, due to the anonymity that being online and not face to face allows us; insults and brass balls will forever be common place. If you read all the way through, I hope you will not toss my words aside immediately.

    Perhaps, maybe you can learn and grow. (This is a teacher's dream after all.) Once again, thank you and have a nice day.

  • PyleA

    Posted Jan 2, 2006 4:22 am PT

    [This message was deleted at the request of the original poster]

  • CX_32

    Posted Jan 1, 2006 10:04 pm PT

    Innovation? People don't want innovation. They want the same thing, over and over. That's why the GCN isn't selling- there aren't enough mainstream FPS, RPG and normal 3rd person acton games.

    This could be a cause for concren to the revolution too.

  • nahton35

    Posted Jan 1, 2006 2:07 pm PT

    Innovation nor creativity doesn't sell in the States. Thats why we don't get to see many innovative and creative games. Here's to another year with updated rosters and another mountain of violent & bloody shooters.

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