Pulling Back the Curtain

Brett_new_profile
Saturday, May 09, 2009
Editor's Note: Oh, look -- it's Brett Bates again. Like the announcer from NBA Jam would say, "He's on fire!" And for good reason -- his post about game makers revealing more about the development process is certainly something we'd like to see more of. Hell, getting to know all the dirt that went down making Duke Nukem Forever is surely enough to make anyone scream, "Boom-Shakalaka!" -Michael

What will we find behind the curtain?

Last week, David Jaffe posted some early documentation (with sensitive bits blurred out) for a new game on his blog, along with the following paragraph:
Ok ya’ll- will post more next week but you know, at least for now, I’ve been thinking more and more about turning this blog into more of a ‘behind the scenes’/’making of’ style blog and doing less personal rants and stuff. So I may start posting a bit less (until we have stuff to reveal about our game…then I’ll post like a madman!) but the stuff I do post will be more related to our game and our company, and less about me personally. But I will also start Twittering more about the day to day workings on my end of making our game. Once we get our company website rolling (soon, I hope) ideally we can wrangle in a coder, artist, producer,etc to do some blogging and twittering on the official site. It would be great to give ya'll a good idea of what those crazy talented folks do all day.

Of course, the Internet being what it is, some intrepid but misguided soul immediately defogged the images, and they ended up on the major gaming blogs. Stung by how his openness was treated, Jaffe has since removed the post and threatened to stop blogging altogether. He recanted on that, but I do think he's now going to think twice about his "behind the scenes" idea. And that's a shame, because the videogame industry could definitely benefit from pulling back the curtain a little bit and revealing the creative process.

Think about the film industry: How many movies made in the last 30 years had separate crews documenting the filmmaking process? Sometimes, these "behind the scenes" documentaries even outshine the movies they're documenting (see Lost in La Mancha). Even when they don't, the documentaries provide an essential look at how a film gets made, useful for future film scholars. And they're often entertaining to boot.

If film can be so open, why is the videogame industry so buttoned up? What do we have to hide? It's a sad fact that we know more about how The Hottie and the Nottie got made than Ico. One could argue that a filmed documentary makes sense for a filmed movie, and not as much sense for, say, a brainstorming session at Insomniac. But there are a myriad of different ways to document the game-making process: concept art, early renders, email exchanges, design documents, and so on. One might also say that we need to protect intellectual properties. But how important is that after a game is on store shelves?

Some producers and developers are opening up, and I applaud them for that. Occasionally the supplementary material for the "special edition" version of a game contains insightful information. 2K Boston released to the Web an excellent book of concept art for BioShock. Valve even offered a "commentary" playthrough for the Orange Box. More significantly, indie developer Introversion has revealed a wealth of "behind the scenes" documents for their upcoming Xbox Live Arcade title, Darwinia+.

Unfortunately, most "extra" content found in games is nothing more than marketing material. Which is what makes the controversy around David Jaffe's post so sad. Whether he likes it or not, Jaffe has the clout in the industry to cause a sea change, and I feel that his "behind the scenes" blog would be just that. David, if you're reading: I hope that you do pull back the curtain on your creative process. Not only because I'm curious, but also so that future generations can understand how your latest classic came to be.

 

[Note: You can follow me on Twitter at http://twitter.com/bbretterson/]

 
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Comments (15)
Brett_new_profile
May 10, 2009
On a related note, I remember a PS2-era game that let you "play" a level based on the developer's offices. I'm pretty sure it was a third-person game, but it might have been in first. Scattered throughout the offices were early models for enemies in the game and other creation-process goodies like that. You could even check out a basketball court! But I can't for the life of me recall what game that was. Any help?
Default_picture
May 10, 2009
Well, I think there are two different things going on here (another great article, btw!): "Behind the Scenes" while making a game is marketing suicide. There is a reason why E3 demos have their own dedicated teams and these demos are often hands-off. You can't tell a good game from a bad game in the early stages, they all look like crap. The same can't be said of film. You have beautiful locations, filled with beautiful people, and fancy looking equipment. It gets the audience excited. Lo-res, block texture models running with horrible animation isn't going to give gamers a boner. "Behind the Scenes" after the fact is an awesome, awesome idea. Silent Hill 2 had a DVD with a 20 minute behind the scenes feature, the canceled G4TV show Icons did this (hit-and-miss series), and there are plenty of great books that give this sort of insight you are seeking. My favorite is Masters of Doom which covers the history of ID Software up to Quake III. While I agree with you there isn't enough of this kind of stuff out there, there is still a bit more then you may think.
Brett_new_profile
May 10, 2009
Thanks Allistair. I agree with you that releasing "behind the scenes" content before a game is out is a dicey proposition. But I don't think it's impossible. Done right, what Jaffe proposed has the potential to build anticipation beyond what a demo at E3 can do. If you get gamers involved from the very beginning of the project, they'll be much more invested in the final product. They'll feel like they have a personal stake in its success, and that translates into sales. Granted, this sort of thing is much easier done with a small indie game like Darwinia+. But that's why Jaffe's the perfect person to scale it up. He's got a connection with fans that few other developers have, and the clout to make his own rules. That said, if developers are hesitant to release anything pre-launch, I totally understand. But you could still document the creative process as it happens for release post-launch. And you're right: there are plenty of examples of great ancillary content on games that I didn't have a chance to mention. But the larger point remains: the closed nature of the industry is getting out of hand. I feel like we're going to have to start filling out Freedom of Information requests just to find out something like a game's original title.
Default_picture
May 10, 2009
An interesting approach to this would be some form of "embedded" journalist who stays with a company throughout the development of a game and is given unlimited access to the company and its employees, who then releases their reports, interviews and thoughts after the game is released.
Brett_new_profile
May 10, 2009
John, I've had that same idea! But I have no clue how it'd work out in practice. I can't think of a magazine or site that would fund that amount of work (although the New Yorker has made a few recent forays into gaming, with profiles of Will Wright and Cliff Bleszinski), and I can't think of a major developer that would allow it, except for perhaps for someone like Valve. What might prove promising -- and feasible -- is a long-form piece on some upstart developer working on XBLA, PSN, iPhone, or PC. The development cycle is shorter, the bureaucratic barriers fewer, and a journalist visiting the company over the course of a few months could provide some fascinating insight into the creative process. What do you say, Bitmob editors? :)
Default_picture
May 10, 2009
For the most part, I completely agree with you. The movie comparison is excellent, and certainly something the gaming industry should aim for. However, there are things that are better left said at GDCs or behind the curtain, and of those developers need to be wary. Just a couple examples: Almost every game in history has had content that, because of timeline, budget, or simple scope issues, has had to be scrapped. Imagine if the general public got a hold of that. How much worse would BioShock's ending be if you knew Levine scripted it to be 10x better but they ran out of time? How frustrated would you be if you found out that GTAIV was supposed to be 10 hours shorter, but marketing made them extend it? Also (and this is something I might write my own blog post about, but come on, it's Sunday night) there is the issue of auto-adjusting difficulty levels. Personally, I think this concept is brilliant, but once exposed it leaves the player feeling dejected, as he didn't "beat" the game, it just sort of laid down and took it. If only that part remained hidden, then the feeling of triumph would still be there. Again, though, I agree for the most part. There are plenty of things that could be shown, but are not. But let's not rush into things too head first, either.
Default_picture
May 10, 2009
You're really hitting them out of the park, Brett! You have officially been bookmarked. :)
Default_picture
May 10, 2009
[quote]Good post...just one question? off topic. Will broken Pixles be making a comeback on this site? Or does UGO own the rights to that masterpiece too?[/quote] UGO might possibly own the rights to the name, but that's probably the least of their problems. Shane lives in LA now and has a full time job, and I believe Crispin, Seanbaby, and Cesar are all in the bay area. I wouldn't hold my breath.
Default_picture
May 10, 2009
@Sherban Gaciu: There is another way to look at the movie analogy: Ridley Scott felt the theatrical version of [i]Alien[/i] was the only legitimate version. He felt that the addition of the deleted scenes, such as Ripley finding a cocooned Dallas, threw off the pace of the movie - after all, Ripley was supposed to be escaping from the ship before it self-destructed. "I left those scenes on the cutting room floor back in 1978 for a reason," he said. Sometimes, there's just some content that was just a bad idea to begin with and needed to be sacrificed for the good of the whole project. That's another aspect of game design that would be beneficial to know. We don't always know what's best for us, after all. ;D
Picture_15
May 10, 2009
Good article. I would really like to see more behind the scenes as the games being made. Makes things interesting.
Default_picture
May 10, 2009
@Andrew Wilson I never thought about it quite like that. I wonder how much of my fanboyish excitement for Blizzard games would be quashed if I knew exactly what they did in Starcraft 2's 10 year development cycle.
Default_picture
May 10, 2009
I hate to tell you this but I don't see something like what you're describing happening, at least not for awhile. I say this also with a heavy heart, as I would love to see all the bells and whistles of studios such as Square and especially Nintendo exposed for public consumptions and more importantly, understanding. Why, you may ask? Because this industry works off of secrets. Whose got that exclusive story, or clip? What are the big three going to be showing this year at E3? What could possibly be those two huge announcements that Game Informer has promised will make the year for gamers? What got leaked from this big triple A title? The trickling of information is what gets all the fanboys (and enthusiasts, I hate to say it) excited about what the next game will be from ___________ studio. Having someone report on the design and features of new titles would completely take the wind out of any game's sail, and is something I can't see any PR firm or publisher allowing to happen. But maybe one day...
Default_picture
May 11, 2009
[quote]On a related note, I remember a PS2-era game that let you "play" a level based on the developer's offices. I'm pretty sure it was a third-person game, but it might have been in first. Scattered throughout the offices were early models for enemies in the game and other creation-process goodies like that. You could even check out a basketball court! But I can't for the life of me recall what game that was. Any help?[/quote] Actually, I think you're referencing the [i]Ratchet & Clank[/i] series, which is especially interesting in light of your mention of developer Insomniac. Many of the games (but not all, I think) featured an Easter egg that would allow you to access the "Insomniac Museum", where, depending on the game, you could see enemies that had to be removed (most often with an explanation for why), create a new version of one of the game's minigames, and customize a special effect. I've never seen Insomniac Studios, so I can't speak to the authenticity of the architecture, but I'm pretty sure the conceit was that this was a recreation of their offices. I loved this part of the games (even if you did have to fiddle with your PS2's clock or stay up until 3am to find it). The Insomniac Museum is a great example of a "behind-the-scenes" look, comparable to a "deleted scenes" bonus feature as opposed to Valve's "director's commentary". Tim Schafer released the design document for Grim Fandango a while back, and Spore had the "Spore prototypes" series. I think these types of releases are the only way we'll get any peeks behind the curtain. I don't think we'll see many video documentaries. "Making of" documentaries for films are still in the movie format. Put another way, you rarely see a "making of" movie for a novel. I'm not sure we should be looking to the movie industry for inspiration in this case (or in general, but that's another story). Watching a "making of" documentary included on the latest DVD is often akin to watching an extended trailer, and it's vacuous by design. As long as the channel is controlled, the message will be as well, to some extent. If I really want any background info on a movie, I'll go to an independent third party. That said, I loved the commentary mode in The Orange Box and I hope other developers do add extras like that. Running through Portal and learning how well-crafted and deliberate the design really was gave me a whole new appreciation for the game. On the other hand, it's important to keep in mind that more information does not equal better information or deeper insight.
Default_picture
May 11, 2009
Brett, you're an example of why Bitmob is going to work out so well. Great post! I don't think "making of" would be so great pre-production, I actually enjoy the anticipation and the "leaked" secrets of big name games I'm awaiting. But post-production, that would be awesome. I wouldn't mind seeing the undeveloped blocks of say, Gears of War running around or clips of brainstorming sessions with the guys at Blizzard(how awesome would it be to see the moment where someone comes up with that "golden" idea and everyone lights up?). In the end, we all probably just need to speak with our wallets. Games that get released with special behind-the-scenes features(like the God of War II special edition I just bought) need to sell or they won't be created. We need to show the corporate execs that they're not just selling a kids toy but an artistic medium not unlike film.
Brett_new_profile
May 11, 2009
Great discussion, everyone. There really are two issues at play in my original post (and maybe it's worth devoting separate posts to them down the line): opening up the creative process during production and unveiling it after a game has shipped. @Nick Todd: You say that "having someone report on the design and features of new titles would completely take the wind out of any game's sail." I disagree. Done right, exploring the creative process as a game is being made can stoke enthusiasm better than any PR demo possibly could. Look at the recent concept art revealed from Brutal Legend. Does viewing that ridiculously awesome art make you more or less excited about the game? For me, it turns my "stoked meter" up to 11. Now, we probably won't see Nintendo or Square pulling back the curtain anytime soon. But I do think a company with balls could expose the creative process in an interesting way and in the process earn the support of people tired of the the standard PR bullshit, much in the saw way Shoe and others at EGM/1Up earned a ton of loyal readers by uncovering the media/PR relationship. @T.J. Lynch: I think you may be right about the game being Ratchet and Clank. Thanks! Also, I completely agree with you that we shouldn't copy movies and instead take advantage of our medium. The Ratchet and Clank and God of War "behind the scenes" levels are a perfect example of exploring the creative process in a way unique to gaming. @Dennis J. Esau: Agreed, as long as we don't start buying "special editions" just because they're "special." A lot of them are filled with junk designed to siphon just a little bit more cash out of your wallet...

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