games you can’t win because you’ll play against you

About a month ago, I put video games on hold (except the flash fighting game! I promise I’m not abandoning you, Joseph!), and started helping friends make movies. I couldn’t quite explain why I was doing it; the best explanation I could provide was that I was “lonely” making games, but beyond that all I could say was that it just felt like the right thing to do.

I had lunch today with a friend who did a similar thing; he put a lifetime spent writing on hold to help out on movie making (we’re currently working on the same movie, a family drama with a HL2-ish setting called In the Wind) because he was also feeling lonely and unrewarded. Talking to him, and comparing my experiences with video games to his experiences with writing, I was finally able to crystallize why I had lost my passion for making video games, and what it really boils down to is the amount of soul-crushing isolation. This also turns out to be a good insight into why making video games is nothing like making movies and never will be.

When you make a movie, you’re hanging out on the set with at least half a dozen people at any time — half a dozen on a tiny, shoestring-budget movie, and sometimes literally hundreds of people on a big-budget movie — and that’s just the crew. You’re part of a team, and after always working solitary sorts of jobs and spending my free time making video games, working on a team has been an amazing new experience for me. Everybody’s pitching in together, relying on each other, and helping each other out. Everybody’s getting feedback and ideas and interaction from everybody else, and the movie improves because of it. (Ideally, at least. Teams are certainly also prone to be giant terrible clusterfucks of clashing egos and drama.)

When you make a video game, you’re sitting at a computer alone, invariably in the dark because you’ve been working since there was daylight and haven’t bothered to turn on the light now that the sun’s set. You’re working with no feedback from or interaction with other people. Sure, you can take a break and hang out with your friends / spouse / whatever, but they’re not working alongside you to make the game. If you’re working on a game with a “team”, it’s nothing like the “team” experience of working on a movie; each member of the team is sitting in his own dark little room working alone, and usually the members of the team never even meet. I employed half a dozen different artists on Season Stacker, and I never met a single one of them. Even on big projects at big studios, my impression is that everyone working on a game is isolated in his own little cubicle, only seeing the rest of his “team” at meetings, breaks, and lunch.

Once the script is written and production has started, the closest thing to making a video game in the process of making a film is editing; sitting in the dark, alone, assembling the assets of the production into a cohesive whole and smoothing out the rough spots. But even then, the editor usually has at least the director sitting there in the dark with him, giving him feedback and ideas and interaction as he works.

When a movie is finished, you show it to people. Even if it’s low-budget, you can usually find a local theater that will show it, and pack the theater full of people for a few showings. And even if it’s lower than low budget, you pack all of your friends (the friends who helped you make it, plus their SOs and a few dozen others) into your living room and you play the movie on your TV. You have an entire room full of people, and you can sit in the back and watch them enjoy your work. Hear them laugh at the jokes, “eew” at the gross parts, maybe even cry at the emotional parts. And at the end, they all turn around and tell you what a wonderful job you’ve done, and if your movie’s good enough they’ll even be sincere when they do it. It’s an amazing, wonderful, visceral reward.

When you finish a video game, you cast it into the abyss. If it’s indie, then you put it up on the web. If it’s commercial, then you send it off to the pressers and it ends up on store shelves. And then you sit, alone, and watch a number go up, which either denotes how many people have downloaded the game if it’s free, or how many units it’s sold if it’s commercial. If it’s a commercial game, a few people will probably give it clinical, sterile, disconnected reviews, breaking it apart into abstract pieces and assigning each of those pieces an arbitrary number. Graphics: 7. Replay Value: 6. And if you’re really really lucky, the best thing that could possibly happen is that someone you’ve never met and whose face you’ve never seen might give your game a 10/10 and call it “game of the year”.

In either endeavour you might also make some money, the most ambiguous of accolades.

Making video games, there are two experiences I’ve had that I’d call “the most rewarding”. The first is that at one point, for no clear reason, Dungeon Escape became incredibly popular, and on one day alone 132,020 people tried to play it all at once and crashed the server. That 132,020 made me about as happy as any six-figure number that’s not a paycheck can make a person, but I have absolutely no idea who any of those 132,020 people are, or what they actually thought of my game. I can only presume that that number became so high because quite a few people DID like it, and recommended it to people who also liked it and recommended it to other people, but aside from the four of five people who have emailed me to say “Thanks for the great game!” this is only conjecture. The second experience was when I made In the Pit, and a few days later I took it with me to a friend’s barbecue, and as guests arrived we made a few of them play it. As they finished it, they each staggered out, grinning, and told me how much they enjoyed it, and I momentarily had the faintest glimmer of the kind of reward that filmmakers feel when they screen a finished movie, only instead of hundreds of people, there were eight. Eight. Because you can only personally present a video game to one person at a time, and there was only time that night for eight presentations.

So, which would you find more rewarding? Which would make you feel more appreciated, and be more likely to send you smiling yourself to sleep at the end of the day? The number “10/10″, or hundreds of happy people, telling you — to your face — how much they love your work?

That’s why I’m primarily working on movies for now. I haven’t totally given up on video games; I’m still uncontrollably compelled to make them and will keep cranking out new games from time to time, but a hobby is what you do to feed your soul, and there’s a lot more soul in working as a team face-to-face with people you like and having a room full of smiles at the end of it than there is in sitting alone in the dark, wondering to yourself if what you’re doing is going to be good enough to make a number increase.

9 Responses to “games you can’t win because you’ll play against you”

  1. Mark Hughes Says:

    I think you’ve identified your problem, but then rather than solving that problem, you’ve gone off to a different problem. Movies aren’t inherently more social than games, and the loss of creative control makes them poor nourishment for the artistic muse.

    Many of my games are really construction kits; I may make a good game out of them myself, or may not, but what I really want to give people is the experience of building their own game in some specific style.

    I haven’t got very far with that. There’s a dozen or so people who’ve talked to me about the games they were making (none released that I know of), and that was awesome.

    On the other hand, the many thousands of downloads of the more finished games, and the hundreds of registrations for Hephaestus when it was shareware, those are pretty awesome, too.

    I’m gearing up for a new game release, and my primary means of contact for it will be Facebook, so a real network can form around my games.

    If you isolate yourself behind email and blogs, or lock yourself in a closet with a typewriter to be a screenwriter, then you’ll feel all alone except for some numerical stats. That’s regardless of the medium. If you do something to encourage community, and that’s what you want, you can get it.

  2. Hunty Says:

    Screenwriting and editing aren’t inherently more social than games, but crewing on a movie inherently is.

    And I’m certainly not saying that making video games is “bad” because it’s less social than making movies, I’m just saying that it’s less socially rewarding. It’s an ideal medium for introverts, but I’m too extroverted to enjoy the lack of social interaction that it necessitates. Actually, wait, I guess I am saying that making video games is bad. But what I mean is that it’s bad for someone like me who needs something socially rewarding.

    I’m happy for you that you get so much enjoyment out of sharing your games. I think that means that you’d be better suited to a career making games than I would.

  3. GameJobHunter Says:

    I wouldn’t necessarily say that making video games requires that someone by an introvert. From what I’ve seen company cultures and tasks vary widely depending upon the employer. Sure, all video game developers will spend countless hours staring at a computer screen and the tasks can be monotonous, however I know quite a few video game workers that are undoubtedly extroverts and fit well in a video game job.

    Andy Williams
    Biz Dev
    www.GameJobHunter.com

  4. Jim Miles Says:

    Hunty, stop trying to justify everything you do, and instead just do it. About half of your post is roughly in the right ball park and the rest is just a pathetic scrabble to find reasons to justify your recent falling out with game design and falling in with movies. I guarantee you will reread this in less that 9 months and see that.

    Stop analysing everything, it’s counter-productive.

  5. Hunty Says:

    You’re right, although it was only about half an hour after I posted this that I realized I was over-analyzing. I need to stop thinking that every experience I have is an epiphany. :)

  6. Alex Kierkegaard Says:

    There’s an interview with G.rev’s president where he says that one of the reasons he prefers making arcade games is that he can go around and see people playing them. With console games he obviously can’t go around people’s living rooms.

    Just thought I’d throw that in here.

  7. Hunty Says:

    That’s cool. I’ve wanted to make a few arcade games for that very reason, and right now I’m most interested in making fighting games, primarily because it seems like fighting games have a bigger and better community than any other genre.

  8. Christy Says:

    Random internet surfer here! heh.

    My experience as a game developer is completely different from yours! It’s *very* social. My job involves working in a team of hilarious guys, all of whom make me laugh so hard I cry on a regular basis. I love coming to work because even though I’m in front of a computer all day, we all work in one large cubicle-free room and are constantly talking to each other. TBH, I don’t think an introvert would last long in the games industry - it just takes too much teamwork, IMO.

    When our games come out in stores it’s not just a game sitting on a shelf and anonymous reviews. I work on an extremely under appreciated and often mocked sector of gaming - little kid’s games on the DS. But it’s not a void. It’s little girls in stores telling you that your game is her favorite because she wasn’t interested in gaming before until she saw your game. Or a mom telling you that she’s been all over town looking for a copy of your game because it’s all her kid wants for her birthday and it’s the only video game mom approves of. I see the kid’s reviews on Amazon saying that they love it and their parents approve of the message we’re sending. It’s stuff like that all the freakin’ time! It’s incredibly rewarding, even though we’re not making triple A titles. My sister worked one of the best selling 360 games of ‘06 & ‘07 (many, MANY 10/10s & a GotY edition) and the amount of people she’s inspired is incredible. Someone mistook me for her once and I thought the kid was going to have a heart attack in the process of saying hello. She gets letters from teenage kids who look up to her as a career role model as well as soldiers in Iraq who are playing it to pass the time and want to thank her for the work she put into the game. It’s crazy how much feedback people go out of their way to give you once your game (no matter how popular) is on the shelf. People seem to really like talking to strangers for whatever reason. heh. Anyways, good luck with your movie stuffs! Hopefully you’ll find it a very enjoyable pursuit. :D

  9. Hunty Says:

    Wow! thanks for the comment! That certainly does sound very different from my experiences, and from the experiences I’ve heard of from other people working in the industry. I’m very glad to hear that it CAN be a social activity, and it can result in face-to-face feedback.

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