Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,045
From an upcoming, *potentially* super awesome interview:
"My biggest problem with the publisher pitch process (every designer and company will tell you this) is in trying to get them to gamble on new ideas or non-traditional story implementation or story topics. For example, it’s hard to pitch a fantasy game that isn’t Tolkien-derived. It’s not always easy to work with controversial subjects or mature themes without making the publisher nervous. I’m actually very fortunate because I’ve worked on a lot of mature and unconventional game stories.
All this comes back to marketing, which doesn’t like anything that can’t be justified by research, which means they like games that are like other games. I thought marketing was created to figure out how to take a product and figure out how to sell it, but that’s not how it works in any medium anymore. When costs come down, expect that more folks will be willing to take chances. Each dollar is a vote, so as long as people keep buying games of a certain genre/style, don’t expect to see anything that isn’t a slightly different version of something you’ve already played.
...
What few games do try to break convention, those games need to be embraced by as many gamers as possible."
"My biggest problem with the publisher pitch process (every designer and company will tell you this) is in trying to get them to gamble on new ideas or non-traditional story implementation or story topics. For example, it’s hard to pitch a fantasy game that isn’t Tolkien-derived. It’s not always easy to work with controversial subjects or mature themes without making the publisher nervous. I’m actually very fortunate because I’ve worked on a lot of mature and unconventional game stories.
All this comes back to marketing, which doesn’t like anything that can’t be justified by research, which means they like games that are like other games. I thought marketing was created to figure out how to take a product and figure out how to sell it, but that’s not how it works in any medium anymore. When costs come down, expect that more folks will be willing to take chances. Each dollar is a vote, so as long as people keep buying games of a certain genre/style, don’t expect to see anything that isn’t a slightly different version of something you’ve already played.
...
What few games do try to break convention, those games need to be embraced by as many gamers as possible."