TEAM LinG - Live, Informative, Non-cost and Genuine! Games That Sell!

Mark H. Walker

Wordware Publishing, Inc.

TEAM LinG - Live, Informative, Non-cost and Genuine! Library of Congress Cataloging-in-Publication Data

Walker, Mark (Mark H.) Games that sell! / by Mark H. Walker. p. cm. Includes index. ISBN 1-55622-950-X (pbk.) 1. Video games—Marketing. 2. Video games—Evaluation. I. Title. GV1469.3.W43 2003 794.8--dc21 2003010229 CIP

© 2003, Wordware Publishing, Inc. All Rights Reserved

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ISBN 1-55622-950-X

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Screen images and concept art from Warcraft® III: Reign of Chaos™, StarCraft™, and Diablo II™ courtesy of Blizzard Entertainment®. All screen shots and game titles used in this book remain the property of their respective publishers. All brand names and product names mentioned in this book are trademarks or service marks of their respective companies. Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others. The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. This book is sold as is, without warranty of any kind, either express or implied, respecting the con- tents of this book and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality, performance, merchantability, or fitness for any particular purpose. Neither Wordware Publishing, Inc. nor its dealers or distributors shall be liable to the pur- chaser or any other person or entity with respect to any liability, loss, or damage caused or alleged to have been caused directly or indirectly by this book.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Dedication

To development teams the world over. Putting smiles on faces is never a trivial pursuit.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Contents

Acknowledgments ...... xiii Introduction ...... xvi About the Author ...... xviii

Chapter 1 What Makes Games Sell ...... 1 Topic ...... 2 Quality ...... 3 Marketing and Public Relations ...... 3 Range of Appeal ...... 3 Cool Factor...... 4 The Final Topic ...... 4

Part One: Topic—Setting the Stage Chapter 2 Game Genres...... 7 Genres ...... 9 Action ...... 9 Strategy...... 10 Adventure ...... 11 Role-Playing Games...... 12 Sports ...... 12 Simulations ...... 13 Puzzle or Classic Games...... 13 Console Games...... 13 So, What’s the Point? ...... 14 And the Winner Is… ...... 15

Chapter 3 Licensing and Franchising ...... 17 To License or Not To License ...... 19 To Franchise or Not to Franchise ...... 20 What the Industry Says about Franchises and Licenses ...... 21 The Final License ...... 22

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Chapter 4 Topic—Your Gaming World, Cool or Not . . 23 Thinking with Your Heart ...... 24 Tradition Says ...... 26 Find the Golden Nugget ...... 27 Insiders Talk ...... 27 Cool Factor ...... 28 The Final Topic ...... 30

Part Two: Quality Chapter 5 Ambience ...... 33 Graphics ...... 34 Audio ...... 38 Physical Stimuli ...... 39 The Last Ambience...... 39

Chapter 6 Story...... 41 Who Needs Story? ...... 41 Why Not? ...... 44 Making the Story...... 45 Write It Down ...... 45 Conflict ...... 46 The Right Tool for the Job ...... 47 The Final Word ...... 47

Chapter 7 Documentation and Strategy Guides . . . 49 User Manuals ...... 51 The Writer ...... 51 The ...... 52 The Last Manual ...... 54

Chapter 8 Playing the Game—The Fun Factor ....55 When Is Fun, Fun? ...... 55 Fun Is as Fun Does...... 61

Part Three: Marketing and Public Relations Chapter 9 Public Relations—A Primer ...... 65 Building a Theme ...... 65 Creating a Buzz ...... 66 Involve the Press ...... 67 The Last Review ...... 69

Chapter 10 Marketing the Product...... 71 Public Relations ...... 71 Know the Game...... 72 viii TEAM LinG - Live, Informative, Non-cost and Genuine! ·························Contents

Know Your Public Relations Representative . 72 Know Your Editor ...... 73 Screen Shots ...... 73 Demonstrate the Game ...... 73 Marketing ...... 74 Original Equipment Manufacturers (OEM) . 75 The Final Advertisement ...... 76

Part Four: Range of Appeal and Cool Factor Chapter 11 Range of Appeal...... 79 Scalability ...... 80 Technology ...... 80 Switch Hitting and Cross Breeding ...... 83

Part Five: Been There and Back— A Few Games That Have Sold and Some That Haven’t Chapter 12 Empire Earth: Put One Up for PR .....87 Quality ...... 88 Topic ...... 92 Genre ...... 93 Game Play ...... 93 Cool Factor ...... 95 Marketing and Public Relations ...... 96 Summary ...... 98

Chapter 13 Max Payne: Cool Cash ...... 99 Quality ...... 101 Topic...... 102 Genre...... 103 Game Play...... 104 Cool Factor ...... 105 Marketing and Public Relations ...... 105 Summary ...... 106

Chapter 14 Diablo II: Quality Counts ...... 107 Quality ...... 107 Topic...... 111 Genre...... 112 Game Play...... 113 Cool Factor ...... 114 Marketing and Public Relations ...... 116 Summary ...... 119

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Chapter 15 Harry Potter: The Movie Sells the Game ...... 121 Quality ...... 123 Topic...... 125 Game Play...... 125 Cool Factor ...... 128 Marketing and Public Relations ...... 128 Summary ...... 131

Chapter 16 Sim Theme Park: An Amusement Park in Your Home ...... 133 Quality ...... 134 Topic...... 137 Game Play...... 139 Cool Factor ...... 141 Marketing and Public Relations ...... 142 Summary ...... 145

Chapter 17 RollerCoaster Tycoon: Hey, Mikey LikesIt!...... 147 Quality ...... 148 Topic...... 149 Game Play...... 152 Cool Factor ...... 154 Marketing and Public Relations ...... 156 Summary ...... 159

Chapter 18 : Everyone’s Favorite Game . . . 161 Quality ...... 163 Topic...... 165 Game Play...... 167 Cool Factor ...... 168 Marketing and Public Relations ...... 170 Summary ...... 173

Chapter 19 Age of Empires II: Good, Semi- Historical Fun ...... 175 Quality ...... 177 Topic...... 178 Game Play...... 181 Cool Factor ...... 183 Marketing and Public Relations ...... 185 Summary ...... 188

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Chapter 20 Games That Should Have Sold but Didn’t ...... 189 Poor Public Relations ...... 190 Lack of Distribution ...... 190 Poor Press ...... 192 Poor Timing ...... 192 A Few That Should Have, But Didn’t ...... 193 Ground Control (Sierra) ...... 193 101: The Airborne Invasion of Normandy (GT Interactive) ...... 193 Grand Prix Legends (Sierra) ...... 194 The Final Sale ...... 194

Part Six: Speaking Out Chapter 21 Insiders Speak Out ...... 197 Jason Bell, Senior Vice President of Creative Development, Infogrames, Inc. ....197 Bonnie James, Editor, Electric Playground (www.elecplay.com)...... 198 Ben Smith, Former Marketing Manager of CDV Software America ...... 198 Mark Barrett, and Scenario Design, Voice Acting and Directing, and Story .....199 Kelly Ekins, Public Relations Associate, Strategy First ...... 202 Jeff Vitous, Director of Partnership Development, The Wargamer (www.thewargamer.com) ...... 205 Christina Ginger, Director of Communications, Strategy First ...... 207 Pro Sotos, Producer, Disciples and Disciples II . 209 Dan Clarke, Owner, Gaming Nexus (www.gamingnexus.com) ...... 211 Jim Werbaneth, Publisher, Line of Departure, Designer of Inchon and Britain Stands Alone . . 213 The Final Question ...... 214

Chapter 22 Fans Speak Out ...... 215 The Questions ...... 216 What Influences Your Gaming Purchases the Most? (Select up to Two.) . . 216

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Do You Believe the Publisher (Infogrames, EA, etc.) or the Developer (Blizzard, etc.) has a Greater Impact on How Good the Game Is? ...... 218 If You Buy a Stinker from a Publisher, Will You Buy a Subsequent Game from the Same Publisher? ...... 218 What Is Your Favorite Game You Have Played in the Last 24 Months? Why? ...... 219 Will You Buy a Game on Impulse if It Is Connected with a License, such as Star Trek and Star Wars, Which You Enjoy? ...... 219 Does the Game’s Genre Strongly Influence Your Purchase? ...... 219 What Is Your Favorite Genre?...... 220 If You Read a Glowing Review, Will You Buy the Game? ...... 221 Gamers Speak Out...... 221

Index ...... 307

xii TEAM LinG - Live, Informative, Non-cost and Genuine! Acknowledgments

Thanks to Jim Hill for the work, Wes Beckwith for his patience, Heather Hill and Beth Kohler for the great edit, and all of Wordware Publishing, Inc. Thanks also to all the PR reps, designers, editors, gamers, and journalists who contributed to this book.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Introduction

Money makes the world go round. In music, film, and litera- ture—any endeavor, artistic or not—money is what fuels the fire. Some rail against that, while others accept it. It costs money to make records. It costs money to make books, produce films, and design computer games. Accordingly, the people who fund those endeavors want to make their money back, and that is what this book is about—making your money back. There is only one way for investors to make a return on the dollar they put into game development companies and publish- ers: The game that those development and publishing companies make must sell. Bookshelves are crammed, relatively speaking, with books about designing, developing, and programming games. How- ever, these books usually concentrate on explaining the coding end. Even the most altruistic among us hope that their game sells. So, the underlying theory in these books on programming and game development seems to be if you make the best game on the planet, it is going to sell. That is not true. Actually, that may be true, but not every design team is capa- ble of making the best game on the planet. The point is that making a great game does not ensure that it will sell; neither does making a mediocre game ensure that it won’t sell. There are specific ingredients of games that sell, and that is what this book is about. In general, good gaming and good sales go hand in hand. But I will show you where they diverge, and I will show you the ingredients of what makes up that illusive, good gaming.

xv TEAM LinG - Live, Informative, Non-cost and Genuine! Introduction ·······················

No, this isn’t a book about how to design the best game, but rather a book about what makes games sell. Accordingly, we are going to talk to people who see games day in and day out. Although Sid Meier is an excellent game designer, perhaps the best in our industry, he doesn’t see and analyze the breadth of games that , the executive editor at Computer Gaming World, does or even that a voracious gamer or journal- ist does. Hence we are going to talk to the editors, journalists, public relation specialists, and yes, even the gamers. These are the people who buy the game. These are the people who have seen which games sell and what makes them unique compared to the games that don’t sell. They have the broadest “database” of anyone we can imagine, and hence are the most qualified to explain what makes games sell—in other words, what makes them buy a game.

About This Book We all know how to read a book. If you didn’t, you wouldn’t be here. Although I hope you read it cover to cover, perhaps you are looking for a specific part or section of the book. Let’s briefly go through what this book is about and how to use it. There are five factors common to every good-selling game. The first factor is topic (Part One: Topic—Setting the Stage)—in other words, what the game is about. Part One covers topics in detail including game genre, licensing and franchising, and the choice of topics and genres that makes games successful. The second part of the book covers quality. Great games don’t nec- essarily sell well, but if the game isn’t good, it probably won’t sell at all. I take a look at quality game play and the air of quality given to a game by first-rate documentation and strategy guides. Part Three is titled Marketing and Public Relations. This part discusses public relations, how to get press, and mar- keting the product. Games must not only be well promoted but well marketed. There must be buzz, and there must be stores to sell the game. Part Four is called Range of Appeal and Cool Factor. Some niche games have sold well, but they are the exceptions. To sell well, a game must have a broad range of appeal. Although darn near intangible, “cool factor” is oh so xvi TEAM LinG - Live, Informative, Non-cost and Genuine! ·······················Introduction

important. If a game is to sell, it must be cool. The coolness may be beautiful graphics, neat weapons, or Lara Croft’s tight shorts. Whatever it is, games must have it. It must be something unique; if not unique, it must be some- thing done well—something that pulls gamers into the game. Included in Part Four is cool factor analysis from fans, journal- ists, developers, and publishers. Part Five is titled Been There and Back—A Few Games that Have Sold and Some that Haven’t. This part takes some of the best-selling games from the past two years and with the help of industry insiders analyzes why the game sold well. It is here that the previously discussed points will be used to figure out why these games sold. Also included in this section is a chapter on a handful of great games that haven’t sold well and why they haven’t. In the final part, Speaking Out, there are numerous inter- views with editors, public relations specialists, marketers, producers, fans, and writers. I asked them what they believe makes a game sell and what their favorite games are and why. In , from the people buying the games and analyzing the games, we find out what they feel makes games sell.

The End of the Beginning So that’s what the book is about. I hope it is interesting, and I hope you learn something to boot. Most of all, I hope that you learn how to make games that sell.

xvii TEAM LinG - Live, Informative, Non-cost and Genuine! About the Author

Mark H. Walker is a veteran journalist, writer, and game designer. He has written over 40 books about computer gaming, including The Almanac and A Parent’s Guide to PlayStation Games. He designs board and computer games, and his latest game (Mark H. Walker’s Lock ’n Load) has been called “a landmark in tactical boardgaming” by The Wargamer (www.wargamer.com), a top 100 Internet site. Mark lives in the foothills of the Great Smokey Mountains with his wife and three daughters.

xviii TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 1 What Makes Games Sell

s I mentioned in the introduction, this isn’t a A book about programming or developing games. Certainly there are developmental elements in the book, but I don’t pretend to be a coder. What I am is a journalist (with ten years of experience) in the electronic entertainment field. That experience has given me access to hundreds of games. I have seen good games, bad games, mediocre games, and every- thing in between. I’ve seen what’s worked, what hasn’t worked, what has sold, and what hasn’t sold. If you aren’t interested in selling your game, then put down this book now. This isn’t a book on designing innovative, cre- ative, or even great games, but rather a book on how to design games that sell. Frequently, a great game and a game that sells are one and the same, but such is not always the case. “We’ve had experiences with games that were really good (i.e., they were nominated for numerous awards and even won several of them),” says Christina Ginger, former director of communica- tions at Strategy First. “But without a large marketing budget or retail support, the games did not sell as well as they could have.” What I hope to do in this book is show you how to design a game that sells, a game that lives up to your expectations. It is up to you to make that salable game a great game.

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There are five properties, items, relations, range of appeal, and the thingies, or whatever you would like cool factor. We will look at each in to call them that make games sell: detail in Parts One through Four of topic, quality, marketing and public the book.

Topic Topic is what the game is all about. If choosing a popular topic and Some topics are hotter than others. genre is important, franchising and A game based on Saving Private licensing is critical. Name recogni- Ryan (can you say Medal of Honor: tion sells games, and when you sell a Allied Assault?) will sell much better game with a popular movie tie-in, than a game based on an unknown such as Blair Witch, Star Trek,or movie. “I definitely think such Harry Potter, you already have the licenses can enhance a game’s sales; name recognition that will sell the again, the reason being reputation,” game. says Kelly Ekins of Strategy First. “Absolutely, franchises sell “This reputation will create the feel- games,” states Bonnie James, former ing for the consumer that they are in executive editor at Electric Play- a way guaranteed quality if the game ground. “Especially for more casual is based on a license. If not quality, buyers or those buying for others. they can assume that if they like the For instance, Mom knows that her Scooby-Doo TV show, then they will kid loves Harry Potter. If she sees a most likely enjoy the game based on Harry Potter game, you bet she it.” picks it up.” But of course, topic is about more But by the same token, franchises than the subject of the game. Topic is may also be built on the name recog- also about the genre of the title. Dur- nition garnered by the early releases. ing the real-time strategy craze of It is no coincidence that Blizzard the late ’90s, publishers could just decided to design Warcraft II and about guarantee that a solid real-time Warcraft III rather than make an strategy game would sell 100,000 equally entertaining real-time strat- units. On the other hand, a turn- egy game on separate subjects for based game needed to be marketed, each one of their subsequent promoted, and designed to perfection releases. Not only could they work in to crest that magical 100,000-unit a universe with which they were mark. familiar, but they could expand on the name recognition garnered by the previous games.

2 TEAM LinG - Live, Informative, Non-cost and Genuine! ··················What Makes Games Sell Quality Great games don’t necessarily sell spoken tutorial, excellent and easily well, but if the game isn’t good, it understood user manual, and a probably won’t sell at all. Quality is a top-notch strategy guide), you will key ingredient of any product, be it convince potential buyers that they an automobile or a computer game. If are buying a quality product—a prod- you give gamers a high-quality prod- uct that won’t disappoint them and uct (a game that works the first time, gives them their $49 worth. every time, with a well thought-out

Marketing and Public Relations Games must not only be well made shots, developer diaries, interviews, but well promoted and well mar- advertising, POS materials, and keted. There must be buzz, good packaging that allow the public to public relations, and games in the learn about the game and then hope- store to sell. “Development people fully encourages them to go to the like to think that we don’t play that store and purchase it.” much of a role in a success of a Make no mistake, public relations game,” adds Ginger. “Rather, it is the and marketing is the key to selling a quality of the game that makes it sell. quality game. Discount bins are lit- I am big on quality of game play too, tered with well-made and critically but the gaming community would not acclaimed games that lacked the PR know about a good game if it wasn’t focus or widespread marketing for PR and/or marketing. It is, after needed to reach big sales. all, the press announcements, screen

Range of Appeal Some niche games have sold well, many gamers. “I think the game has but they are the exceptions. To sell to appeal to some part of a gamer’s well a game must have a broad range mind,” states Dan Clarke, owner of of appeal. In some ways, range of Gaming Nexus. “The genre and topic appeal overlaps topic; in other ways, have to be something of interest to it is different. Range of appeal has the gamer in order for them to buy it. more to do with making a game on a You are never going to make a subject that has a broad appeal to non-sports gamer buy a football game.”

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By the same token, range of elements, could, theoretically, sell appeal considers the genre of the very well. So range of appeal is not game—including the mixing of gen- only about the topic but about mak- res. For example, a real-time ing a game that appeals to a broad strategy game will by nature of the audience and, once that game is genre sell reasonably well, but a made, ensuring that it is accessible real-time strategy game that incorpo- to that audience—by being easy to rates role playing and action learn and entertaining.

Cool Factor This is darn near intangible but oh so Nothing can create that elusive important. If a game is to sell, it must buzz as well as a game with a high be cool. Whatever coolness there is, cool factor. That cool factor can be games must have it. “Novelty and that “Bullet Time” of Max Payne or accessibility sell a game,” claims the engrossing story of StarCraft, but Jason Bell, senior vice president of whatever it is, games that are to sell creative development at Infogrames, well must have the cool factor. Inc.

The Final Topic So there you have it—the five things developers, and definitely from the that I believe make games sell. For gamers themselves. Hopefully by the the rest of the book, I will discuss time you finish reading you will have some in depth and get opinions from that in-depth understanding neces- editors, writers, and even some sary to make a game that sells.

4 TEAM LinG - Live, Informative, Non-cost and Genuine! Part One Topic—Setting the Stage

The topic can make or break a game. Choosing a hot topic or one that will soon become hot and cashing in on a popular genre, license, or franchise can mean the difference between success and failure.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 2 Game Genres

reating a quality game that is fun to play with a C sweet cool factor and solid public relations/ marketing efforts will sell a game. Games will sell even quicker if they are part of a strong-selling genre. “Genres affect sales because many casual fans self-define their interests,” claims Bill Mooney, a game producer at Simon & Schuster Interactive. “Casual gamers will say ‘I only like first-person shooters or turn-based strategy games.’ Thus, genres matter in terms of customer-created expecta- tions and definitions. Of course, this is problematic— particularly for games that straddle genres….” “Many consumers know beforehand that they want a strat- egy game or a first-person shooter,” adds Randy Sluganski, founder of Just Adventure (www.justadventure.com). “Unfortu- nately, this predetermination also negatively affects sales of certain genres, such as adventure, as many consumers still have a narrow viewpoint of what constitutes a specific genre and are unaware that some genres, like adventure and role- playing games, have evolved to encompass key elements of other genres, and what once may not have been to their liking would now be a welcome addition to their gaming collection.” Yet this doesn’t mean that designers should abandon their dream games—the games they have always desired to make, a game with innovation, fun, and imagination. “There are plenty of niche markets for all the game genres, and there is still money in them,” states Raymond Lee, editor in chief at Game- Surge. “Few games make it big no matter what genre, so there are plenty of opportunities in the less developed areas.”

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No, designers shouldn’t abandon plenty of first-person shooter aficio- their dreams, but some genres sell nados who would never touch better than others. If, for example, Warcraft III. On the other hand, you have an equal passion for real- there are lots of people who would time strategy and chess simulators, blindly buy Warcraft III just because you will be financially rewarded by it is a real-time strategy game.” Yet, choosing to design a real-time before we discuss which genres are strategy game instead of a chess the hot sellers, let’s talk about the simulator. “Most people I know have genres and define them (just so we particular game genre preferences,” are on the same page, so to speak). continues Lee. “For example, I know

Figure 2-1: Warcraft III attracts legions of fans. ©2002 Blizzard Entertainment, All Rights Reserved.

8 TEAM LinG - Live, Informative, Non-cost and Genuine! ······················Game Genres Genres

Action person shooters such as Unreal Action games are reflex-oriented Tournament and Quake II, third- games with an emphasis on the person action games such as the player’s ability to shoot, move, or Tomb Raider series, and even horror dodge more quickly than his enemy survival games such as Resident can. The category is broken into Evil. Also included in the genre are several sub-genres, including first- the fighting games such as Mortal Kombat.

Figure 2-2: is an excellent action game.

9 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 2 ························ Strategy decisions but make them under time Strategy games are games that force and occasionally space constraints. a player to make decisions. Although Examples are Blizzard’s Warcraft III that is the key to the genre, it is a and ’s Age of Empires somewhat shallow explanation. The series. decisions and the world in which the Another branch of the strategy genre decisions occur must be interesting, is turn-based strategy. These games and actual mechanics of the game are usually more complex than their must be enjoyable. There are also real-time strategy brethren. Gamers several sub-genres in the strategy may take their time as they contem- genre. plate strategy and move their Real-time strategy involves strat- markers about the board. When they egy games with an element of action. are done with their turn, they click a The gamer must not only make button and it’s the computer’s turn.

Figure 2-3: Age of Empires II

10 TEAM LinG - Live, Informative, Non-cost and Genuine! ······················Game Genres Some strategy games are also Adventure about war. Many of these are realistic Adventure games are the closest simulations of the decisions and chal- thing to fiction in the computer lenges that face commanders. entertainment industry. A gamer Conversely, other strategy games works his way through a complex have no connection to violence story line, interacting with the ele- whatsoever. For instance, PopTop ments of the world in which the Software’s II lets game designer has placed him. The players strategize while building a emphasis in an adventure game is on railroad empire. On the other hand, the story and the player’s interaction some games, such as Microsoft’s Zoo with the story. Myst is the most Tycoon, blur the line between simu- famous adventure game of all time lation and strategy. In Zoo Tycoon and the reason this genre led sales gamers must grow the zoo and take through the ’90s. care of the animals and people that come to see them while making sound business decisions that will grow the beastly endeavor.

Figure 2-4: Myst, a huge seller

11 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 2 ························ Role-Playing Games Sports Role-playing games are somewhat Sports games are just what they like adventure games. Yet in a would seem to be—games about role-playing game the emphasis is sports (whether it’s FIFA Soccer not only on the story, which may or 2002, John Madden Football 2003, or may not be a linear story. In fact, the High Heat Baseball 2003). Normally, story may branch off into several sports games put the gamer in the sub-stories. In role-playing games shoes of the athlete—the running the emphasis is on the play, develop- back carrying the ball, the quarter- ing the characters, the tactical back throwing the pass, the batter combat between the characters, and smashing a home run—but there is a the enemies they may meet. Inter- small sub-category that has more in play’s Baldur’s Gate series is an common with strategy than sports excellent example. games. These are sport statistic

Figure 2-5: Icewind Dale

12 TEAM LinG - Live, Informative, Non-cost and Genuine! ······················Game Genres games, such as Stratomatic Baseball. Puzzle or Classic Games These games emphasize managing Last but not least are puzzle or clas- the athletic team rather than fielding sic games. These are games that the ball or smashing the puck. present the gamer with a puzzle, such as Tetris, or bring a classic Simulations game, such as Monopoly or chess, to Simulations are an odd hybrid of the computer screen. games. On one hand, these can be games that simulate the act of doing Console Games something such as flying a jet, firing I focus on PC games in this book, but a tank cannon, or driving a racecar. console games are similar. There are On the other hand, simulations can significant games/genres in the con- also simulate the act of building a city sole industry that either do not exist (as in SimCity) or managing a per- in the PC side of things or make son’s life (as in The Sims).

Figure 2-6: The Sims lets you manage someone else’s life.

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much more money in their console screen. On the flip side of the sales iterations. Platform or arcade games, coin are console strategy games. such as Sony’s Crash Bandicoot or With the exception of classics such Nintendo’s Super Mario, are great as SquareSoft’s Final Fantasy Tac- examples of a genre that does well tics, strategy is a genre best left to on the living room TV but less than the computer. well (or not at all) on the computer

So, What’s the Point? So now that we have discussed what most other genres. That isn’t a sur- the computer game genres are, prising revelation, nor are the what’s the point? Which of those reasons for those sales. genres sell? Do all the games in Companies spend millions on those genres sell? Well, the best- licenses and subsequently making selling genre according to NPD games based on those licenses. They FunWorld for the last decade of the also spend buckets of money creating 20th century was adventure games. franchises and game series with Strange as it seems, they outpace all sequels, and add-on packs continue the rivals. Much of this has to do for years. The reason is simple; buy- with the wildly popular Myst. The ers feel more comfortable purchasing second best-selling games were a game with which they are familiar. strategy games, led by the real-time If a gamer spots a title on Harry Pot- strategy games Warcraft and Com- ter and she is an avid Harry Potter mand & Conquer. So should your fan, she can assume she will enjoy company’s next game be an adven- the game. Hence, she purchases it. ture game? No, it shouldn’t, not By the same token, if a player has unless that is your designers’ area of enjoyed the first iterations of the expertise and you have the business Lara Croft or Resident Evil series, model that will allow you to turn a he can assume there is a good profit on a game that will sell (even if chance he will enjoy the current iter- successful) much less than 100,000 ation on the shelf. units. Genres are no different. If gamers Real-time strategy, however, is a have enjoyed playing Warcraft, Com- financial horse of an entirely different mand & Conquer, or Age of Empires, color. Although it is no longer the they can assume that they will enjoy real-time boon days of the late ’90s, playing other games in the real-time real-time strategy games are more strategy genre. Accordingly, there is likely to sell out of the gate than a baseline of sales in each genre—a

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number of units that can be expected genres. Game publishing companies to sell for a solid quality game. That believe a solid real-time strategy basis of sales for real-time strategy is game will sell a minimum of 75,000 higher than that of most other units.

And the Winner Is… Does that mean you should develop a taking what could be termed a “mer- real-time strategy game? Yes and no. cenary” look at . As I There are other genres that sell well have stated many times, the point of and even sell fantastically well. Who this book is not to teach game design would have foreseen the boon of but to show designs that have been sales that Deer Hunter presaged? financially successful. As I have said “Publishers should choose games before and will say again, great that make money and are fun…,” games do not necessarily make says Simon & Schuster’s Mooney. financially successful games. Yet at “Thus, if a small-genre game is the same time, discount bins are lit- cheap enough and fun, it may be tered with games that were designed worth the risk…most of the really with little heart and nothing but an successful games redefined genres eye toward whatever the currently anyway, á là The Sims, which is hot genre was. hardly a normal ‘simulation.’” So certainly look to genre. In addition to real-time strategy Real-time strategy is going to sell games, action games have been con- well. Action games are going to sell sistently big since their inception. well. For sure, the next big-time Currently hot are survival/horror seller is probably not going to be a titles. That may not last, but a good turn-based game, but then again, action game that incorporates both look at Civilization, a turn-based story and thrilling action sequences game that is one of the best selling will always sell. games of all time. Design with soul, The bottom line is this: You must make an early working prototype to design what you know, and your determine if the game is fun, and heart must be in what you design. then you will have a game that will at We will spend most of this book least have a chance for success.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 3 Licensing and Franchising

ame sales are linked to the quality of the game, G the marketing effort, the public relations effort, the cool factor, and other facets of game design that we talk about in this book. It’s a well-known fact that much of a game’s sales can be attributed to how much exposure the game has with media and gamers, and almost everything associated with the game determines how much exposure it receives. Leading the way are the public relations and market- ing efforts; these campaigns will put the game in front of prospective buyers. Simply put, the more gamers that know about the game, the more gamers are likely to buy the game. This has been a recog- nized fact in the movie, book, and electronic enter- tainment industries for years. One of the best ways, however, to get gamers to know about your game is to use licensing and franchises. Let’s start by getting ourselves on the same page. Licenses, when used in the context of this book, are the rights bought to use well-known characters, stories, or themes from pre-exis- ting media. For example, when I talk about the Star Trek license, I mean the right to use the characters, ships, people, and events from the Star Trek universe.

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Figure 3-1: Starfleet Command III

Franchises, however, are different. entertainment map. A game that Franchises use immediately recog- wildly exceeded Eidos’ original nizable characters, universes, and expectations, Tomb Raider and its backgrounds in a manner similar to buxom star created such a splash licenses. A franchise, however, has that Ms. Croft was once named as built its own universe, its own char- one of People Magazine’s 50 most acters, and its own story. Hence, influential people of the year. Yet there are no licensing fees to be paid this is a story, a background, and a to Paramount Studio, Simon & character that Eidos made, instead of Schuster, or whomever. one they had to buy or license from a An example of a famous franchise pre-existing universe. Hence the is Tomb Raider, the game that put game had a higher per unit profit Eidos Interactive on the electronic margin.

18 TEAM LinG - Live, Informative, Non-cost and Genuine! ·················Licensing and Franchising To License or Not To License Licensing brings a pre-existing audi- If you have decided to go with a ence to the game. So, it would seem license, there are several things to that licenses are always a good deal. consider. Primary among these are After all, if you have a pre-existing the restrictions the licenser places audience, you have a pre-existing on the development team. More than market. In other words, licenses one game has been ruined by an would appear to be a marketer’s inflexible licenser. Ensure that you dream, but such is not always the understand what the restrictions are case. and what you can develop in the Louise Castle of Westwood Stu- game universe before you sign on dios states, “I don’t believe any game the dotted line. or license is well served by attaching Another thing to consider is the a license to the game. I think a game type of fan base that the license must be developed around the prop- draws. If the fan base is casual and erty you are licensing. Before somewhat unsophisticated, an deciding what to license, I would in-depth, strategy game will probably encourage anyone to find a reason to not sell well within the franchise. bring a license to a new medium like Make sure you understand what a computer. If you have no reason, type of review and sign-off privileges the chances are that you should not the licenser requires. Ensure that use the license. The type of game you understand how quickly this should have as much to do with the turnaround will be and how it will license as the license has to do with affect your deadlines. For example, the game.” NASCAR often takes weeks to Succinctly put, slapping a Star review and sign off on their myriad of Trek license on a baseball game NASCAR-related licenses. probably won’t do any good. The Discuss with the licenser their game and the license must fit hand in concerns and how they wish to see glove. If you have an excellent their product portrayed. When a real-time tactical spaceship battle major publisher was developing a engine such as Starfleet Command, critically acclaimed science-fiction then using the Star Trek engine only role-playing game, it was originally enhances what is already a great slated to use a famous role-playing game. On the other hand, placing system. Accordingly, the role-playing legendary home run champ Barry system’s designer was given sign-off Bond’s endorsement on your hockey rights to the game. The designer felt game probably won’t pump up the like this included all aspects of the game’s sales. game, and when he objected to the

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introduction video, he and the pub- much help you will have from the lisher were at an impasse. Don’t let licenser. Will they freely provide this happen to you. background material? Will they pro- Ascertain exactly what you are vide art support? Will they contrib- getting when you sign the contract. ute new art to the project? These are Do you have free license, so to all critical issues that must be ironed speak, to use the license in subse- out before you sign your licensing quent games, or is this a one-time- contract. only deal? Also, determine how

To Franchise or Not to Franchise This truly is a no-brainer. If you can level design expert with over 20 build a franchise, there is no down- years of experience in the industry, side to it. Mark Barret, a scripter and says, “A franchise is simply a

Figure 3-2: 2. Franchising even works with turn-based strategy games.

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self-sustaining license with subse- Look toward a franchise in every quent products feeding off the game you sell. The computer enter- success of the original. A good fran- tainment industry is ripe with chise can be even more successful examples—from action games such than a good license because it as Tomb Raider through simulations doesn’t have to go through the risky such as Rainbow 6 to turn-based process of being translated into a strategy games such as Jagged Alli- computer game from another ance. All genres support franchises; medium. The downside of a franchise the important thing to recognize is an elevation of player expecta- when building a franchise is to make tions, which can be hard to satisfy.” either a character, a system, or a Yet there can be no mistake: A story (preferably all three) that franchise is a selling sweet spot. catches gamers’ attention and pulls Franchises breed instant marketabil- them into your gaming universe. ity, recognition, and a fan base that When you have done this, you have guarantees sales. made a game that will sell.

What the Industry Says about Franchises and Licenses You have heard my opinion on the Familiarity with the subject makes it power of franchises and licensing. much easier to become involved with Let’s look at what a couple of other the game.” He continues with a few folks have said. Jason Bell, senior words on franchises: “Branding vice president of creative develop- breeds familiarity. People know what ment at Infogrames, states, “Any- to expect with those series (in other thing imprimatur that increases the words, franchises). It is the same customer’s perception of value or basic effect as license material.” coolness in a title will enhance sales. Ben Smith, former director of Cross-medium identification is usu- marketing for CDV Software, chimes ally a benefit—unless the license has in, “Yes, licenses definitely increase been slapped on a generic product— sales if they are marketed properly. but that product probably wouldn’t However, the market is fussy. What succeed anyway.” is trendy one day can be gone the Jeff Vitous, veteran freelance next. So you best be sure you are not writer and director of partnership holding a license that has gone out of development at the Wargamer style or may do more harm for the (www.wargamer.com), says, “Sure, title than good. In addition, some official licenses are a good thing. licenses are just played out (e.g.,

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there have been so many bad Star additional sales. I think that many Trek games that putting a Star Trek people buy the franchise game based label on it does not close the deal on the original game looking to rec- anymore).” reate some of the magic that brought Dan Clarke, owner of Gaming the people to the game in the first Nexus, states, “I think franchises place.” continue a buzz and generate

The Final License Licenses, when appropriate to the working on. Remember, don’t slap a game and not too expensive, can be a license on a game but rather build a good thing. Though hard to afford for game into a license. Franchises, as I a small-time developer, there are less have said before, are the sweet spot well-known licenses available that in software sales. Look not to build can be built into enormous game one game, but look to build a fran- sales. Be creative, look around, go to chise. Look for ways to attach the the movies, look at what could be hot gamer to your characters, story, and in a year or two, and think about how universe and, once attached, build it could help the game you are that universe.

22 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 4 Topic—Your Gaming World, Cool or Not

hen was the last time you played Race the W Nags? How about Grand Prix Manager? Have you heard of either of them? Both were pretty good games but covered obscure topics. On the other hand, Sum of All Fears and Hidden & Dangerous were also just pretty good games, but covered two very popular topics—one was associated with a best-selling book and the other took place during World War II. Accordingly, most everyone has heard of them, and they sold fairly well.

Figure 4-1: Hidden & Dangerous

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All things being equal, games on pop- strategy, turn-based strategy, or ular topics will sell better than first-person shooter. If it’s in the games on less-than-popular topics. In Second World War, I’m all over it.” fact, over 50 percent of the 100+ If one-half of the gamers out there gamers who took the Games That buy because of topic, that’s a strong Sell! survey stated that topic was a incentive to design a game with a primary reason behind their pur- popular topic. Yeah, topic is impor- chase of a game. tant. It almost goes without saying, “Topic is everything,” says Vince nevertheless, that every year Savelli, a longtime, hard-core gamer. “on-topic” games are released that “I’m a history buff, and I’m keenly make reviewers write, “What the interested in World War II. I’ll buy hell were they thinking when they any half-decent game on the subject. made this?” It doesn’t matter if it’s real-time

Thinking with Your Heart In the movie The Land Before Time, well and the topic helps to sell Littlefoot’s mother said, “Some games, but developers develop and things you see with your eyes. Some design better games when working things you see with your heart.” The on a topic that interests them. same can be said for game design The solution is to find common and development. Gaming journalists ground, a compromise so to speak. In can usually see right through a heart- the gaming world of swords, bows, less design, a game designed to “fill a and arrows, fantasy games usually slot,” something put together to take sell better than historical ones advantage of the latest gaming fad. (Medieval: Total War excepted). If Such games usually lack the atten- medieval war is a designer’s passion, tion to detail present in labors of perhaps he could slightly shift that love. Believe me, after writing about passion to a medieval fantasy setting games for 11 years, I know that every and not only create a game that he is game’s goal is to make money. There crazy about but also a game that will is no sin in that, but games designed sell well enough to finance future with passion stand apart from those projects. that are not. For example, simulating modern You can’t be passionate about a (i.e., very recent) conflict has always topic that leaves you cold. Of course, fascinated me. The color and chal- therein lays the rub. Developers/ lenge (at least in the gaming world) publishers want their games to sell of small 100- to 200-man (and

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Figure 4-2: Dungeon Siege—a medieval game in a fantasy setting

-woman) battles interested me. My modern, but my audience wanted recently released tactical gaming historical. system, Mark H. Walker’s Lock ’n I could have designed Lock ’n Load, simulates those small battles, Load for Germany’s eastern front in but when I considered working the the Second World War—a favorite game into an ultra-modern setting, with wargamers, but those battles such as Desert Storm, market analy- currently do nothing for me. Finally, I sis threw some pretty discouraging hit on a compromise—Vietnam, a sales projections on my desk. I war that holds significant historical wanted to keep Lock ’n Load - interest in the United States but one ern, but it looked like my target that has many of the features of mod- audience—wargamers—wanted a ern conflict that grab my attention. It conflict with a bit more history was a good compromise, and I was behind it. Hmmm… I wanted able to throw myself into the game.

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Figure 4-3: Lock ’n Load

Tradition Says Gaming tradition says that you’ll do have historically sold better than better if you stick to specific topics in other topics within the same genre: specific genres. Certainly there have • Role-playing games—medieval been exceptions. Computer role- swords and sorcery playing games have long sold well First-person shooters—science when the era/topic is the age—how- • fiction universe (Medal of Honor ever it is modified—of swords and and Wolfenstein are exceptions) sorcery, yet Interplay’s Fallout and several iterations of the Final Fan- • First-person, squad-based, tacti- tasy series have sold very well when cal shooters (Ghost Recon, set in a science-fiction universe. etc.)—modern era Nevertheless, the following topics

26 TEAM LinG - Live, Informative, Non-cost and Genuine! ···········Topic—Your Gaming World, Cool or Not • Real-time strategy—science fic- • Racing simulation—NASCAR in tion (Warcraft series is a notable the United Sates, Formula One exception.) anywhere else • Turn-based strategy—grand • Platform game—cute animal strategic (Civilization) (You have to have a cute animal.) • Turn-based war—World War II • Sports—baseball, football, bas- • Flight simulation—World War II ketball, soccer (Stay away from or present day horse racing.)

Find the Golden Nugget Unfortunately, developers cannot immersed in his work, and the always switch a medieval passion for design released to rave reviews and a fantasy setting or a love of current solid sales. I asked him how he era military operations for Vietnam. stayed motivated. He smiled and In such cases, developers can moti- said, “I’ve found a golden nugget.” vate themselves with a golden He went on to explain that the nugget. Let me explain. Several golden nugget was something, any- years ago I was discussing game thing within the design that he could design with a designer at a smaller be passionate about. He then used design house who was working on a that passion to fuel his fires and keep game that he wasn’t completely into. focus. It’s not a bad idea—both in He was, however, completely game design and in life at large.

Insiders Talk What would a chapter on topic be good packaging and a good theme without a couple of quips from folks can help, while the lack thereof cer- inside the industry? tainly can hurt. The appropriate Mario Kroll theme can hugely influence impulse Vice President of U.S. Marketing purchases and sales made in the and Business Development, The retail environment, where buyers Wargamer Network can only judge a game by the packag- I think a game’s topic is a huge factor ing and the impact that the in game sales. It’s kind of like the underlying theme has. Look at saying, “Blondes have more fun.” games like Harry Potter. A good Packaging is not everything, but movie or book tie-in with a decent

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game can make all the difference. experience and subsequent word of Likewise, if particular topics are mouth to sell more copies. “hot” for external factors or current Bill Mooney events, there is a significantly Producer, Simon & Schuster increased interest in all things Topicality can be very important, involving those topics, including particularly with smaller budgets and games. While this doesn’t necessar- “niche” markets. Value software on a ily impact longevity of a game, a good PC is a perfect example. theme or topic can certainly help get games sold well initially, until play- Jonah Falcon ers have a chance to discover that Entrepreneur, United Gamers the game under the theme may not Online be so interesting or well made. Con- [Topic influences gamers’ purchases] versely, games that choose obtuse or to an extent. I think topic doesn’t other topics that are off the beaten have as much weight as brand name path and seem uninteresting are because pre-sale hype and press and likely to have a tough sell and must box graphic art are more important. rely on the solidity of the gaming

Cool Factor Bullet Time! Enough said. Those This is just to name a few. Usually two words have become so closely when we reminisce about a game, linked with Max Payne as to almost the thing we recall most vividly is be synonymous with the name. Bul- the cool factor. In a world of look- let Time is perhaps the most alike, play-alike games, the breakout prominent cool factor of the last few factor can often be that cool factor years, but there have been others: that wows the gamers. • Age of Empires realism/real-time “There’s no doubt that the elusive strategy mix cool factor is often what captures gamers’ imagination, influences StarCraft’s story • reviewers, and creates buzz,” claims • Rainbow 6’s realistic one-shot- Bart Farkas, former magazine editor one-kill damage model and author of more than 50 computer • The ambience and unexpected gaming books. booby traps in Vietcong As we know, both buzz and posi- • The photorealistic graphics in tive game reviews help generate NASCAR Racing 4 sales. It is interesting, however, that

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Figure 4-4: Max Payne’s Bullet Time, the ultimate cool factor

only 10 percent of the gamers who won’t make a dyed-in-the-wool took the Games That Sell! survey turn-based wargamer give up The cited cool factor as a reason for buy- Operational Art of War for Crash ing games. There are mitigating Bandicoot; it will influence a circumstances. Many of the respon- platformoholic to buy Crash Bandi- dents were strategy gamers, and coot over Frogger. these people have traditionally been “Above all else the cool factor cre- less influenced by cool factors than ates buzz,” says George Jones, other gamers. former editor of Computer Gaming Another explanation is that World. And buzz is one of those although cool factor is a contributing semi-intangibles that sets one game reason that gamers buy games, it is apart from another. not the primary reason. In other “You can’t create a cool factor,” a words, a game with a neat cool factor designer once told me. She went on

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to explain that the inspiration for gunplay we have witnessed in hun- something really cool within the dreds of action movies during our game comes from outside of the lives. game. To tell the truth, it often So the trick to a developer finding comes from outside of the industry. a cool factor is staying focused on the Such is the case with Bullet Time, game but also experiencing life and which owes its heritage to the pondering how she could put the cool things she sees into the game.

The Final Topic So, topic and cool factors are impor- sells well and motivates the design tant to any game that is going to sell. team and how to pluck that elusive That much is obvious. What isn’t so cool factor from the world around us obvious is how to choose a topic that and throw it into the game.

30 TEAM LinG - Live, Informative, Non-cost and Genuine! Part Two Quality

Quality is a game’s foundation. As I point out in this book, it isn’t necessary to make a great game in order to sell it. It is, however, necessary to make a quality game. This part discusses the facets of a qual- ity game and examines what editors and gamers are looking for.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 5 Ambience

ong a buzzword in the entertainment industry, L immersion is what producers, product managers, and public relations agents dream of. It doesn’t take a nuclear scientist to understand that an immersed gamer is a happy gamer. Happy gamers buy more games from the companies that made them happy.

Figure 5-1: Warcraft III completely immerses the gamer; hence, it sells well. ©2002 Blizzard Entertainment, All Rights Reserved.

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In fact, it can be said that much of visuals. These can be further subdi- this book is no more than a discus- vided into in-game graphics and full sion about how to immerse the motion video (FMV) or full motion gamer, and ambience is an important animation (FMA). Second are the part of immersion. In this book’s aural effects, which can further be connotation, ambience is a holistic reduced to music, voice acting, and term. It is a sum of the visual, aural, sound effects of the game. Finally and—to a lesser extent—touch stim- there is the physical stimuli such as uli that involves a gamer in an force feedback steering wheels and environment. vibrating gamepads, etc. Each side of As I alluded to above, there are this ambience triangle has an effect two parts—three if you count touch on the game’s ambience, so let’s take stimuli—of a game’s ambience. The a moment to look at each and how first are the game’s graphics or they impact your game.

Graphics A game’s visuals or graphics are an have a great deal to do with a title’s integral part of its message and the initial sales, although long-term, sus- ambience that it creates. Even more tained sales (such as with the PC importantly, they are the most game The Sims, for example) are important selling feature of the usually dependent on the game play game. Dave Kosak, the creative underneath.” director at GameSpy (www.game- Martin Turewicz, designer, writer, spy.com), says, “Most people have business manager, and all-around very little to judge a game by when handyman at Battlefront.com, agrees. they go out to make the purchase, “Good graphics make it easier to and that is where graphics come in. market and successfully sell a game Those beautiful screen shots laid out (at least when you do so through the in magazines or posted to the web, traditional retail channels). No ques- the game play shots on the back of tions about it. Visuals are a strong the box, the brief glimpse gamers get marketing tool, so they’re always a of a game running on a TV screen plus. This is true for pretty much any above the store—often that is where game and genre, but obviously it’s a person’s first and last impression of more important for some (like, say, a game originates. That is why sports games) and less for others graphics have always been a selling (like, ahem, Go). Visuals are also point and will continue to be for more important for retail distribution years to come. In short, graphics because games move so fast off the

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shelf that there is very little time for “For the mainstream buying public, people to actually try out a game or graphics are very important and demo and have a game ‘grow’ on greatly influence sales but the hard- them before retailers issue RMAs core gamers, especially when talking (return merchandise authorization) about PC games, know that graphics to the distributor. For us in Internet are secondary to a good story and, sales, the situation is much better.” more importantly, a fun game.” Bonnie James, editor at Electric There can be no doubt that graph- Playground, a web site owned and ics are a valuable marketing tool. operated by veteran soundman Internet sites receive million of hits Tommy Tallarico, echoes both senti- a month, most of them focused on ments. “Graphics have become more the screen shot pages of upcoming important to games over the last games. Gamers eagerly tear open several years. While it is still possi- the latest copy of Computer Gaming ble to have a great game with less World and flip to the screen shots of than stellar graphics, most compa- the featured preview game. Most nies spend significant time working players can tell what type of game on the ‘aesthetics’ of their game. and how it plays by just the screen “I do think there is a correlation shots… and that’s a great way to between good graphics and good catch an audience. sales. Companies use screen shots Graphics are a great marketing and video clips to hype games long tool but only if the graphics are done before they hit the shelves, so that’s right. To do it right artists agree that what consumers have to base their the graphics must be consistent; desire for a game on.” there must be a common thread that Finally, Randy Sluganski, the runs through the entire game. If the owner of Just Adventure, the game is macabre, you can’t have a Internet’s largest gaming site level that is dominated by sunlit gar- devoted to adventure games, adds, dens… at least not normally.

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Figure 5-2: Clive Barker’s Undying wouldn’t work if the scenes were bright and well lit.

Artists also agree that early in the are a graphic cure-all. Although it is game’s development, the design only viewable from one direction, 2D teams need to decide what style they games frequently have a higher want and stick with it. For example, degree of detail. Games such as is the game going to be 3D or 2D? Eidos’ Commandos 2, Infogrames’ 3D games can be beautiful, allow the Desperado, and Strategy First’s gamer to roam the world and look at Robin Hood incorporate highly it from multiple perspectives, and detailed 2D environments to bring infuse the world with life. That, how- their world to life. ever, doesn’t mean that 3D games

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Figure 5-3: Strategy First’s Robin Hood uses lush 2D environments to bring the game to life.

In-game graphics are not the only that are well done—such as visuals that design teams must con- SquareSoft’s Final Fantasy series or cern themselves with. Most games the introduction to MechWarrior 2 use cut-scenes or some form of —can place the gamer in the game video between missions or at the world and create an ambience that he beginning of the game to introduce or she enjoys. and move the story along. Scenes

37 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 5 ························ Audio Yet graphics are only one part of the games nowadays and possibly even ambience puzzle. Despite their abil- behind Castle . But ity to sell games and convey a wealth it’s the sound that enhances this of information about the game in one experience. Take two games with picture, graphics may not be the the same graphics/visuals but one most important sensory element in has better (i.e., more real, more rich) the game. A study by the Massachu- sound—this one will be the winner.” setts Institute of Technology Sound engineers and developers provides interesting insight about both agree that the music must the impact of sound in computer match the mood. If the game’s mood games. Briefly put, the MIT media is somber, slow ominous music is the lab showed two groups two video order of the day. When the action clips (one with bad audio content and speeds up, so must the music. On one with really great audio content). the other hand, when there is a lull in The overwhelming feedback the game, the music should be used received indicated the clip with the to show that lull and ease the better audio track looked better to gamer’s tension. the subjects. Obviously, this seems But of course, aural ambience is to imply the better sound in a game, about more than just music. There the better looking it will appear to are also sound effects, which must be. closely model the real event that Again, Martin Turewicz from Bat- they are depicting in addition to tlefront.com speaks. “When gauging blending with the graphics and music the impact of the different ambionic to enhance the feel of the game. effects on gaming from my personal Voice acting is another key part of experience, I’d say—and this might any game. Dave Kosak says, “When be a surprise to some—it’s the it comes to voice acting, it can only sound first. Simple test—horror be as good as the script of a game, so game. Imagine a black monitor and it starts there. Good voice acting can some scary, creepy voice talking to somewhat help create the atmo- you. Great ambience—no graphics sphere for a game; really what’s needed. Another example is Medal of more important is to stay away from Honor: Allied Assault (Electronic bad voice acting, which destroys the Arts). The game is touted as [being] player’s sense of immersion faster so full of ambience and atmosphere. than anything else. Games with no Well, the graphics ain’t all that spec- voice acting can sometimes be the tacular, at least not so much ahead of most immersive of all. For instance, other FPS [first-person shooters] the developers of the PC game

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Half-Life chose not to have the main devoted to deep, rich, well-inte- character speak at all. Instead of grated sounds pay rich dividends breaking up the action with ‘cut- when it comes to the overall game scenes,’ they allowed the action to experience.” play out in front of the character. Bonnie James agrees. “Voice act- Players could stop and listen or walk ing and music combine to enhance away as they saw fit. Not many the ambience of a game. Poor voice games have the guts to take this work can quickly rip you out of a approach, but it does wonders for game, but realistic voices go a long immersion and flow!” way toward helping you suspend Kosak continues, “Music and your disbelief and become drawn into sound effects are always underrated the story that you are playing. A lot when compared to graphics, when in of times you don’t even notice the fact these two can completely throw music in a game, but if it is done well a gamer into another world when it can manipulate your emotions and done correctly. More resources create tension in all the right places.”

Physical Stimuli Last, but certainly not least, in the and not much else. These are only triangle of ambience is physical stim- the tip of the iceberg, and many uli. Although in their infancy in both more are sure to come. When prop- , these erly employed they will transmit the stimuli can significantly enhance the thump of the rocket launcher that gamer’s immersion. the player is carrying or shudder his These include vibrating control- arms when his stock car slams lers, force feedback steering wheels, Daytona’s wall.

The Last Ambience Nevertheless, whether the ambience graphics, it is an important part of is provided by force feedback steer- constructing a great game. A game ing wheels, voice acting, or lush that will sell.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 6 Story

veryone loves a good story. Tom Clancy earns E millions, and so do Dean Koontz and George Lucas. It does not matter if the story is in print or film; people love to jeer bad guys and cheer for the good guys. They love to see the underdog win and good triumph over evil. Computer games are no dif- ferent; story creates immersion, and immersion creates fun, and games are all about fun. If your game creates immersion, whether through story, quality game play, graphics, or a combination of all of the above, you have created a game that will sell. In this chapter I take a look at the importance of story and how it makes the game better, which in turn makes the game sell. I’m a writer, so you might think that I am naturally inclined to do some chest thumping here. Perhaps you’ll be surprised. A good story isn’t the critical piece of most games’ puzzle, and rarely will story alone sell a game. It is, however, an important ingredient. I’ve talked with some writers in preparing this chap- ter, and we get their opinion as we move along. So, let’s get on with it.

Who Needs Story? That’s a good question. Does every game need an epic story? Should every development team hire a full-time writer for 18 months (assuming a game can be completed that quickly)? The answer is no. Some genres are more conducive to story than others, and it almost goes without saying (but I’m going to say it anyway) that games such as puzzle games, racing games, or

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arcade games need no story. By the these genres a good story—although same token, massively multiplayer not the most important element of online role-playing games require lit- the game—lends a crucial degree of tle in the way of a linear plot, but immersion to the gaming experience. need massive (pun intended) However, in the electronic entertain- amounts of back story to set up the ment industry of today, there is a universe in which the game exists. great deal of bleed over between the No, all games don’t require a story, genres. As part of that bleed over, but story will enhance most games. there are many first-person shoot- The games that have a strong story ers, third-person action games, and will most often sell better than those real-time (and even turn-based) that don’t. strategy games that have strong There are two genres that live and adventure or role-playing elements. die by the story: adventure games Accordingly, story can also be impor- and role-playing games. In both of tant in any of these genres. For

Figure 6-1: Half-Life has a strong story element.

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example, Blizzard’s real-time strat- But what is the difference egy opus, StarCraft, had an excellent between writing a computer game story, as did Valve’s first-person story and other fiction? Barrett again shooter, Half-Life. chimes in. “The primary difference In the words of Neal Hallford, who between computer games and other wrote the story for Gas Powered fictional entertainment is that fic- Games’ Dungeon Siege, “In an tional works in other mediums need entirely black and white analysis, make no allowance for player input of adventure gamers and traditional any kind. Movies, books, TV,and the role-playing gamers are the people vast majority of theatrical plays are who tend to have the greatest entirely predetermined expressions demand for story. Simulation, action, of authorial craft. Interactive enter- and real-time strategy players tend tainment, on the other hand, to be attracted to story-lite or expressly involves the audience (the story-free design structures.” player) making choices which deter- Mark Barrett, an industry veteran mine (or appear to determine) who has written stories and designed outcomes.” missions for numerous games Hallford agrees with the assess- including Fighter Squadron: The ment. “To understand the difference, Screamin’ Demons Over Europe, you need to understand the differ- says, “The most story-centric genre ence between puzzles and problems. has always been adventure games, In a puzzle, there is only one ‘real’ many of which derived a great deal of answer. Every time that you put that their entertainment value from story. jigsaw puzzle together, it’s always In the past decade or so many adven- going to create the same picture ture game features, including strong because that is the way that those story, character, and puzzle elements, pieces are designed… To only ‘fit’ have been added to a number of one way… Novels follow the same other genres, including role-playing principle. Novels are all about the games, first-person shooters, and ‘picture’ that the creator holds, and third-person action-adventures.” everything in the book is going to be So, we’ve determined that role- designed in such a way that piece A playing games and adventure games always fits into piece B… Games— are the genres that most rely on or at least good games—are about story, but their first-person action, solving problems. [Game design- third-person action, and real-time ers/writers] have to be more creative strategy progeny can also benefit and allow for divergent tastes of dif- from clever storytelling. ferent kinds of players. Let’s say that the designer puts a quest in front of a

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player to rescue a spy from a maxi- genre, budget—even its platform— mum security prison… One kind of will determine in large part which player is going to want to blast their narrative efforts can be made from a way in, which means they are going design and technical point of view. to need enough weaponry and These constraints will in turn go far ammunition to fight their way into in determining the format and struc- (and back out of) the prison. Another ture of the document or documents player might want to find a non- that need to be created. violent way inside instead. They “For example, where the script for might prefer to bribe guards, or find an adventure game could easily come passwords, or have an ability to scale in at well over 250 pages and include sheer walls.” multiple plot branches and dialogue What makes plotting and scripting trees, the cut-scenes between mis- for games even more difficult is that sions in a first-person shooter might a set of rules has yet to be estab- only encompass 50 pages of non- lished for what creates a successful branching scenes and dialogue. In plot. According to Mark Barrett, it’s games with little narrative content, like hitting a moving target. such as some strategy games, the “Unlike screenplays, or even nov- text or dialogue accompanying mis- els, there are few hard-and-fast rules sion briefings might fit on a few about either the formatting or formu- pages, particularly if the product is lation of computer game narratives. aimed at the console market.” Invariably the product’s game play,

Why Not? If the folks in the know agree that a years, so it’s cheaper and easier to story can enhance the sales of have someone already on staff handle games, why doesn’t every game the writing. In the instances where have a great story? There are several professional, full-time writers are reasons, not the least of which is the hired, they don’t tend to get paid economic reality of the gaming mar- what they would get paid working ket. Design firms only have so much outside of the industry. So, the cali- money—money that must be doled ber of writers you get stepping up to out for artists, coders, marketers, the plate isn’t as high as you’d like. public relations personnel, etc. As As long as Hollywood is paying Hallford says, “There generally more, why write for the computer speaking isn’t enough work to keep a gaming industry?” writer on a project busy for two

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Barrett seems to agree, citing four But the bottom line is that a reasons that professional writers are strong story will help sell the games not always used to pen computer and of the future. video game scripts/stories. Barrett Neal Hallford states, “Game mak- says that economic realities (there ers want to make games that sell isn’t enough money for writers), more copies. Game consumers want development realities (there isn’t high-quality products that compete enough work for writers), production with television and motion pictures. realities (short-notice changes in a In order to get to that place, the gam- game’s ship date can make working ing companies will ultimately have to with outside writers difficult), and start hiring ace writers with the personal vanities (designers don’t same zeal that they now hire ace pro- want anyone to mess with their grammers and ace artists. If they vision of the game) are the reasons don’t, their competitors ultimately that development firms shy away will, and the market will go with from hiring professional writers. whatever company is cranking out the best stuff.”

Making the Story We’ve discussed the impact of story Write It Down on games. Let’s takes a couple of Before you begin with a script, you pages to discuss how to make a story develop the world. World creation is that will impact your game. Great a key point in developing your story. stories don’t just happen; they are Not only must you be able to script the intersection of planning and tal- the words the characters will speak ent. Often, for every word that to move your game along, but you makes it into a game there will be must understand the character’s ten others that remain on the motivation in speaking. That under- writer’s hard drive. These other standing comes from not only words are character descriptions, the creating a detailed and believable game-world history, or just words world in which the characters live that didn’t work. Quality story cre- but detailed and believable charac- ation is a demanding and intricate ters as well. task, a task that would take a book to teach. Instead, let’s hit the high points.

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Figure 6-2: Dungeon Siege included an excellent story with buckets of character detail.

What does your world look like? character’s desires so that you may What are the weather patterns? refer to them later and share your What is the social structure and his- work. tory? Think through each of your characters. What are their motiva- Conflict tions, fears, and desires? How old are After you have created a believable they, and what are their hobbies? world and inhabited that world with The deeper you delve into a charac- breathing characters, you need to set ter’s personality, the more real the the plot in motion. Understand that character will feel to your audience. epic tales of long quests do not make Write it down! Above all else, a story. Listen to me when I say that write it down. You need to document neither do twists and turns intrigue a your world’s history and your gamer. Every story must have one

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element and one only, and upon that they came up with in the shower that element the story is built. That ele- morning.” ment is conflict—conflict between Writing well is difficult work. If the protagonist and antagonist, the someone on your team has experi- protagonist and his or her lover, the ence, you’ll be a step ahead of the protagonist and the boss monster, or crowd. If not, consider hiring a whatever. Establish characters the writer. There are listings of qualified gamer may relate to and then place writers at the National Writer’s them in conflict with each other, and Union’s web site (www.nwu.org), or the story will pull the players inside ask a fellow developer. Placing a the game. writer on staff is the best way to guarantee quality. The writer will The Right Tool for the Job work closely with your team and that Does all this character building and interaction will enhance the story. conflicting sound difficult? It is. Unfortunately, your budget may not “It’s a near-universal notion that support another full-timer. In that writers are non-technical,” says Neal case, look to the freelance writer Hallford. “Folks think that just about community. Freelance writers may anybody who can string a sentence often be found by posting on game together can do the job properly. I site bulletin boards, through get people all the time who come up http://www.Gamasutra.com and to me and say, ‘Hey, I’ve got this http://www.gamedev.net, or through great idea for a story,’ and then pro- writing sites such as ceed to rattle off whatever claptrap http://www.writeronline.us.

The Final Word Story alone may not sell your game. a well-crafted story. Story alone will In fact, the value of story is genre not sell your game, but an intriguing dependent. Adventure and role- story will enhance sales, and that, playing games benefit the most from after all, is what we hope to do.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 7 Documentation and Strategy Guides

ser manuals and strategy guides are an impor- U tant aspect of any game’s success. As I have said throughout this book, a game must not only make the player feel good about the game but feel good about themselves as well. A frustrating experi- ence, especially a frustrating experience that stems from a lack of understanding of how the game is to function or an inability to solve a specific puzzle, can turn off a gamer. A turned-off gamer stops playing the game, and even worse, he tells other gamers about his bad experience, which reduces the game’s future sales. Add these things together and you have created a negative buzz about your game that can seriously hinder sales. “A well-written strategy guide can add to the luster and enjoyment of a great game,” claims Bart Farkas, noted strategy guide writer and author of the official Warcraft III strategy guide. “It can even add to the game’s sales (especially when they are bundled for sale together).”

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Figure 7-1: The Warcraft III strategy guide

Additionally, an excellent user continue playing. That is why I have manual can enhance a gamer’s expe- devoted an entire chapter to both rience. A strategy guide that is both user manuals and strategy guides in well written and informative can this book. So without further ado, excite the gamer, inducing him to let’s get started.

50 TEAM LinG - Live, Informative, Non-cost and Genuine! ············Documentation and Strategy Guides User Manuals User manuals should explain how to work. Simply put, a successful user play the game. No one would debate manual must be well written. that fact, yet few user manuals ade- It takes more, however, than hir- quately do their job. There are ing a writer and telling him (or her) numerous problems that keep user to “get to it” to create a quality user manuals from doing their job. Poor manual. The writer must have access writing is foremost, but lack of focus to key personnel on the production and lack of space are two other or developmental staff. Who the key prominent problems. personnel are will change from com- pany to company. But whoever it is The Writer must be available. The writer needs As I said elsewhere in this book, questions answered and guidance in writers are an important part of a order to write a quality user manual. successful game. You need a good Guidance is an important concept, writer to write the game’s story. You for it is an oft-overlooked piece of the need a good writer to write the user manual. The game’s producer in-game dialogue. You also, however, should decide what information and need a good writer to write the user style is important to be in the user manual. Too often the user manual manual and convey both of these writing is left to whomever on the visions to the writer. Rarely is a pro- development or production staff has duction team given sufficient space a bit of extra time. Although these to have everything they would like to people may be familiar with the have documented about their game game, they may not be familiar with in their user manual. This is espe- how to convey meaning to a reader cially true with smaller game boxes with the minimum amount of ver- and escalating publishing costs. It is biage. In other words, they may not hard for a developer to convince the be able to write well. game publisher to fund a thick Obviously, you wouldn’t ask an manual. underutilized programmer to do art Hence, the producer must decide for the game, nor would you ask a what is key to the game and convey sound technician to program the that to the writer. If the game has game’s AI on his weekend off. Nei- complex interrelated strategies (for ther should you ask these people to example, the production strategies write the user manual. Writing is a in Stronghold or the research and skill, a skill that must be learned and development strategies in Civiliza- practiced through years of hard tion III), the producer must make

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sure that the writer understands that were a piece of software. All too these strategies must be clearly often the producer, even a diligent explained to the gamer. Don’t skimp producer, will read through the draft on important game elements and manual and then send it off to the then fill in the manual with history or printer. That’s good, but it isn’t good back story. enough. The person who needs to Always important is the interface. take a look at the manual is the per- Gamers want to know what each son who has never seen the game. button does and how the different This newbie reads through the man- functions within the game interact. ual, attempts to play the game, and If the game includes unique compo- then writes down the questions that nents—whether they are warriors, spring to his mind. Those are the weapons, buildings, or units of mone- questions that need to be answered tary exchange—explain those in the manual because those are the components to the gamer. questions that the typical gamer is Once the manual is written, make going to have as he plays the game. sure the manual is tested as if it

The Strategy Guide The strategy guide business began in separate strategy guide that can the early ’90s and peaked the last enable the gamer to get past particu- half of the decade. Although not as larly difficult portions of the game strong as it once was, strategy with ease. These guides also usually guides are still a multi-million dollar contain background information and business, one that not only can details that cannot be found any- enhance the gamer’s enjoyment of where else, thus adding to the your game, but also can enhance gaming experience.” your game’s image. Gamers have come to expect “The size and scope of some strategy guides to accompany impor- [computer and video] games is so tant releases. If a publisher’s game vast that in some cases hundreds of doesn’t have a strategy guide, the hours are required to complete the game comes across looking like a mammoth tasks they put before the grade B title. Grade B titles on store gamer,” states Farkas. “In the last shelves crammed with “triple-A” decade it has become clear that many games are going to come out on the games can benefit from having a short end of the selling stick.

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Strategy guides are also a means Another way to check a writer’s cre- to advertise your game; not only is dentials is to check with game your game promoted through the publishers who have worked with typical public relations channels him or her. Was he easy to work associated with the game, but the with? Was he professional? Does he strategy guide company also, in have experience in the field? If your advertising their strategy guide, game is a real-time strategy game, advertises your game. you want a writer who has a history So, you understand the impor- of writing real-time strategy guides tance of the strategy guide, but how or reviewing real-time strategy do you ensure that your game gets games. Bottom line: If you are not the best strategy guide? First, be satisfied with the writer assigned by sure you get a good strategy guide the strategy guide publisher, request writer. Once your game publisher that the publisher assign a new has signed with a strategy guide pub- author. lishing firm such as Brady Games or Once you are satisfied with the Prima, make sure the writer author, make sure that you support assigned to your project is experi- him. Too many game publishers look enced and skilled. at the strategy guide as an after- The game’s product manager may thought rather than the marketing ask the strategy guide company for tool/game-enhancement device that the name of the author. Take a min- it actually is. Answer the writer’s ute to look up the author on the questions quickly. The key to Internet. See the other strategy answering them quickly is to provide guides he has written. Go to Ama- a liaison that knows the game. Fre- zon.com and see how those strategy quently, a strategy guide author’s guides have been reviewed. liaison is the product manager—a person who only has cursory knowl- Note: edge of the game. Ideally, the liaison would be the game’s QA lead or The reviewers on Amazon.com somebody else with a solid knowl- are not professionals. These edge of the game. These people can reviews are written by amateurs who can be planted by other answer minor questions quickly with strategy guide companies, people little impact on their time. who enjoy digging at authors, or Once the strategy guide is writ- people who are not qualified to ten, take a minute to look at it. write the reviews. Hence, take Demand that it is done right. All the Amazon.com reviews with a grain strategy guide publishers I have of salt. worked with want a quality product.

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Nevertheless, it takes time to make someone who knows the game to go quality, and time is not a strategy through the strategy guide with a guide publisher’s friend. To maxi- fine-tooth comb. Have two or three mize their profits, a strategy guide people on the team go through it. publisher must be “day and date” Correct things that are wrong. Make with the game. In other words, they suggestions for things you would like must have the strategy guide on the to see put in the guide. Supply the shelves the day that the game is on information to the strategy guide the shelves. Accordingly, strategy publisher to make sure the process guide publishers are forced to choose of revision is easy. Do your revision speed over perfection. quickly; that way, the strategy guide It is the game publisher’s respon- publisher can get their guide out on sibility to make sure that the game’s time. strategy guide is perfect. Assign

The Last Manual In the final analysis, if you take time Additionally, strategy guides and with both the user manual and strat- well-done user manuals give the egy guide, it will enhance the sale of game an aura of quality. Quality your game. Doing so increases the games have strong user manuals. user’s enjoyment of your game; Quality games have quality strategy when users enjoy a game, they tell guides. You want your game associ- other users who in turn buy the ated with quality because quality game, creating the buzz that is so games are games that sell. important for games that sale.

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eople play games for a variety of reasons. Some P claim that simulations teach them, others say that strategy games stretch their minds, and still other role-players claim that they enjoy the story. Whatever the reason people say they play games, you can be sure that a significant reason is fun. People play games because they are fun. Although things like well-written user manuals and drop-jaw graphics contribute to gamers’ enjoyment, what makes or breaks the fun is the play within the game. If the act of playing isn’t fun, no one is going to do it. Although everyone knows fun when they see it, it’s a tough term to define. So I thought I’d ask professionals within the industry to help nail it down, but first let’s do a little nailing ourselves.

When Is Fun, Fun? What makes fun, fun? Ask a hundred gamers and you’ll get—if not a hundred—at least quite a few different answers. But in my research, I found that there are two things that all gamers seem to agree on: challenge and immersion. No one likes a game that is either too easy or too hard. A game that is too easy will bore most people, and one that is too hard will frustrate them. Either way, they’ll quit playing. But a game that hits the sweet spot between easy and hard is going to

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get some serious playtime. I’ll never To do this, the game must be forget playing the first boss mission exciting, believable, and realistic. in MissionForce: CyberStorm or the Excitement may be generated climactic battle in Parasite Eve. Both through action, challenge, or associa- were thrilling because while they tion with the character—or all three were challenging, they were also and more. Believable games are true eventually beatable. to themselves and, even more Games that are too hard have importantly, play out well-written often fallen victim to their own play stories. For example, a radical twist testers—men and women who spend in plot that was not foreshadowed months with the game and master will jerk the gamer out of the game’s every nuance. To the play testers reality and throw him back in his. everything has become easy, so their Realistic games are, well… realistic. feedback is often inaccurate, and They are not realistic in the sense of they claim that a mission is easy adhering to our laws of reality but when in fact it would be quite a chal- rather remaining true to the laws of lenge for the average gamer. In a reality that the game has established. similar manner, games that are too Above all else, an immersive game easy show a lack of vision, a failure to doesn’t remind the gamer that she is understand and appreciate the audi- playing a game by routinely crashing. ence. One of the best ways to Those are my thoughts on the balance a game is blind play testing matter. Let’s hear what some gaming at the end of the development cycle. insiders have to say. This places a fresh group of play Steve Bauman testers in front of the game and lets Executive Editor of Computer them decide what is wrong and what Games Magazine is right. Fun is kind of like pornography: You No one likes to take out the gar- know it when you see it (or in the bage, cut the grass, or sweep the case of games, when you’re playing). garage. These are the mundane Trying to articulate “fun factor” is chores we must do to survive. We difficult, but it generally results from want a game that takes us away from doing something interesting and see- all that—a game that creates a fan- ing and/or receiving an interesting tastic world and then immerses us in result. It’s about the mechanics of it. Creating immersion, however, is play (i.e., “what you’re doing” and easier said than done. To immerse, a the feedback from the game itself). game must make the gamer believe This really isn’t any different than he is inside the game’s environment. any “fun” thing in the real world. You

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do something and receive something my enjoyment, rather than viewing in return. the game as a generic product devel- Jim Werbaneth oped by a bunch of faceless Publisher, Line of Departure, individuals. Game Designer Steve Grammont A fun game has to hold my interest Co-owner of Battlefront.com and keep on presenting challenges (www.battlefront.com) that bring me back again and again. It Fun depends on my mood some- can’t give up its secrets very easily. times. Generally, a game that can At the same time, there has to be a successfully transport me into level of consistency in the way it another “world” gets my attention. plays so that it doesn’t appear that Sometimes that means cool graphics the programmers put in random gim- and action, sometimes story, often micks just to break the pattern. role playing something realistic, and Having a subject that I enjoy doesn’t best of all assuming a role of respon- hurt either. sibility. But in all cases, games need Randy Sluganski to challenge me in a fair and fulfilling Owner of Just Adventure way. Mario Brothers puzzle games (www.justadventure.com) bore me to tears because the chal- What makes a game fun? I think that lenge is simply reflexes. This is no depends on the individual. What I doubt why I do not own game boxes think is fun may be considered bor- (Xbox, etc.). There are too few of the ing to someone next to me. I think games made for these boxes, which shooting aliens who then drop weap- aren’t also made for PCs, that I find ons packs is the apex of stupidity and interesting. laziness, while combining inventory I like being challenged in ways items to create a new object that can that real life doesn’t directly require then be used to solve a puzzle is my of me. For example, being a fighter idea of a fun game. pilot is an experience I enjoy while Personally, I know many develop- playing a great flight sim, but it is ers, so when I am playing a game something I will never do in real life. that a friend of mine wrote or pro- I don’t ever want to go into combat, grammed, it helps me to appreciate yet teaming up with some other guys all the more the hard work and dedi- to accomplish a “dangerous” mission cation that goes into game is quite exciting and fulfilling. development. This adds greatly to

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However, not being yanked out of Howard Jones the experience because of flaws, Author bugs, shortcomings of the design, A fun game has a good, logical inter- etc., is very important to me. I hold face that isn’t too difficult to learn but different standards for different types that allows flexibility; well-written of games, and some bugs/flaws can plot, dialogue; a plotline that’s not be overlooked, but an otherwise rigid; the unanticipated; freedom to good game can be ruined if I am move through the world; humor. reminded that it is just some code I also like a game that evokes a and graphics running on my PC. If sense of wonder, both through its that happens, I might as well be imagination and graphics, and all of “playing” Photoshop or FileMaker the above. Attention to detail. Pro, or more seriously…reading a book or watching a good movie.

Figure 8-1: Silver—expect the unexpected

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Tom Ham John Keefer Journalist (USA Today, Newsweek, Managing Editor of GameSpy Maxim), Judge Network What makes a game fun? It’s a num- Fun to me is when a game immerses ber of things actually. Where in the me in the story and game play so past wickedly cool graphics were much that I can’t rest until I get enough to sell a game, without ques- through a particular mission or sce- tion gamers have become savvier. As nario. Fun is when I have to play the saying goes, looks can only get “just one more turn” or complete you so far. For me, a game that man- “just one more mission” (several ages to draw me in in the first five times) before I go to bed. And finally, minutes has something going for it. fun is when I am excited about telling Does it make me laugh? Does it someone I completed the game or make me cringe in fear? Do I get killed that ultimate boss… giddy when playing it? Those are the Tiffany Spencer qualities I look for when playing Senior Public Relations Manager games now. Time is too important of Ubi Soft nowadays to waste playing some- What makes a game fun? It’s inter- thing that isn’t up to par. I feel that esting that you didn’t ask what developers are aware of this and thus makes a great game because I proba- are creating experiences that are bly would have described a combina- truly compelling, not just filler. tion of great game play, good What’s great for the industry is that graphics, and a compelling story line. games are just going to get better But the fun factor is something and better. totally different. For me a fun game is My favorite game? It would have something that triggers a reaction. I to be Half-Life. From a storytelling really like getting stressed out when perspective, it was and still is revolu- I play. I like fighting and shooter tionary. Valve took a dated engine games that get my heart racing and (Quake II) and created a game and trigger that “Oh no!” feeling. I like story that could be a Hollywood games with timed challenges that motion picture. From their brilliant make me panic. I like mentally chal- use of scripted scenes to their great lenging games that frustrate me to use of sound and suspense, Half-Life no end—something that leaves me truly epitomized what it means to thinking about game strategies even play a great game. when I am not playing any more. Anything that really makes me tense and freaked out. I think I am just a glutton for punishment!

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Scott Osborne interface is as intuitive, clear, clean, Journalist (GameSpot, GameSpy, attractive, and transparent as possi- IGN) ble. Characters aren’t cardboard What makes a game fun? Sometimes clichés but seem to have real motiva- it’s easier to say what doesn’t make a tions and histories and emotions. game fun: flashy but empty graphics Stories are written by and for mature that don’t serve the game as a whole, adults. (A bunch of gratuitous vio- a sequel that plays it safe, a retread lence and profanity and sexual of a successful design (does the innuendo doesn’t at all equal world need yet another uninspired “mature”—quite the opposite.) Plots copy of great games like Diablo or don’t merely provide a framework Age of Empires II?), a rushed tie-in for the action but actively draw you for a popular movie or TV series into the action. They fill you with created by developers who don’t wonder and make you really care. genuinely love the property, an inter- Most importantly, really fun face that makes the gamer work games feature their own unique and instead of play, strictly linear game unforgettable worlds, worlds created play, cheap “gotcha” attacks, uncon- with meticulous attention to detail vincing AI, lack of a clear manual and brought to life with high produc- and/or tutorials, an immature tion values. These worlds deeply mindset that makes it seem like the immerse you in an alternate reality game was designed by and for per- or a recreation of some fascinating petual adolescents…. The list could part of our real world. These worlds go on, sadly. grant you the freedom to act and Looking at things positively, the react and explore and discover—not most enjoyable games generally merely to jump through a set of engage both your mind and your hoops set up by a designer. The reflexes. They engage your emo- beauty of gaming as an art form is tions, too, through captivating and that games put you in control, letting original stories, characters, themes, you create novel solutions to unex- and/or settings. (No more rip-offs of pected problems. The best ones let Aliens and Tolkien, please!) They do you, in essence, write the story. something fresh by inventing a new They certainly shouldn’t drag you genre or hybrid, or they move an around on a leash, as so many lesser existing genre in a new direction. games do! They feature not merely great graph- If I were forced to pick just one, ics and sound on a technical level, my favorite game would be Doom, but more importantly, they feature one of the first and best games to real artistry behind the art. The show the true potential of the

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medium in a remarkably vivid way. design and then embellishing those Right up there at the top of my list areas is a good way to keep the game would be Combat Mission: Beyond fun for the people who are looking Overlord and Tony Hawk’s Pro for that play experience. For exam- Skater 2 ( version). A few ple, Diablo II is an action-oriented others, including some favorites from RPG, so all of our design decisions long ago: , Tribes 2, Team needed to support that style of game Fortress Classic (Half-Life mod), play. People who find the pace of a Shadowgate (Mac), Dark Castle Diablo-style game entertaining are (Mac), Miner 2049’er (Atari 400/ probably not looking for a lengthy 800), Gauntlet (arcade), and Zork I. and time-consuming crafting system, Bill Roper for example. Randomness is another Executive Producer of Blizzard element that keeps Diablo II fresh Entertainment and entertaining, so we made sure to What makes a game fun is one of use this element whenever it made those questions along the lines of, sense, such as with generation, “What makes jokes funny?” or “Why tile set construction, monster spawn- does chocolate taste so good?” ing, and so forth. It is our job as Although there are some guidelines developers to define a play experi- we follow as developers, not every- ence and then stay true to that one has the same idea of what makes vision. If we do a good job of that, the for a fun experience. Identifying the game will remain fun throughout for key elements to what is entertaining players who are excited and enter- and captivating about your game tained by that experience.

Fun Is as Fun Does Bottom line: What is fun to one like, listen to their fans’ input, and gamer may not be to another. So, in adapt the game to the best of their the long run designers and develop- ability. ment teams have to decide what they

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TEAM LinG - Live, Informative, Non-cost and Genuine! Part Three Marketing and Public Relations

Some of the greatest games of all time sold piti- fully. Whether it was poor topic choice, poor public relations, or poor marketing, the word either didn’t get out or when it got out no one cared. This part describes how to avoid those mistakes and generate the type of buzz that sells games.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 9 Public Relations—A Primer

s I have said before, making a game that sells A takes a plethora of ingredients. Make no mis- take, the foremost of those ingredients is quality. To sell a game greatly, it must be a good game. But only slightly behind the quality of the game is the quality of the public relations effort with the game. To sell a game well, you must get news of the game out to gamers, create a buzz about the game, and try to generate favorable press. That is what this chapter is about: public relations and getting press. Let’s get started.

Building a Theme It is a fast-paced world that we live in. Voters vote on candidates based on 10- to 15-second sound bytes, one-liners are most people’s favorite jokes, and people cannot get from their home to the grocery store without making a quick call on their cell phone. It only makes sense that such pacing would affect the computer game industry. If you hope to sell a computer game, you need to get the idea behind the game across to the public. If you cannot get this idea, this theme, across in a sentence, you are not going to sell the game. So, simply put, you need to develop a theme, hook, slo- gan, whatever you want to call it. Good themes have a couple of things in common. Number one, good themes are catchy. A great example is the theme for Max Payne. Max Payne’s theme

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was simple: “When it’s ready.” Finally, you have to hammer the Those words meant that Remedy theme home. Every mention of the was going to make a quality game, game must mention the theme. and Remedy was only going to Every advertisement for the game release the game when it was ready must mention the theme. Every to be released. “When it’s ready” interview that the developer and said all of that, but it said it in three publisher gives must mention the words. That created a theme that theme. Every telephone conversa- stuck in gamers’ minds. tion must mention the theme. The So themes must be catchy, and theme must be hammered home. themes must be simple. The best The theme must be on the front of themes are no more than a sen- the box. The theme must be on the tence—ideally no more than five or back of the box. You need to get out six words. The themes that people to the public what the game is about: remember are the short themes— the theme. Get it out constantly. the short, powerful themes. Keep it simple, and make it catchy.

Creating a Buzz Creating a buzz is one of the hardest friendly. That means that the devel- things in the gaming industry to opers and producers must be define, yet it is one of the most accessible or have representatives important. In writing this book, I who are accessible. They must be talked with dozens of gaming journal- willing to talk with the fans in chat ists and PR managers, but none of rooms, and they must seem amena- them knew exactly how to define it. ble to fan suggestions and fan input. Nevertheless, once a buzz is created, This does two things: First, it lets a game takes on a life of its own. A the fans feel that they are part of the buzz is when gaming people (be they game. When people become part of gamers, journalists, the press, or something, they identify with it. buyers for Wal-Mart) start talking Also, talking with fans creates the about the game. It is when the game impression that the developers and becomes the topic of numerous pre- producers are nice guys, game guys, views and interviews, becomes a hot guys just like the people who are topic on discussion forums, and per- buying the game. When fans identify haps even gets some press in main- with the developers and producers, stream media. they are more likely to plunk down Creating a buzz takes three things. their hard-earned bucks to buy the Number one: You must be fan game.

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The second way to create a buzz should actively promote fan sites. is through web sites. Of course, Make the tools to create fan sites every game should have an official available on the official web site, web site. That web site should make it easy for gamers to create smack of professionalism and have professional-looking sites, support everything that people want to know the sites, release news clips to the about the game. It should have an sites before you release them to FAQ, downloadable trailers, screen other media, and make the people shots, wallpaper, the game’s back- running the sites feel important. ground story, conception art, and They generate the fan base that you above all else a forum where gamers need to actively promote a game. can meet and discuss the game. But Release a demo. Release a demo as important as a snazzy professional early. Release a demo again. If you site is, it must also load quickly. Not have a game whose strongest selling everyone in the world has a T1 con- point is quality, and if you have a nection; many people still use a game that is so much fun to play you dial-up. They won’t wait three or are sure that whoever plays it will four minutes for your page to boot. buy it, get that demo out there. Make Bottom line, make it look profes- the demo look polished. Rather than sional, make it look clean, make it create a big demo, create a small but look smart, but make it load quickly. well-made demo. If you get the demo Not only do games need official out well in advance of the game, web sites, but for games to take on a release a second demo to update the life of their own they need fan sites. original demo and, once again, create The developers and producers buzz.

Involve the Press Public relations people can’t make Freelancers can be a company’s the press write about a game. Public best friend. In fact, freelancers can relations folks can’t make gamers get be a small company’s lifeblood. This interested in a game. Public relations is a fact commonly overlooked by people can’t generate the favorable newcomers to the public relations press they would like a game to industry. These newbies often spend have. There are, however, ways to their time and money wowing the involve the press and increase your editors at gaming magazines and web chances of getting favorable press. portals. Make no mistake, editors are Let’s talk about a few. important. Editors can influence

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what their writers write about. But greater than in any other industry. make no mistake either that the Take a minute to learn them. When a full-time freelancing core in the elec- freelance writer queries for a prod- tronic entertainment industry, uct, take a moment to do a search on although small, has significantly the web. You will find out if they are more stability than the editor core. a serious freelancer or not. If they Editors come and go. In one year are not, don’t waste your product on alone, I saw Computer Gaming World them. If they are, treat them with the go through three editors, but the same courtesy as an editor or a staff freelancers, the full-time freelancers, writer. Editors are the least numer- are here to stay. Many times, estab- ous journalists of the group. The lishing relationships with freelancers public relations people should know exposes your games to more sites each, know their preferences, and than just sending your games to keep them informed of upcoming nameless editors. Freelancers want releases. Use the personal touch, the money earned by selling an arti- use research, and make them feel cle about your game. So professional special. freelancers will actively seek to place Bribe them. Of course, I am not an article if the information is given saying to do anything dishonest here, to them. Use that professional free- but a T-shirt, coffee mug, or other lancing core. Send them preview promotional material goes a long way discs, and keep them in your press in generating goodwill toward your release loop. You will find it pays big company. Don’t be afraid to use dividends. those. Don’t be afraid to use other Public relations folks must put a promotional material as well. At the personal touch on all their work. Do Electronic Entertainment Expo, a the research. Find out which free- show that rivals the glitz and glamor lancers, which editors, which staff of Hollywood, the displays have writers have been around the longest often been a source of much contro- and what their preferences are. Take versy. Some journalists feel the a minute to meet them at E3. Learn scantily clad “booth babes” are an something about their families, and insult, while others live for the jot it down; it will pay off later. To a weekend to scope out the babes. In new public relations person, the reality, the “booth babes” are neither number of journalists can seem over- scandalous nor should they be the whelming, but many of the journal- center of attraction. Let’s face it, we ists are just casual writers. The are all visual people. An attractive actual number of staff writers, edi- face, an attractive body is something tors, and full-time freelancers is no we all enjoy looking at, but even

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more, a serious journalist wants to question concerning the game. Bot- talk to someone who knows the tom line, when deciding whether to game inside and out. They don’t go for glitz or substance at your E3 want their time wasted by someone booth, substance will always win out, who can merely refer them to a pro- but if you can get substance with ducer who has to ask a designer who glitz, then you will really have some- then asks one of his coders for the thing special. answer to a relatively obvious

The Last Review So, in this chapter we discussed what writers, and freelancers. Do your works and doesn’t work with the research first, and find out who likes gaming press. In short, it is impor- what and why they like that. Cater to tant to build a theme. Keep it simple those needs, and you will get better and hammer it home. You want to press. Bribe the hell out of the writ- create a buzz by being fan friendly, ers on your contact list. Finally, having excellent web sites (both offi- when debating whether to invest cial and fan sponsored), and releasing money in beautiful “booth babes” or a demo. Involve the press. Remem- knowledgeable demonstrators at E3, ber that freelancers can be a small go with both if you can afford it. If company’s best friend. The personal you can’t, go with the knowledgeable touch works with editors, staff demonstrators.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 10 Marketing the Product

t would be a better world if all games sold on I merit alone, but such is not the case. Not only must a game be outstanding, but it also must have an outstanding public relations and marketing team behind it. As Blizzard’s Bill Roper says, “…you abso- lutely must have the best possible PR and marketing you can get on your game because they are the ones that present your game to the world.” Furthermore, developers—even when they aren’t doing PR for their game—must know how to not only handle the press but their own public relations and marketing people as well. Yet the first step in handling them well is to understand their job. I hope that the following information lays the ground- work for that understanding.

Public Relations Erica Kohnke at Kohnke Public Relations once told me that the difference in public relations and marketing is simple. “PR prays for press; marketing pays for press.” Although the marketing and public relations people normally work as one team, their jobs are different. The public relations folks’ job is to interact with the trade magazines, web sites, television, radio, and even the gamers themselves. The success of their efforts is mea- sured in the number of previews, interviews, and screen shots that appear in their targeted medium. In short, how much buzz do they create? This success can be maximized by using the fol- lowing strategies. Take it from me; I’ve been writing for gaming

71 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 10 ······················· magazines for over ten years. I know Know Your Public what I like and dislike about what Relations Representative public relations folks do. Just as the PR reps must know a game, so must the development Know the Game team know their PR rep and his job. More often than not, the gaming To do their work, the public relations press is made up of gamers. They folks must have access to the team are enthusiastic about their profes- and their materials. For the team to sion and the games that they cover. finish its project, it must be left Nothing excites them more than alone. These seemly irreconcilable talking about games. A public rela- differences can be reconciled. The tions representative who knows the most efficient way to include PR rep game she represents and can talk time in the development process is about it catches the magazine edi- to schedule it at the beginning of the tor’s interest. Conversely, those cycle. Three to five percent of the same editors can spot a “poser” after total development time should be a couple of sentences, and it turns allowed for public relations interface them off. and development. It’s also best to PR reps must take the time to have two to three members of the learn their game. What are its strong team that deal with the PR reps and and weak points? What is the game’s one person through whom all PR technological innovation, and how requests are channeled. Don’t look much demand does that innovation at public relations as a burden but place on a computer? How does your rather as an opportunity to share game differ from the competition’s? your vision with the consumer. If it’s an RPG, what type of combat Inviting the press to your studios system does it use? If it’s a first- is a great way to show off a game— person shooter, what type of damage especially before the code is export- model (realistic or not) does it able to unfriendly computers. Make employ? sure, however, that all concerned are The folks representing the game briefed and that you practice the should spend some time with the press tour before the big day. You game. Nothing gives a better feel for may even want to tell the artists to the game than playing it. Three shave (that’s a joke). hours with a game teaches much more than a day of briefings with the development team will.

72 TEAM LinG - Live, Informative, Non-cost and Genuine! ··················Marketing the Product Know Your Editor vibrant, and packed with action. It’s PR reps must build a trusting rela- best to have one person on the team tionship with the editors they work who is the screen shot expert. Have with. It’s important to know what the him or her take all the screens. editors like and dislike, who covers which beats, and who the significant Demonstrate the Game freelancers are. All this needs to be The best way to demonstrate your done without harassing the editors game is with a demo (makes sense, or overexposing the product. doesn’t it?). Of course, all developers Give editors a call when the game know that game demos are a pain in reaches milestones and offer screen the, well… you can fill in the word. shots. Drop them a holiday card, and They may be a pain, but demo time make it a point to meet them at the needs to be built into the develop- trade shows. Keep the relationship ment cycle. Early in the cycle, PR positive, but keep it professional. reps and the marketing department Above all else, be honest. Some need something (usually non-inter- game issues must be kept secret. active) to show editors and buyers. It Tell the editors so. If the game needs to stress the game’s strong doesn’t do something as well as a points, so don’t forget the vision. competitor, admit it. You need not Select something within the game advertise that fact, but denying it will that shows the vision and what is only ruin your credibility. unique. Barring a visionary demo, something with stunning eye candy Screen Shots works well too. Screen shots sell the game. Most Later in the cycle, gamers need gamers can tell as much about the something that they can play. There game from a handful of screens as is no better advertisement for a they can from a handful of previews game than the game itself. Whenever —and in less time to boot! Feed your you release a demo, be it interactive preferred web sites a steady stream or looping (non-interactive), remem- of exclusive screen shots; don’t get ber that anything you release will your kid brother to capture them—at make it to the public. So, don’t just least, not unless he is very good at it. “whip up something quick” for mar- You want screen shots that display keting to show a buyer. Chances are your game in the best possible light. you’ll see that demo on the Internet Choose screens that are colorful, within a few days.

73 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 10 ······················· Marketing The marketing people on the pub- study the public’s interest in a lishing team also help you sell your license, such as Spider-Man, and game. In many ways they are even determine if it will not only help sell more directly responsible for the sale a game, but whether it would sell of the game than public relations more copies of a first-person shooter representatives. or a turn-based strategy game. Marketing is responsible for Marketing also studies what fea- assembling and studying gaming ture sets, interface, and genre appeal demographics. These are the people to which demographic. Part of mak- who know the average age of some- ing a game that sells is fitting your one willing to buy a Spider-Man vision of the game within a set of game and if that person is a man or a parameters that marketing claims woman. These are the folks who can will sell the game. This doesn’t mean

Figure 10-1: Activision’s Spider-Man

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selling out. It just means making the it themselves by returning it to the game that you have always wanted to publisher. This is the difference make in a way that it is likely to sell. between sell-in and sell-through. Marketing also decides how to Games that are sold to the chain market the game. To do this, they stores or wholesalers are sold in. must create an image for the game, Rarely does the publisher receive and to create an image for the game, any “up front” money for these sales. they need the developer’s help. The Games are sold through when some- developer must convey the coolness one buys it off the shelf. This money of the game to marketing. Basically, will eventually make its way back to in a couple of sentences, tell market- the publisher’s hands, and a percent- ing why gamers should buy the age of it will get back to the devel- game. oper (royalties). Unfortunately for Marketing takes this image of the the publisher/developer, unpur- game and tries to sell it. They sell it chased games that are “sold in” may to the public through advertise- be returned and no one gets any ments, and they sell it to the buyers money. (the people who buy for an entire Nevertheless, the first step in chain of stores) through face-to-face selling a game is making your pub- meetings, demos, special incentives, lisher’s seller believe in the game. and even groundswell support for the There is no better way to get the game. Make no mistake, if there is an seller to push the game with a chain obvious, vocal, and large fan base for store buyer than to get the seller the game before it is released, it will personally interested in the game. be much easier to sell the game in Take the time to meet the seller, large store chains. and take the time to demo the game There is a bit of a fine line here for him (or her). Find out what between public relations, marketing, makes him tick and share your vision and sales. In a simple world, PR and of the game with him. Explain how marketing create a demand for the the game can make the company game that the publisher’s sellers money. Sell the seller, and he will sell cash in on. your game. The cashing in takes several forms. Sellers sell to the buyers for Original Equipment chain stores, such as Wal-Mart, or Manufacturers (OEM) wholesalers. Either buyer has one Original equipment manufacturers goal—to move the product off their are companies that make hardware. shelves. If the customer isn’t moving That hardware can be computers, it (i.e., buying it), the store will move graphics cards, joysticks, game pads,

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or any other computer equipment. high, the money is paid up front, and Frequently, OEMs want to bundle the exposure can enhance a pub- software with their equipment. lisher’s or developer’s reputation. Although the price per unit is not

The Final Advertisement Although public relations representa- that come from an extended life tives, marketers, and sellers can help game, they must make a great game put a game into a gamer’s hands, it is that gamers want to play. Public rela- up to the development team and pub- tions can help the initial sales of a lisher to keep it there. If the develop- game, but only a good game will ment team wants to breed the sales keep on selling.

76 TEAM LinG - Live, Informative, Non-cost and Genuine! Part Four Range of Appeal and Cool Factor

Establishing a broad range of appeal is important to large volume sales. Just as important is insert- ing the hard-to-define “cool factor” that gamers love. This part will explain how to do both.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 11 Range of Appeal

he broader the appeal of a game, the more units T that game will sell. It only makes sense. After all, gamers are going to buy games that they enjoy. For example, strategy game sales historically make up 24 to 27 percent of all PC game sales. Mercenary publishers wishing to cash in on those strategy game sales might push their development studios to develop strategy games. Unfortunately, the discount bins are littered with failed attempts based on that train of thought. Those titles failed not because of their genre but rather because of other shortcomings. At the heart of a good game is a development team that is driven to make the game, not a devel- opment team that is assigned to the game. Games need more than a popular genre to succeed. They must also have an interesting topic, high-quality production val- ues, strong marketing and public relations, and a strong cool factor. But coupled with those four facets is a broad range of appeal. All things being equal, the quality game with the broad- est range of appeal will sell the most units. There are a couple of ways to do this—scalability and cross breeding. Let’s look at each in turn.

79 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 11 ······················· Scalability A friend of mine once remarked, “I ability of a game to flex in order to won’t play a game if I can’t have fun meet the needs of the player is what without the user manual.” I agree. is called scalability. We are, after all, playing on some of Scalability means to grow or the most sophisticated machines shrink easily (my definition, not ever known to man. If the computer Webster’s). The term first found can’t handle enough of the game to widespread use in the non-gaming let a newbie play right away, the technology world, where it was most game may frustrate the beginning often used to define the ability of player enough for him to turn off the Internet servers to grow with the computer or move on to another demand put on them. The term, game. however, is no less relevant in the Clearly, a game that attracts begin- world of gaming. But in this context, ners and hard-core gamers alike will it means the ability of a game—both have a broader range of appeal than a technologically and difficulty of play game only accessible by expert flight —to meet the needs of a diverse simulation players or hard-core range of gamers and gaming first-person shooter players. The systems.

Technology In 1964 semiconductor engineer are fast, and they are going to get a Gordon Moore came up with what lot faster.” has come to be known as Moore’s It’s a huge temptation for develop- Law. His law states that the logic ers to use that speed. Increases in density of silicon integrated circuits processing power, especially graphi- has closely followed the curve (bits cal processing power, make almost per square inch) = 2(t – 1962), where t is lifelike images possible on today’s time in years; that is, the amount of computer screens. Breathtaking information storable on a given graphics are an important element in amount of silicon has roughly dou- computer games that sell. bled every year since the technology Unfortunately, the mainstream was invented. Although that doubling public doesn’t have the same high- of capacity has slowed to 18 months, end machines as those on the desks the basic precept remains true and of development studios’ graphic may be simply stated as, “Computers engineers. A game that needs a

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Figure 11-1:

high-end computer to run will seri- wasn’t that these options alone made ously limit its range of appeal. The Operation Flashpoint a success, but solution is to use a scalability of tech- rather the combination of a clever nology to allow a gamer to configure game blended with a desire to let the game to suit his needs. gamers—with or without top-end Codemaster’s Operation Flash- equipment—enjoy the title that point is an excellent example of this helped boost the game’s sales. type of scalability. Released in But technical scalability is not the August of 2001, the game required only important variable contributing what was then a fast computer—a to a broad range of appeal. A game’s 600 megahertz Pentium III—to run ease of play and degree of complexity all of its bells and whistles. In the are also important factors. Games options menu, however, the game must have scalable difficulty if they presented multiple means to lower are to succeed. At a minimum, the graphical load on the computer gamers must be able to set their own so that gamers with slower comput- level of difficulty. Even better are ers could still enjoy the game. It games that set the difficulty level to

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match the player’s skills. Max Payne their head against a wall. We get does this. The code measures how enough of that in the real world; who well you are doing against the antag- needs it in a game? onists, and the artificial intelligence A facet of play related to—yet adjusts accordingly. This technique different from—ease of play is com- is not limited to first-person shooters plexity. In other words, how difficult or action-adventure games. The is a game to comprehend? By nature, excellent Gran Turismo 3 racing some games are complex. For exam- simulation does the same thing. If ple, war games, flight simulations, the opponents are beating you too and Sid Meier’s Civilization series badly, it slows them down. Such are complex because they cover scalability is critical to the gamer’s complex subjects. The challenge for immersion. Everyone loves a chal- a designer, development team, and lenge, but no one enjoys beating publisher is to make such complex

Figure 11-2: IL-2 Sturmovik

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games readily accessible to all a game that has the complexity that gamers. If you want to sell well, you gamers expect but options, such as a have to sell to a broad market, and to simplified flight model in flight simu- sell to a broad market you must lations or traction control in racing develop a game that is readily acces- simulations, that allow beginning sible to the masses. Unfortunately, gamers to enjoy the experience and “dumbing down” the game isn’t an learn at their own pace. Again, it is option for detailed flight simulations, important to challenge a gamer, not such as 1C: Maddox’s IL-2 frustrate him (or her). Sturmovik. The solution is to create

Switch Hitting and Cross Breeding A batter who can hit well from both must form an integrated whole, and sides of the plate has a better chance the whole must support the devel- of getting a hit than one who only oper’s vision. Bill Roper, the bats from one side. The same is true executive producer for Diablo II, in the realm of electronic entertain- states, “Identifying the key elements ment. A game that does well in one to what is entertaining and captivat- genre probably won’t sell as well as ing about your game design and then one that pleases gamers from two (or embellishing those areas is a good even three) genres. way to keep the game fun for the The late ’90s and early 21st cen- people who are looking for that play tury have seen a huge increase in experience. For example, Diablo II is these multi-genre games. Acti- an action-oriented RPG, so all of our vision’s Battlezone and Battlezone 2 design decisions needed to support mated real-time strategy with action, that style of game play. People who and Nival Entertainment’s Ether- find the pace of a Diablo-style game lords crossed the adventure and entertaining are probably not looking exploration made famous in New for a lengthy and time-consuming World Computing’s Heroes of Might crafting system, for example.” and Magic with the challenge of Role playing is a non-intrusive card-based combat first introduced in addition to any genre. All role playing Magic the Gathering. Blizzard’s suc- supports character development, and cessful Warcraft III blended elements characters can develop whether they of role-playing with immersive are in an action adventure or a real-time strategy. real-time strategy game. Yet, it’s Multiple genres cannot, however, important to mold the role playing— appear to be bolted together. They or anything for that matter—to fit

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Figure 11-3: Warcraft III. ©2002 Blizzard Entertainment, All Rights Reserved.

your vision. For example, extensive decide what is fun, and stick with it. character creation would seem out of Do that and go the extra mile to place in an action adventure. make both the game’s technology Even so, there are no rigid dos and complexity scalable, and the and don’ts in the world of genre mix- game will have a much better chance ing. It’s important for developers to of having a broad range of appeal follow their initial vision, make an than its non-scalable, single-genre early working model of their game, competitors.

84 TEAM LinG - Live, Informative, Non-cost and Genuine! Part Five Been There and Back—A Few Games That Have Sold and Some That Haven’t

Part Five takes several of the best-selling games from the past two years and analyzes why they have sold well. It is here that the previously dis- cussed points will be used to figure out why these games have sold. Also included in this section is a chapter on a handful of great games that haven’t sold well and why they haven’t.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 12 Empire Earth: Put One Up for PR

mpire Earth is not a great game. If that statement E stuns you, perhaps you have not been reading this book closely. I’m discussing what makes games sell greatly, not what makes great games. As I’ve said before, the two are not one and the same. Empire Earth is a perfect case in point. Make no mistake; this is not a bad game. In fact, Empire Earth, which was designed by Rick Goodman—a key player on Microsoft’s Age of Empires team—is quite good. But it does not grab gamers as The Sims does, thrill them like Max Payne, or creatively stun them as Etherlords does. None of that, how- ever, is necessary to sell a game, and Empire Earth proves that. What Sierra did exceptionally well with Empire Earth was market, publicize, and sell the game. What Stainless Steel Stu- dios (the game’s designers) did not do well is design a great game; they did, however, design a solid game. Luckily for Sierra, few noticed Empire Earth’s transparent robes, and the game garnered several “best of 2001” nominations and awards. That dichotomy makes this discussion critical to this book. This chapter does not analyze a great game but rather a game that sold greatly. In other words, it is about the essence of what makes games sell. Let’s take a look at each of the attributes that make games sell and see how they apply to Empire Earth.

87 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 12 ······················· Quality Empire Earth is a high-quality game. journalists can smell that from a mile That is no surprise; games that made away. this book’s cut understand that The result of that olfactory analy- quality (to paraphrase an older com- sis is often scathing reviews and mercial) “is job one.” But what spe- plummeting sales. Bottom line: The cifically does it take to make that game doesn’t earn its potential, and quality? What is it that gamers and producers and development teams journalists are looking for in a game? lose their jobs. Simply enough, I believe gamers So, quality is often as simple as and journalists both want to feel that the design and production team they are getting their money’s doing everything within their power worth. Cheap games come across to deliver the best product possible. cheaply. The first thing to enter my Blizzard, and their games, is a per- mind, and most other people’s fect example of this. They release no minds, when playing a surprisingly gaming wine before its time. cheap game is, “Hey, these guys are A brief aside: I can’t tell you how asking for top dollar but weren’t will- many producers I’ve talked with who ing to put top effort into their bemoan Blizzard’s money and mar- project.” ket power. “Sure,” they say, “if I had I recently wrote a strategy guide that kind of money, I could turn out for a mediocre real-time strategy that kind of quality.” game. Producing a mediocre game is Maybe, maybe not. not damning in itself. Although medi- Proper time and resource manage- ocre games rarely sell well, they are ment cost nothing. If producers and frequently the best a producer can developers with sufficient experi- manage. Either because of monetary ence plan their work and then work problems, lack of experience, devel- their plan, many games’ quality opment team , or a myriad of shortfalls (not to mention crunch- other problems, many development/ time pitfalls) could be overcome. production teams are doomed to Empire Earth has obviously mediocrity before they begin. In this avoided these pitfalls. The game has case, mediocrity was not the best the hit all the quality wickets. The soft- company could manage. The pro- ware is bug free. I read ten reviews ducer knew the game had significant of the game, and none of the ten design flaws but did not take the mentioned bugs. Neither could I steps to eliminate them. That is make the game crash on any of the taking advantage of the gamer, and five machines in my office. If quality

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is job one, bug-free software is the Studios planned it. But complex first step in accomplishing the job. games can frequently lose favor with Simply put, if the software doesn’t time-challenged gamers. There are run well, all the time, on all but the two ways to retain that favor, and most esoteric computers, you are both weigh heavily in the overall going to lose sales. Developers, don’t quality impression that a game kid yourself; don’t say that it is makes. Way one: Write a tutorial. impossible to code for all possible Way two: Give players a high-quality configurations. The editors, journal- user’s manual. Empire Earth suc- ists, and gamers don’t care about ceeded on both counts. that. They consider it your problem. Not just any tutorial will please If you want to sell your game, it must demanding consumers. Tutorials run, first time, every time, right out must be easily accessible and inter- of the box. Empire Earth did that. esting, give the gamer a sense of Empire Earth is a complex game. accomplishment, and move quickly. That’s the way Stainless Steel Empire Earth’s was all that, and it let

Figure 12-1: Empire Earth is a quality game.

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gamers skip to any part of the tuto- other part of the game’s production rial. To their credit, the development costs must be reduced. While that is team stepped out of their shoes and true, make no mistake that a good looked at Empire Earth through the manual is a strong indicator to the eyes of the gamer. That is a small gaming public that the production piece of good game design that and development team cares not only showed Stainless Steel’s commit- about the game but also about the ment to the gamer. Why make those public’s enjoyment of the game. familiar with Age of Empires and As I mentioned in Chapter 7, real-time strategy games in general some games don’t require thick man- (with which the Sierra marketing and uals. There isn’t much to learn when public relations team strongly linked playing Crash Bandicoot. On the Empire Earth) play through the other hand, strategy and role-playing baby-step beginning tutorials if they games, and simulations need that don’t want to? manual. Don’t confuse the issue. Additionally, the tutorials are nar- Without a good manual, the game rated. Certainly, gamers interested in seems somewhat second rate, and its playing Empire Earth would have no sales will suffer. trouble reading tutorial text, but I once wrote a succession of man- well-narrated tutorials give a game a uals for a successful racing simula- sense of polish, a sense of quality, tion developer. I was given free rein and quality sells games. for the first manual and wrote a Two hundred and thirty-eight 120-page book that covered in great pages. That’s the length of Empire detail every facet of the game. The Earth’s user manual. In the age of manual garnered praise in several of CD-ROM case-sized manuals, 32- the game’s reviews. The company’s page PlayStation 2 manuals, and subsequent title was published by a skimpy 96-page simulation manuals, new company, which chose to limit 238 pages says one thing—quality. its manuals to 50-some pages. The Actually, 238 pages says several manual content suffered and was things, not the least of which is, “We never mentioned in the reviews. The are proud of our game, and we want moral is simple: Reviewers notice you to know all about it.” manual quality, and whatever review- No doubt manual size is a balanc- ers notice can affect your game sales. ing act. The more pages in the Many games release with cam- manual, the higher the production paigns or stories that end abruptly, costs for the game. The production without editors, or with buggy budget can be compared to a pie. If multiplayer. Empire Earth had none the manual gets a larger slice, some of those problems, and the

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completeness of the package created practice. Gamers grow older every a quality of atmosphere that year. Although many new young enhanced review scores and sales gamers come on board the gaming alike. boat, many others grow older, marry, Confuse not, however, a complete have children, and develop a life out- campaign with a long campaign. Too side of games. Their gaming passion many products, in an effort to com- may not have waned, but the dispos- pete with the competitor’s game, able time to feed that passion has. stuff redundant, simplistic, or boring Hence, making needlessly long, campaigns/levels in order to pump up repetitive games will alienate these the time needed to complete their gamers. Don’t forget, these older game and establish longevity brag- gamers are often the audience that ging rights. That’s a dangerous has the disposable income to pur- chase numerous games each year.

Table 12-1

Gamers by Age (from Business Communications Report G-260) Gender 2000 2001 2002 2003 2004 2005 2006 17 and 28% 28% 28% 25% 23% 20% 20% Younger 18-35 30% 31% 31% 32% 33% 34% 34% 36 and 40% 41% 41% 43% 44% 46% 46% Older

No doubt, completeness was the final history and into the future) that’s feather in Empire Earth’s quality executed well on every level. The cap. With four campaigns, a strong single-player game is deep, challeng- multiplayer suite, and a useful level ing, and lengthy. The multiplayer editor, the game felt like the whole game is thorough and extremely enchilada and impressed fans and well-balanced, even including tourna- journalists alike. As Dave Kosak, one ment modes for the hard-core of the founding employees and cre- players. And an editor is included, ative director at GameSpy, says, fully featured, polished, and inte- “The completeness of the package, grated into the product for future and the amount of polish that went expansion. Many games shirk on one into it [made the game successful]. or more of these elements or drop It’s a great game concept (real-time them—not Empire Earth. They exe- warfare through every epoch of cuted on everything.”

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The game reviews speak for the in the “Marketing and Public Rela- quality themselves. Or, as we discuss tions” section, perhaps they don’t.

Topic Topic is one of Empire Earth’s strong Empire Earth is not an innovative points and one that the Sierra mar- game, but its topic is. That fact, and keting and public relations depart- the exploitation of that fact, sold the ment ably exploited. This is a game game as nothing else did. If the game that covers human history from the had solely depicted real-time battles dawn of the human race until 200 during the medieval, colonial, mod- years in the future. A game with ern, or science-fiction eras, it would such an epic scope no doubt fired the have faced stiff competition. imagination of gamers across the Choosing its ambitious topic not only globe. avoided direct confrontation with

Figure 12-2: Empire Earth modeled a wide range of military units.

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other games but injected a unique- head to head with that Sid Meier ness that the game would have classic would be foolhardy. Pro- otherwise lacked. ducing a real-time game sidestepped Notice that the word I chose was comparisons and competition uniqueness, not innovation. Much is between the two. Better still, the said in journalistic circles about gam- real-time strategy offers more ing innovation. Yet at the end of the options within the genre. Real-time day, innovation is not necessary to sell strategy is a broad category that games. Yes, it may garner a devel- encompasses production-based strat- oper award or a place at the Academy egy such as Age of Empires, fixed of Interactive Sciences, but it does unit games (like the Myth franchise), not in and of itself sell games. Yet and tactical games (like Com- Empire Earth’s unique topic signifi- mandos). Sierra chose production- cantly aided its sales. based strategy. After all, Rick Good- man was on the design team for Age Genre of Empires, a fact that Sierra would exploit when marketing Empire Discussing topic leads to genre. Also Earth. Choosing to link Empire enhancing Empire Earth’s appeal is Earth to Age of Empires but its genre. Real-time strategy sells developing an entirely different type well. It has broad appeal, attracting of real-time experience (such as a strategy and action gamers alike. fixed unit game) would have misled Additionally, gamers are familiar with gamers. the genre and understand what to “There was never a major debate expect when they pick up the box. what the design team would build As Kosak comments, “They benefit from the beginning,” says Rich Rob- from being part of an established inson, the game’s producer at Sierra. genre—PC gamers can pick up the “We wanted an open-ended game box, look it over, and they know what with a massive scope. Something kind of game they’re going to get.” that let the gamers do what they Civilization III, a turn-based game, wanted.” covers the same topic. Yet going

Game Play Strange as it may seem, playing the Empire Earth; the topic, outstanding game is somewhat of a letdown. public relations, and marketing job Although that is strange, it is not did. surprising. The play didn’t sell

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Make no mistake, Empire Earth plops players into the heart of an Age plays well. “We wanted to give of Empires-like game. gamers an ‘out of the box’ experi- Not even the 3D graphics engine ence,” says Robinson. “Something strongly differentiates Empire Earth that was easy to get into. But hard to from the 2D real-time strategy master.” That it no doubt does, but it games that have come before. Again, also plays like dozens of real-time this may have been intentional. strategy games released before it and Linking to one of the best-selling dozens that will come after. The real-time strategy games of all time gamer collects resources, builds an is not a bad idea. Yet, injecting economic infrastructure, produces an Empire Earth with a bit more of its army, and overwhelms his enemies. own “in-game” personality probably There is also research, technology would have further enhanced sales. advancements, and cool new units, Tom Chick, writing for Computer but the play is essentially the same Games Online, said, “…ultimately as 1992’s Dune 2, the game that Empire Earth is yet another game many credit with breaking open the about gathering resources. The win- real-time strategy genre. ner is almost invariably the guy who Stainless Steel Studios might cranks out enough peasants (called argue the case that this game is in citizens here) to gather the most fact different from other real-time resources and who most efficiently strategy titles. After all, what other converts them into military units. real-time strategy game allows the There’s something profoundly disap- player to cloak his units, fight the pointing when such a vast game Battle of the Bulge, and maneuver ultimately comes down to herding Napoleonic armies? The answer is peasants.” none, but then again, those are facets at GameSpot adds, of topic as much as game play. If the “Empire Earth is clearly designed to studios wanted to strongly establish appeal to those who enjoy Age of the linkage with Age of Empires, Empires II: The Age of Kings.” Such they did a good job. The game’s tuto- comments are certainly not damning, rial starts at the beginning of time. but neither do they enhance sales. The little citizens hunt food, chop Of course, Empire Earth did some wood, and mine gold just like those things well. The 3D , in Goodman’s earlier game. To com- although not visually cutting edge, pound the problem or strengthen the easily handled immense battles with linkage, depending on your view, the hundreds of units. Also well handled Empire Earth Internet demo also was combat through the ages. It is amazing that a game engine that can

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render Napoleonic battles can also like their T-80. It’s a small point, but depict tank warfare. Of course, none those are the small points that con- of this was truly accurate. In fact, tribute to a coolness factor that gamers play with the United States’ contributes to better sales. M1A1 Abrams tank in the modern So, although the game was fun to scenarios no matter which side they play, its play wasn’t the earth-shat- choose. It would have been nice if tering experience of Max Payne or the Russians used a tank that looked Diablo II.

Cool Factor Outside of the immense span of time The idea of Civilization Points, which covered, there was no bigger than allow you to customize your civiliza- life “cool factor” in Empire Earth. tion, is neat but not cool enough to

Figure 12-3: Pretty cool

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merit mention in many reviews. Nei- feature selling a game. Epic scope ther were the cloaked units, heroes, aside, Empire Earth had no such fea- priests, and prophets universally ture (at least, not in the press and in acclaimed. the public perception). For a “cool factor” to generate Rich Robinson said, “There was sales, it must first generate buzz. no single cool factor such as Max Perhaps the classic example of a Payne’s Bullet Time. The game’s “cool factor” is Max Payne’s “Bullet scope, its 14 epochs, were its cool Time.” That single feature is men- factor. After all, there are 300 units. tioned whenever gamers discuss the In a sentence, there is lots to do, and game. It is a prime example of one lots to manipulate.”

Marketing and Public Relations Marketing and public relations was into journalists’, buyers’, and con- where Empire Earth truly made its sumers’ minds. Their ads used money. A focused, aggressive public phrases like “Epic is too small a relations plan turned a solid product word,” and the box claimed Empire into a game that sold strongly (well Earth was an “Epic Conquest, over 350K units worldwide in the Spanning 500,000 Years.” Calendars first quarter of sales). Focusing on were sent to the press with each one or two selling points was the month depicting a different epoch. critical element of Sierra’s public The advertising was relentless, and relations and marketing campaign. all of it focused on the grand scale of “It’s hard for gamers to com- the game. Almost. pletely understand what a game is Sierra also linked Rick Goodman, about by looking at the box,” says the game’s designer and member of Adam Kahn, Sierra’s point man for the Age of Empires design team, Empire Earth’s public relations. “We with the game. Above Empire wanted to keep it simple.” Keep it Earth’s title on the box and in ads simple they did. Sierra focused their were the words “From Rick Good- add campaign on two fronts: Empire man, Lead Designer of the Age of Earth’s epic nature and linkage to Empires.” Hence, gamers—and Age of Empires. there were well over a million of Empire Earth covered the entire them—who bought and loved Age of breadth of human history. Obviously, Empires were told that they might that was the game’s strong point, and also like Empire Earth. To further Sierra used it as the sales hook. the strong link between the two They never stopped hammering it games, Sierra centered a mounted

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warrior, similar to a soldier that Accordingly, both staff and freelance might be found in Age of Empires, on writers are looking for ways to work the box cover and many magazine more efficiently, cut through the fat, and Internet advertisements. and get to the meat of any game or Although Sierra representatives news story. If a public relations agent denied that this was an attempt to does the fat cutting for them, the link to Microsoft’s famous game, the press will often accept what is being coincidence was too strong to ignore. promoted at face value. The focused ad campaign and link- So, by hooking the epic nature and age not only got the Empire Earth linkage to Age of Empires, Sierra message across to gamers across the public relations was in essence tell- world, but it had a subtler—although ing the newsies what to write. The no less important—effect on the newsies bought it. PC Gamer said gaming press. To understand the that Empire Earth was “…the true effect, it is important to understand successor to Age of Empires,” and the press. few (if any) reviews failed to mention The gaming press is an underpaid, that Rick Goodman was on the Age harried lot. Staff writers are con- of Empires design team—a fact that stantly bombarded with a never- not many journalists would have ending stream of games they must researched if the data had not been evaluate, meetings, trips to game given to them. companies, calls, and emails. Free- Additionally, the game was named lance writers are in no better shape. “Game of the Year” by some of the To earn a living they must generate press and lauded by most of the rest an incredible volume of work. (again, not because the game was

Table 12-2

Representative Review Scores for Empire Earth Publication Score Computer Games Online 3/5 GameSpot 79/100 Electric Playground 85/100 Gameover 88/100 Game On 84/100 GameRaider 89/100 GameSpy 94/100 Gamezilla 91/100 Media & Games Online 90/100

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necessarily game of the year mate- sold in to all the major retail outlets rial, but because Sierra did a good job and guaranteed end caps (prominent of convincing everyone that it was). displays on the aisle’s end). This Of course, the game had to back major sell-in not only assured that up the public relations claims. You the game’s distribution could meet can’t claim that Crash Bandicoot is a the pre-release hype but further role-playing game and expect anyone branded the game as a “triple-A” to buy it. Nor can you claim that a title. poor quality game is anything but. Of course, there was a strategy However, once Sierra’s public rela- guide. In today’s market, a strategy tions department found a suitable guide is as important to the game as focus and dedicated themselves to are the gamers who use it. It’s sim- centering their campaign on that ple; if your title doesn’t warrant a focus, the battle to sell Empire Earth strategy guide, it’s not a top line was halfway home. product. If it isn’t a top line product Of course, all the ads in the world —or at least, if it isn’t perceived as a won’t sell the game if it doesn’t have top line product—the game won’t strong distribution. Empire Earth sell. had that distribution. The game was

Summary The Sierra public relations and mar- months, Empire Earth amassed keting team and the development close to a half-million units sold. team and producer settled on a win- Bottom line: Empire Earth played ning strategy early in Empire Earth’s well enough to back up the excellent development. They stuck with their public relations and marketing of “epic” hook and Age of Empires link- Sierra. Better than average game age, and it paid off at the cash play coupled with an excellent strate- register. Through the first three gic vision of topic and marketing made Empire Earth a game that sold.

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ax Payne was one of the most anticipated titles M of 2001. In fact, it was one of the most antici- pated titles of the past few years. You see, the game’s developer (Remedy Entertainment, LTD.) took so long to develop the game that they actually made the delay a game slogan. Any gamer familiar with Max Payne is familiar with its famous slogan: “When it’s ready,” meaning the game would be released when it was ready, and not a moment before. No one can debate that when Max Payne was released, it was well and truly ready. Highly rated by every gaming magazine and web site that reviewed it, the game was an instant critical success. Furthermore, it sold over 222,000 copies in the year 2001, making it a commercial success as well. What was the key to this success? What made Max Payne sell? That’s a tough question to answer, but answer it I do in the next few pages. Perhaps the sales could be attributed to a crafty public rela- tions campaign. No doubt, the game’s three-year development cycle and high visibility at the Electronic Entertainment Expo- sition (E3) heightened fans’ awareness. Also, no doubt, the “When it’s ready” ad campaign provided a hook that caught gamers’ attention.

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“I would say that our marketing ever!’) undermined their efforts with was successful,” says Petri Max Payne, because the press didn’t Jarvilehto, Max Payne’s lead really pick up on the title like they designer. “Really, the results speak should have.” for themselves. The game was #1 in Who is correct is unimportant. all major territories when it came out The point is simple: It’s as important and has remained on the charts for a to stroke the press as it is to develop long time. Max Payne had a solid PR your game. Whether busy, inexperi- and marketing campaign as the sales enced, or immature, the gaming and marketing efforts managed to press rarely picks up on a game effectively communicate what sets unless the game’s public relations’ Max Payne apart. The message was people spoon-feed it to them. Hence, well received, and Max Payne was if you want your game to sell, break successfully positioned as the first out the spoon. truly cinematic action game.” So, unlike Empire Earth, Max The folks at SquareSoft might Payne’s public relations and market- argue that point, as they believe their ing campaign were not the game’s Parasite Eve was the first cinematic linchpin. Beyond a doubt, the critical action game. Similarly, there are feature in Max Payne, the one thing other publishers that might lay claim that gamers talk about when discuss- to that honor. First or not, Max ing the game, is the Bullet Time. Payne made a splash. Yet some think First-person action games have been the marketing and public relations around since Id made Castle could have been better. Wolfenstein. Unfortunately, most George Jones, former executive first-person shooters are similar to editor of Computer Gaming World, that aboriginal. Bullet Time was the stated, “I think that Take 2 and first genre-specific innovation in ’ (the many years. That, as much as good game’s publisher and subsidiary) press, a quality game, strong story, feud totally left this title out in the and the film noir ambience, sold Max dark. I also think that G.O.D.’s need Payne. to over-hype all their titles (every one of their games was the ‘greatest

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Figure 13-1: Bullet Time is so cool.

Quality There is no mistaking that Max This is not a unique emotion Payne is a high-quality game. From among game developers. In 11 years the gorgeous graphics to the well- of writing about games, the men and written story, the game exudes a women who make them, and the sense of perfection. It is a perfection gaming industry, the common thread born of enthusiasm and love. I met that I have found in development the design team at E3, and it was teams that produce high-quality immediately obvious that the devel- games is a love of gaming and a love opers were in love with their project of the game that they are making. and would do everything in their Frequently, I’ll interview developers power to make this the best game who spend their days designing their possible. own games and their nights playing other people’s designs. Some call it

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crazy; I call it passion. That passion Oftentimes, a tutorial is a gamer’s is evident in Max Payne. first impression of a game; Max The game comes with an excel- Payne creates an excellent first lent tutorial. Again, as all tutorials impression. should, it engages the player and Unlike the user manual provided moves him through the steps neces- in Empire Earth, Max Payne’s man- sary to learn the game. The pacing is ual is not a 200-page missive. That perfect, and pacing is critical to a isn’t, however, indicative of low qual- tutorial’s success. If a tutorial is too ity. Max Payne’s user manual covers simple, if the baby steps are too everything needed to play Max small, it loses the gamer’s interest. If Payne. A large manual isn’t war- a tutorial moves too quickly it will ranted. The manual given was frustrate gamers, causing them to detailed, humorous, and insightful turn off the game. When a gamer —in other words, a quality work. turns off the game, he tells his bud- That quality was indicative of the dies, and they buy something else. care put into the entire project.

Topic You have to love Max Payne’s topic. especially so to games. Max Payne’s Playing the game was like watching graphic novel, rich story, and tight The Matrix. The film noir ambience scripting helped propel the gamer to had been attempted—albeit without the next level. Max is a character much success—in many games that gamers care about, a man with before, but in Max Payne the ambi- emotions with which gamers can ence pervaded the game and made it identify. That identification is part of more than it would have been with- what kept gamers coming back. That out it. identification is part of what sold the Story is the key element to any game. That identification is part of entertainment medium and what created the buzz.

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Figure 13-2: Payne’s graphic novel Look was an interesting way to spin Max’s story.

That’s no surprise. The sooner produce a story that pulls gamers developers learn to hire a script- back to their monitors. Max Payne’s writer to pen the story of their game, writing does. the sooner they will sell more games. When looking for a graphic Genre artist, a programmer, or an artificial As always, genre is a subset of topic. intelligence specialist, development First-person shooters or action studios look for the best their dollars games have long been a popular can buy. By contrast, the writer of genre. Interestingly, that popularity the script, story, or in-game text is a hasn’t recently translated into big hit producer or someone within the sales. Of the ten top-selling games in development staff that has extra 2001, none are action games. Never- time. That lack of talent does not theless, the potential baseline sales lead to an engaging story, nor does it of an action game will often exceed

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the baseline sales for a strategy wanted to make this story, not game. because they were looking to sell a So, part of Max Payne’s success game. Always critical in selling was due to intelligently choosing the games is developing a game that you genre. It was, however, a small part love, one that you would play of its success. This genre was cho- yourself. sen because the folks at Remedy

Game Play Playing Max Payne is a strange Interestingly enough, after two endeavor. Once you’ve worked hours, that same gamer will say, “It’s through the tutorial and begin using no big deal.” The point is that the famed Bullet Time, most gamers although the play is good, the Bullet think, “Man, this is the coolest game Time innovative, and the story I’ve ever played.” enthralling, making it through the And it is. levels is frequently no different than Slowing down bullets so they can blasting through Quake, No One be seen (á là The Matrix) mated with Lives Forever, Unreal Tournament, the dodge-shoot technique gives the or any other shooter. game a cinematic quality never In other words, strip away the before seen in a PC action game. It’s coolness of the Bullet Time and the an exciting quality and one that engaging story and beautiful graph- immediately sucks the gamer into ics, and Max Payne is just typical the play. After 45 minutes of playing, first-person fare. That may be the gamers often say it’s the best game reason the game didn’t crack Amer- they’ve ever played. ica’s top ten games for cumulative 2001 sales. Coupling the game’s Table 13-1 strong features with innovative lev- Representative Review Scores for els might have been the difference in Max Payne a game that sold well and a game that Publication Score sold fantastically well. GameSpot 9.2/10 PC IGN 9.3/10 Gameover 90/100 Game On 91/100 GameRaider 89/100 GameSpy 90/100

104 TEAM LinG - Live, Informative, Non-cost and Genuine! ···················Max Payne: Cool Cash Cool Factor Well, this one is obvious. The defin- second.” Sometimes innovation, ing Max Payne feature is Bullet although critically acclaimed, does Time. In fact, it may be said that one not resonate with gamers. Hence, a cool factor (i.e., Bullet Time) was game that brings along a new innova- responsible for much of Max Payne’s tion, whether in game play or sales. technology, may garner rave reviews It’s a perfect example of how an but mediocre sales. Activision’s innovation could define—and sell— Battlezone is a perfect example. A a game. Bullet time is not cutting- game that adroitly blended action and edge technology. In fact, the technol- real-time strategy, Battlezone was ogy has existed for years, but no one critically acclaimed but didn’t sell as had thought of using it. Bullet time is well as Activision had hoped. a perfect example of how innovation Max Payne, however, is a game adroitly woven into the fabric of a that innovated but so adeptly wove game can sell a title. innovation into the game that it sold I once had a famous designer better than hotcakes at a fat man’s share a curious insight. “You don’t festival. It’s a perfect example of cool want to be the first person to inno- factor driving sales. vate,” he said, “but rather, the

Marketing and Public Relations Max Payne’s marketing and public States. Furthermore, the hype con- relations were a mixed bag. In stantly associated with the Gathering Finland, which is where Remedy of Developers’ games, through which Entertainment is based, gamers I Max Payne was released, tends to interviewed claimed that Max Payne deaden journalists’ perceptions of the was well publicized. They claimed quality of Gathering of Developers’ the public relations campaign created games. Remedy’s Petri Jarvilehto a heightened sense of awareness and doesn’t agree. great anticipation before the game’s “From the very start of develop- release. Conversely, on this side of ment George Broussard and Scott the Atlantic, there were those, Miller at 3D Realms thought of posi- including George Jones (who was tioning Max Payne, as a character quoted earlier in the chapter), who and as a game,” says Jarvilehto. felt that the feud between Take 2, “This was then followed through G.O.D., and Remedy hampered pub- with professionalism and dedication lic relations efforts in the United by our publisher, mainly Terry

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Donovan and Sam Houser at mind, but Max Payne is first and Rockstar. We worked really well foremost a cinematic action game.” with Rockstar and 3D Realms and Jarvilehto continues, “When read- enjoyed the process, and I think that ing through the reviews, 90 percent it shows in the quality and sharpness of them mention the key elements of and focus of the product that mani- the game (John Woo, The Matrix, fested itself in marketing.” Bullet Time, and strong character) in This raises a good point. Certainly the first chapters of the review. The public relations and marketing’s job strength of character, deep action is to heighten public awareness and with motivation and meaning, and sell games, but to heighten that the coolness of Bullet Time were awareness takes a well-focused plan. communicated successfully to the Getting across what sets Max Payne players. In the end of the day, the apart (i.e., its Bullet Time, film noir game has to deliver, but an essential ambience, and story) is critical to part of any success is communicating selling the game. what the game does to the gaming “When we talk about marketing, public.” people often understand it in the nar- In other words, publishers must row meaning of the word—really stress the game’s focus in the review meaning PR and advertising,” says package sent to the industry’s jour- Jarvilehto. “It is important to go nalists and then hope that journalists deeper than that and to think of mar- can get that focus across to the keting as a way of designing the gamers who buy the game. Many game and defining it in relation to good games fail to get their point others and how it fulfills needs and across to the gaming public. Like wants. When people think of slow Age of Empires, Max Payne’s publi- motion, Hong Kong style action, and cist did convey the difference in the gun ballet in games, they think of game, perhaps not as well as the Max Payne. Naturally, the plot and public relations department as strong film noir themes spring to Sierra, but well enough to sell their game.

Summary Without a doubt, Max Payne is a the game (so did the story and the quality game. Its public relations and film noir ambience). But what made marketing campaign were well exe- Max Payne sell was its “cool factor,” cuted. Those certainly contributed to Bullet Time.

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here are other things in life that are just as cer- T tain as death and taxes: Stephen King’s books shoot right to the best-seller list. George Lucas’ Star Wars movies are box office legends. Any com- puter game produced by Blizzard Interactive is bound to make the competition green with envy. Diablo II and its expansion, Lord of Destruction, are among the latest success stories for this bona fide hit factory. While the seminal title of the series, 1997’s Diablo, sold around 2.5 million units, Diablo II shipped in 2000 with an initial production run of two million units. To date, Diablo II has sold in excess of four million copies, and Lord of Destruction reached one million in sales faster than any game expansion in history.

Quality Many developers claim that their products will not ship before they are ready. In reality, many are under the gun to ship by deadlines that are not entirely related to the game’s readiness, either to meet publisher commitments, perhaps get the game on the shelves for the holidays, or meet marketing agreements related to the game’s franchising (for example, movie deals or buyer commitments). Blizzard, however, has the economic clout to remain true to their word and has gained a reputation for shipping well-balanced, well-tested, and, above all, fun games. When asked at 2001’s Electronic Entertainment Expo when the

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company’s latest development gee-whiz graphics and spectacular project, Warcraft III: Reign of Chaos, surround sound, often at the expense would ship, then-public relations of game play. Blizzard’s games won’t coordinator Beau Yarbrough merely necessarily showcase your latest shrugged his shoulders and com- hardware. They will, however, keep mented, “Maybe early next year, players up late and account for more maybe not. It really doesn’t matter to than their share of lost jobs and failed us.” In fact, the game shipped on July classes, and they will, above all else, 3 of 2002, and when it hit the streets sell. it was a highly polished piece of “Blizzard and Ensemble [Studios, work. developers of the successful Age of Quality is a term that can mean Empires series of games] are different things to different people. unique,” says Computer Games Mag- Many developers assume this means azine’s Robert Mayer. “They are aesthetic characteristics and focus on polishers. Their forte is doing solid,

Figure 14-1: Warcraft III is a beautiful game. ©2002 Blizzard Entertainment, All Rights Reserved.

108 TEAM LinG - Live, Informative, Non-cost and Genuine! ·················Diablo II: Quality Counts well-conceived, and basically stan- • Video: Diablo II runs in 640x480 dard games with a superb level of resolution, while Lord of finish and testing. They leave the Destruction bumps this up to blindingly fantastic innovation to oth- 800x600. Graphics are 2D, and ers and focus on what’s truly hard— the only requirement made on implementation. It’s not a good video hardware is DirectX com- model for others because you have to pliance. Virtually every video have the ability, the inclination, and card and monitor sold in the past the financial wherewithal to pull this five years meets these require- off.” ments, including most laptop While Blizzard’s “Midas touch” computers. Keeping the require- grants them nearly unlimited ments low broadens the con- resources to throw at a particular sumer base. Also, by writing to title, money alone can never turn bad long-perfected video standards, concepts or poor practices into win- Blizzard avoids the bane of many ning products. Of course, they could games: graphic driver inconsis- afford the latest in graphics wizardry; tencies and incompatibilities. that they choose not to makes a This cuts down significantly on statement that indeed some sacri- support costs and adds to the fices must be made to ensure that bottom line, which in turn makes quality is consistent and pervasive more development funds avail- throughout the product. Older tech- able for the next project so it nology is not only refined and stable doesn’t have to be rushed… but will also work (and work well) on well, you get the idea. Keep in a broader range of computers and mind too that every customer components. Steve Bauman, editor who experiences technical diffi- in chief of Computer Games Maga- culties is one customer who will zine, suggests, “I do think their lack almost assuredly be wary when of ‘state-of-the-art-ness’ helps them the next title comes around; with their mass appeal, as it keeps these customers talk and make their system requirements lower. others gun-shy as well. But it’s really a combination of pol- For best results, however, ished game play (which is a result of Diablo II does make use of 3D the extra time) and a sterling reputa- acceleration if present. Addi- tion that makes a game like Diablo II tional lighting and transparency such a smash.” effects as well as faster frame Let’s look at the various specifica- rates reward players with newer tions and how they relate to an equipment. In keeping with its expanded market: quest for compatibility, Diablo II

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supports both DirectX and Glide hard drive upgrade. 650MB (950 technology. The game’s compati- for multiplayer) is not particu- bility with older technology does larly large by any modern not mean those with modern measure, but a vintage Pentium equipment have to suffer, and 233 box may have only contained vice versa. a 2GB drive in the first place. • CPU: The minimum recom- • Modem: Broadband access is mended CPU is a modest not necessary; the game is play- Pentium 233. Intel’s Pentium able on Blizzard’s own Battle.net line debuted in 1993, reaching its service with as little as a 28.8KB apex with the 233 just as the modem. Once again, the specifi- Pentium II was rolled out in cations show sympathy toward 1997. By 2000, the number of laptop users who may have no PCs in use was approximately better options from their hotel 530 million, with an increase of rooms or those owning older about 300 million from 1995 to equipment. 2000 (source: Computer Indus- With technical concerns kept to a try Almanac Inc.). While most minimum, Blizzard is able to concen- people who consider themselves trate on offering polished, exciting gamers ride the crest (if not the play. The Diablo II world is huge, and leading edge) of the technology Lord of Destruction is just as mas- curve, Blizzard is casting a broad sive. Many developers consider their net, hoping to catch more casual jobs complete once the customer or heretofore non-gamers. shells out their money, so what does • Memory: The game requires it matter if they play the game five 32MB—a trivial amount by minutes or 500 hours? Blizzard today’s standards—but a laptop seems to realize the value in keeping or older desktop sporting a players glued to their PCs for Pentium processor and low-end extended sessions; many hours video card is also likely to be spent in delightful game play trans- rather anemic when it comes to lates into indelible affinity for future system RAM. releases. Expanded business pro- • Drive Space: Here is where vides a nice bonus, but it is repeat Diablo II may strain older sys- business that you can take to the tems that have not seen a recent bank.

110 TEAM LinG - Live, Informative, Non-cost and Genuine! ·················Diablo II: Quality Counts Topic Diablo II is typically characterized as popular in pulp fiction and during a fantasy role-playing game (FRPG), Diablo II’s tenure has been the topic a popular genre as Table 14-1 indi- in several popular movies, including cates. While the game system 2000’s Dungeons and Dragons: The doesn’t neatly fit into RPG conven- Movie and 2001’s Lord of the Rings: tions (see “Game Play” below), the The Fellowship of the Ring. high fantasy backdrop is most com- Where many traditional FRPGs mon and popular among role-playing rely on mythological lore from vari- games. This can generally be attrib- ous historical cultures, Blizzard uted to role-playing’s roots in the allows their designers to exercise venerable Dungeons and Dragons their imaginations to come up with pen-and-paper system, which was ideas that feel both familiar and created in the mid-’70s by a pair of unique. In an interview published at Wisconsin gamers, and RPG Vault, designer Bill Roper com- Dave Arneson. High fantasy (also ments, “We really let the whole team known as medieval fantasy) is go wild with their concepts. Some

Figure 14-2: Pure hack ‘n slash fun. ©2002 Blizzard Entertainment, All Rights Reserved.

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ideas are from mythology, ancient environment and monsters must writings, bad dreams, caffeine- make sense—no squid beasts in the enhanced hallucinations, and jam desert, no monkey demons in the sessions. The setting for each mon- plains, that kind of thing. Basically, ster is also important in that the we let our imagination run wild.”

Table 14-1

Select 2001 Fantasy Role-Playing Games Game Publisher Legends of Might and Magic 3DO Wizardry 8 Sir-Tech Software Xicat Throne of Darkness Sierra Entertainment Balder’s Gate II—Throne of Bhaal Interplay Arcanum—Of Steamworks & Magick Sierra Entertainment Obscura Blade of Darkness Dark Age of Camelot Vivendi/Sierra Pool of Radiance SSI/Ubi Soft

Genre Diablo II also falls into a subclass of hack paradigm. Indeed, Blizzard has the FRPG genre known as the “dun- embraced the concept and made it its geon hack.” These games are usually own to the extent that other dungeon combat intensive, often at the hacks are often labeled “Diablo expense of characterization and plot. clones” and judged to the standard Diablo II, like Diablo, revels in its set by this series. shameless pursuit of the dungeon Table 14-2

Sampling of Notable Diablo Clones Game Publisher Darkstone Gathering of Developers Nox Revenant Eidos Interactive Throne of Darkness Sierra Entertainment Dungeon Siege Microsoft

112 TEAM LinG - Live, Informative, Non-cost and Genuine! ·················Diablo II: Quality Counts Game Play Game play in Diablo II is streamlined known) and increase personal and easy to master. The 90-page attributes. manual contains ample information David Brevik, president of Bliz- for playing the game solo and online. zard North (the development studio Diablo II isn’t a traditional role- responsible for the Diablo franchise), playing game in the sense of a rich commented on the game play attrac- story line laden with interaction tion in an interview published by between the player character(s) and TechTV: “Timing, and the idea is non-player characters (NPCs), a vari- really good—a progression with a ety of puzzles to solve, and deep character where you go through and mysteries to uncover. Sure, Diablo II defeat enemies and get rewarded. includes these elements but it does There’s overriding goals as well as not focus on them. Instead, players lots of sub-goals. There’s many spend much of their time embroiled things to do, yet it’s very simple. It’s in combat. Opponents become very straightforward. There’s no, tougher and more numerous as the ‘What am I supposed to be doing game wears on, and the art of the now?’ It’s pretty much in your face slaughter becomes almost a catharsis as to what you’re supposed to be of clicking and killing gigantic bugs doing. It’s very easy to click, and it and slugs, wretched undead, and hor- does things automatically. rific demons. “The things that make it success- Diablo II uses Pavlovian tactics to ful are things like [the fact that] the keep the player engaged. Whack interface is really easy to use and something until it’s dead, and some intuitive, the addictiveness, and the prize often pops out: weapons, feedback to actually controlling the potions, and gold, for example. Lev- guy, the progression and completion eling up is frequent early in the of goals through the game—[it] game, and even well into the game a makes you feel good about yourself player will be rewarded with another and makes you feel good about the level for every couple of hours of game. Combine that with the sleek- time spent. The game’s story line is ness and the polish and the time that advanced through a series of quests, we put into it, as well as the Internet. which coincidentally also takes All that together with what was kind roughly the same amount of time of a dead RPG market contributed to needed to level up. When gaining the success. You can’t really put your new levels, points can be allocated to finger on one thing. It was a lot of learn new skills (or improve those things.”

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Frustration is also kept to a mini- slain monsters. To further reduce mum. Death is not a permanent common aggravation, many regions condition (unless playing in “hard- of the game contain teleportation core” mode), but this is hardly waypoints, which, when discovered, unique to fantasy role-playing games. allow easy access to an operational However, in single-player Diablo II, area without the need for exhausting players have two viable options replay. when their character is killed. The Multiplayer is generally a cooper- character is automatically resur- ative effort, although it is possible for rected back in town but without any characters to become hostile toward of the weapons or armor with which each other. Character development it was equipped when the reaper takes on a different meaning in came calling. The player may choose multiplayer games. Rather than to reequip the character with focusing on general skills that assist resources available and seek out his with surviving a variety of encoun- or her own corpse where it had ters, players may specialize, with the fallen. Alternatively, exiting the game collective talents of the group out- and reentering will find the fully shining the capabilities of an equipped cadaver at the feet of the individual. Playing with others is fun, rejuvenated avatar. Which path the and the sense of camaraderie adds a player chooses depends on the prog- quality to the game that can’t be ress made toward the end goal; packaged in a box or burned to a restarting the game also resurrects disk.

Cool Factor The Blizzard mystique and vast think of it, game play in Diablo II multiplayer community set Diablo doesn’tII hold up well to intense scru- apart from its legion of clones. tiny, a fact many solo players in Games such as Dungeon Siege add particular are quick to point out. But full 3D and much better graphics, but it’s a Blizzard game, and with every the game’s complexity doesn’t sell Blizzard game comes membership in well to the masses. Darkstone did a the always-active community known good job integrating quests into the as Battle.net. Players themselves main story line of the game, but it add that bit of je ne sais quoi missing also came up a little short on game in those also-rans. No doubt, some- play. Revenant did a great job with one could build a better Diablo, but it character development, but it also takes a trusted powerhouse like Bliz- …well, you get the idea. Come to zard to sell it to the masses.

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Figure 14-3: Battle.net builds a strong Diablo II community.

Battle.net represents the evolu- not content to wait more than three tion of online play. The original years for the sequel and took matters Diablo gained a legion of fans but also into their own hands, creating became the target of cheaters and “guilds” of players with like-minded hackers who spoiled the experience playing preferences. Many of these for many. Blizzard’s response with guilds grew to be quite extravagant, Diablo II is separate protected and with their own naming conventions unprotected gaming areas, with the on Battle.net and even their own latter containing no guarantees of fair web sites. play. Diablo players, however, were

115 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 14 ······················· Marketing and Public Relations The marketing wizards at Blizzard churns out four million units of a took the “guild” solution to their pro- game, the personal touch can be grammers’ shortcomings and lacking from a corporate perspective. embraced it fully in Diablo II. Guilds Experienced forum manager Jason were no longer to be secret societies “Kornkob” Robinson (general gam- baffling the newbies but an integral ing site, The Wargamer, and component of Battle.net and the Rainbow 6 fan site Diablo II game world instead. Guilds www.piestactics.com) comments: could be formed within the game “Online communities also provide world itself with players banding several services to the membership. together and investing their in-game One service that most certainly pro- booty in the construction of a guild vides a direct benefit to the publisher hall. Once established, guild identity is the provision of free technical and could be managed from the Bat- end user support. Online communi- tle.net system. Players could even ties, almost without exception, engage in political upheaval and provide members with a venue overthrow unpopular guildmasters. through which they can have techni- As the guild grows in size, more cal answers provided free of charge gaming gold is spent in expanding and without limiting the support to the facilities to serve the needs of merely issues directly related to the the members. The end result is a product. While most companies will formerly external community of not help a user choose and install a players brought inside and tied down new video card or more RAM to to the gaming system; with each sub- solve a problem with a game, most sequent Diablo product release, this communities will. Not a single game membership can be counted upon to publisher provides support for people light up the cash registers en masse. ‘tweaking’ or optimizing their sys- The external support provided by tems to play a game—but almost the guilds or by user communities as every community does that very a whole cannot be underestimated. thing. These services help new fans Yahoo lists 47 Diablo series guilds; get started and keep people playing these each have their own web site. the games longer.” Additionally, 23 fan sites are pro- Some developers are hesitant to vided. A common feature of fan sites comment on works in progress until is the forums, where players from the game is far enough along to show around the world can share their working code or pretty graphics. common interest. When a company Sometimes they don’t want the

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distraction of unwanted input early in development process come beta the design process. Other times, fea- time, when large numbers of appli- tures are trimmed as testing proves cants are signed on (not so much to which concepts work and which test the single-player balance but to cause problems. Potential customers stress-test the product on Bat- anticipating a certain feature might tle.net). The beta period is always an be disappointed upon hearing of its exciting time for fans, and fan sites removal, leaving them negatively and message boards explode with predisposed toward the title. Some early reviews and after-action developers fancy themselves as reports by excited players. “friends of the people,” revealing Again, Blizzard’s sterling reputa- design intentions early and soliciting tion for delivering the goods in the input from the general public. end avoids the pitfalls of full disclo- On the other hand, Blizzard’s pub- sure. Sure, there is always some lic relations machine kicks into griping and complaining when a fea- action the moment a title enters ture is cut or altered, or the game is development. With development delayed another six months, a year, cycles lasting three years or more, maybe two. These folks aren’t this adds up to one long campaign. dyed-in-the-wool malcontents; as Diablo II was shown at trade shows they know full well, Blizzard will more than two years before its come through with a winner. Devel- release; Warcraft III, with its new opers with a more checkered past engine, had a three-year run. When would find such sentiments genuine playable alpha or beta code was not in Blizzard’s case; it’s a matter of available, movie trailers were created anticipation bursting at the seams. to give players and press an early The press has been a willing look. accomplice to Blizzard’s success. It Blizzard maintains frequent con- helps that Blizzard is a trendsetter tact with the press and parcels out and not a follower. Diablo II might new information to whet the appe- get a little tedious after 20 to 30 tites of their fans throughout a hours of game play, but many review- game’s development. Fans are even ers spend far less time at the game welcome to participate in the than a typical player.

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Table 14-3

Representative Review Scores for Diablo II (LoD) Publication Score Computer Games Online 4(5)/5 GameSpot 85(82)/100 Electric Playground 90(90)/100 Gameover 91(92)/100 WomenGamers 90(74)/100 GameRaider 92/100 GameSpy 86(85)/100 Gamezilla 89(93)/100 Media & Games Online 90/100

All in all, Blizzard’s web site lists 23 and wallpaper images, as well as awards for Diablo II and another 20 game patches are prominently dis- for Lord of Destruction. Twelve of played. Novels and ebooks based on these awards were “Game of the the Diablo world are available for Year” honors. purchase—a somewhat unusual but Blizzard’s Diablo II web site is not unique cross-merchandising informative and contains numerous opportunity as far as a computer enticements for the prospective cus- game franchise is concerned (Sid tomer. Game features, system Meier’s Alpha Centauri spawned a requirements, and optional recom- series of novels, and a number of mendations are clearly enumerated. games such as Tomb Raider and Links to download a playable demo, Wing Commander have made the MP3 sound bites, cinematic trailers, jump to the silver screen).

118 TEAM LinG - Live, Informative, Non-cost and Genuine! ·················Diablo II: Quality Counts Summary With three wildly successful fran- challenges to meet the needs of all chises (Diablo, Warcraft, and players. When targeting a massive StarCraft), brand marketing and com- audience, it is important to identify munity development are an ongoing the broad concepts—in this case, process at Blizzard. Expectations are number of seats (system require- carefully managed so the final prod- ments), demographics (FRPG fans), uct does not exceed the capacity to and objectives (what do the players provide adequate support for a vast want to do and what is their range of customer base. Scaling operations to capabilities?). Where these concepts meet multimillion sales demands intersect lie the parameters for the often call for different techniques, final design; the tricky part is creat- but Blizzard maintains a grassroots ing a focused product that still approach, never losing touch with manages to snag the largest percent- their player community. age of individuals within this set. Blizzard games are addictively Blizzard consistently manages to easy to play. They provide a high turn that trick. The company creates level of rewards and actively mini- polished, addictive games that are mize unpleasant or dull tasks or equally enjoyable for hard-core and unduly repetitive play. Players do not casual gamers alike. This creation, have to be gaming experts to play a coupled with a sterling reputation Blizzard campaign to completion, but and an active fan community, makes skill levels and added features, such Blizzard titles games that sell. as permanent death, offer scalable

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 15 Harry Potter: The Movie Sells the Game

nce in a while, a product comes along that O becomes a cultural phenomenon. It happens with movies: Star Wars becoming a veritable license to print money for George Lucas and his vari- ous production companies. It happens with toys: Who will forget the Cabbage Kids craze or Tickle Me Elmo? Half the planet is still infested with Beanie Babies. Even games have generated their own hot commodities with the likes of Trivial Pursuit and the whole “collectible card game” trend started by Magic the Gathering and blossoming with Pokémon. In the late ’90s, lightning struck the nor- mally quiet world of children’s literature with the explosive popularity of the Harry Potter series of books by British author J.K. Rowling. The Harry Potter saga is a tale that combines fantasy and real-life problems. The first book, Harry Potter and the Sorcerer’s Stone, develops a sympathetic character: Harry Potter. Harry’s parents are killed, and the bookish youngster is forced to live with an unpleasant aunt and uncle, along with a spoiled brat of a cousin. He is rescued from this lugubrious existence when he discovers he is the son of a witch and wizard and is thereafter enrolled in the Hogwarts School of Witchcraft and Wizardry.

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Harry finds friendship among his many parents become Harry Potter peers and eventually must confront fans in their own right. the evil forces responsible for his Against this background, Elec- parents’ deaths. Moving from the tronic Arts released Harry Potter harsh realities of life to the escapist and the Sorcerer’s Stone. No one realm of fantasy was a perfect segue nominated the game for adventure or for the target audience—adolescents role-playing game of the year, nor did who, no matter how good they may it addict serious gamers, but that was have things, always seem to want to not the design focus of Electronic be anywhere but in their current Arts. Presumably, EA paid big bucks shoes. The timeless message of tri- for the Harry Potter license. They umph over adversity and good over made good on their investment by evil is popular from the parents’ per- targeting the prime Harry Potter spective; Harry Potter is a rare audience, 9- to 14-year-olds, while youthful fad that also enjoys the con- also making it enjoyable for the kids’ sent and support of adults. Indeed, parents. Hence the game reached the stories are so intriguing that the broadest base of consumers the license could net.

Figure 15-1: Harry Potter is a blockbuster franchise.

122 TEAM LinG - Live, Informative, Non-cost and Genuine! ··········Harry Potter: The Movie Sells the Game Quality It is not unusual for hot franchises to real-time strategy game of ground spawn uninspired efforts when it combat—a bizarre choice of genre comes to licensed merchandise. Part given the nearly complete lack of of this has to do with the franchise such battles anywhere in the Star owner’s lid on creativity. “Property Trek franchise. holders generally need to approve Although Harry Potter and the everything and exert some level of Sorcerer’s Stone isn’t a brilliantly control that may negatively impact a designed or implemented game, it is game’s development,” suggests well coded, beautiful, and bug free— Computer Game Magazine’s Steve factors that go a long way toward Bauman. pleasing the casual gamer. Whether A prime example lies in Para- Electronic Arts was not given the mount Picture’s Star Trek universe, rights to or didn’t wish to pay for the where scriptwriters and book rights for composer John William’s authors are not permitted to kill off excellent compositions or the voices or alter the characterization of indi- of the original actors, they used nei- viduals popularized by the series of ther in their game—a use that would TV shows and movies. Such con- have enhanced the game’s overall straints usually stunt the growth of quality. On the other hand, if the any design. In the worst cases, movie production can be called developers fail to allow the material first-rate, EA’s efforts can hardly be the game is supposed to be based on considered cut-rate. Graphics, music, to dictate sensible design choices and voice are all well done and truly and instead shoehorn the unfortu- evoke the Harry Potter experience. nate license into the type of game A game with similar production stan- the developers actually want to dards but without the sizzling make. One notable example is Inter- franchise would be a tougher sell, but play’s Star Trek: New Worlds, a not a failure.

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Figure 15-2: Harry Potter makes for a pretty game.

Investing heavily into better money on licensed properties know- graphics and production values ing that the game will sell itself if it would have reduced the game’s comes out with the license regard- return, a return that was guaranteed less of its quality.” Conversely, a by the popularity of the subject. “It’s minimum standard of quality is nec- a cynical way of doing business,” essary to not only sell this game but comments Bauman. “But I suspect sell sequels also. publishers spend less time and

124 TEAM LinG - Live, Informative, Non-cost and Genuine! ··········Harry Potter: The Movie Sells the Game Topic Considering the success of the Harry Could Electronic Arts have failed Potter franchise, how could EA go with the game? Probably not, but wrong? By last summer, according to poor design and presentation of BBC News, more than 100 million Harry Potter’s world would have Harry Potter books had been sold. reduced the number of units sold. When the game appeared last fall, Prior to the release of the movie, the movie had broken several box Business Week predicted, “The cellu- office records and was on its way to loid Harry could backfire, too. Kids, grossing nearly $1 billion, the second already steeped in everything Potter, most successful movie ever behind may rebel against a drab movie that Titanic. Such monstrous popularity doesn’t convey the magic of the wiz- has made author J.K. Rowling the ard school Hogwarts or the soccer- wealthiest woman in the U.K. on-broomsticks game Quidditch.” The Harry Potter franchise enjoys The movie was a smash hit, how- popularity across all demographic ever, and Harry Potter fever had groups. The game likewise has an never been higher. In short, topic appeal that transcends the usual was the prime factor that sold Harry gaming market. Nevertheless, a Potter and the Sorcerer’s Stone. beloved subject matter goes a long Purchasing a license such as this way toward enhancing sales. Hard- ensures the publisher a huge base of core gamers, conditioned by years of receptive fans. Product recognition is tepid efforts on licensed material, an important factor at the cash regis- likely passed on this game, but they ter. With Harry Potter, Electronic weren’t EA’s target. Arts had access to the most popular license on the planet.

Game Play Harry Potter and the Sorcerer’s common sense to leverage recog- Stone was developed simultaneously nition across the widest market. for the PC and several Console ports have a generally systems, including the Sony Play- good record for stability on PC Station2, , and Game platforms. Harry Potter and the Sor- Boy Advance. It was a smart move cerer’s Stone is no exception; aside on EA’s part. They had an estab- from some graphic anomalies involv- lished product with wide-ranging ing transparencies, the game is name recognition. It only makes remarkably bug-free. This is an

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important issue when considering a and depth all add to the development market of non-savvy gamers; many time, as well as expanding the oppor- are unaccustomed to the routine of tunity for insidious bugs to infest the updating drivers or downloading product—all counterproductive to patches. Each satisfied customer of the objective EA set to accomplish. The Sorcerer’s Stone is a potential Harry Potter only partially bene- buyer of possibly six sequels, fits from a simplified interface. Magic whereas an unhappy camper will shy spells are learned by tracing a figure away from investing in even a single with the mouse, hardly the right tool follow-on. Some may take EA to task for the task (or a particular good task over the length and depth of the given the tools). While the game per- game, but remember, the goal here forms smoothly on a fixed platform was not to create a gaming classic such as the PlayStation, it scales but to deliver a gaming experience in poorly to the PC. Owners of a timely manner. Complexity, length, machines on the low end of the

Figure 15-3: The game plays well.

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system requirements report sluggish length of games will become less of game play, while those with fast an issue. CPUs and high-end graphic cards Young Harry Potter fans and find elements of the game too quick casual gamers seem to be having the and difficult to manage. The custom- most fun with the game. A fan from ers who report the most favorable Guilford, Connecticut, wrote in a feedback seem to have mid-range review on Amazon.com: “I am an machines that provide an optimal adult who loves the Harry Potter playing experience. The machine books and bought this to see how the type seems to heavily impact the dif- story was manipulated into a game. I ficulty level of the game as well; was extremely pleased and had a some users are reporting the game is great time playing! This game is not too easy (older machines), and oth- just for kids. The game play is ers complain that it is too difficult. designed like a school where lessons Nevertheless, Electronic Arts bal- are learned and expanded on until anced the play well enough to attract the big showdown with You-Know- hundreds of thousands of players, Who [Lord Voldemort].” and that is what mattered. The previous poster, hailing from Harry Potter and the Sorcerer’s Los Angeles, appears to be a far Stone is a hybrid game. The game more discriminating gamer and con- tells the story in the same manner as cludes, “Overall it’s a mixed bag— an adventure game. On the other almost like a demo for the actual hand, Harry learns new spells and game. It’s interesting enough for fans becomes more powerful as the game of the books and movie, but severely progresses, just like a role-playing lacking in terms of what some truly game. Harry also spends a lot of time thorough, professional design could hopping around, collecting various have made it. Hopefully the game’s power-ups, just like a platform action producers will dedicate some serious game. There is even a measure of time to any subsequent Harry Potter sports, with a Quidditch game that games. Rowling’s world is perfectly can be unlocked during play. suited to a great PC gaming experi- Yes, this isn’t a long game, but ence, but this debut falls far short.” although average-length games may That may be true, but those draw journalists’ criticism, they very thumbing noses at Harry Potter and seldom hurt sales. Casual gamers the Sorcerer’s Stone miss a key rarely invest the time needed to point. Electronic Arts bought the complete long games. In fact, as the license because they saw a tremen- average age of gamers increases, the dous potential for sales. The youngish book audience matched

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perfectly with the gaming audience game that was enjoyable for children that they targeted with the game. and their parents. Hence, the game They created a well-paced, pretty sold.

Cool Factor Obviously, all things Harry Potter are may be forced to make concessions immensely popular, and this has a to get that simultaneous release.” “cool factor” all its own. If you have Fads are fickle, and while a good kids, bringing home a game such as game might sell well at any time, the Harry Potter and the Sorcerer’s marketing bonanza afforded by hot Stone will make you a hero. But of property fades quickly, and expensive course, the game has its own level of licenses can become liabilities on the cool. It’s a cool directly related to books. The 1995 James Bond thriller, immersion. Gamers buy licensed Goldeneye, spawned a well-received games to immerse themselves in video game two years after the fact, the world. Harry Potter and the Sor- an accomplishment owing more to cerer’s Stone does a good job with terrific game design than residual the immersion, placing gamers in popularity of the movie. Conversely, Harry’s shoes as he wanders through Microprose’s 2000 release of his world. Starship Troopers completely missed Timing is everything when cash- out on the brief celebration of the ing in on a popular franchise. What is Robert Heinlein masterpiece that in or cool today can be lame tomor- coincided with the big-budget Holly- row. “To capitalize on a property, you wood epic released in 1997. Gamers need to time it with a significant and press were both largely ambiva- event (the release of a movie, for lent toward the game, which quickly example),” says Bauman. “So you found its way to the bargain bins.

Marketing and Public Relations Harry Potter and the Sorcerer’s spanning the gamut from T-shirts to Stone sold an incredible 771,000 action figures to expensive units in two short months to become collectibles. the third largest-selling PC game of “J.K. Rowling’s great successes in 2001. For the cost of the licensing terms of writing Harry Potter was fee, Electronic Arts bought into a she tapped into mainstream thinking vast marketing powerhouse, includ- and mainstream culture,” Chris ing upwards of 500 products Nurko, managing director of

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FutureBrand in London told CNN. Business Week reports that “If you look at the book, she’s actu- Rowling condemns excessive mar- ally integrated branding and keting practices. “They can say all marketing into her characters and that stuff about not wanting to her story line. For example, the over-commercialize their movie,” Nimbus 2000, it’s not just an every- says DreamWorks SKG marketing day ordinary flying broom, it’s a chief Terry Press, “but this is about Nimbus 2000. And organizations are keeping their author happy.” willing to spend a small fortune to be In a CNN story, Bruce McMillian, part of the Potter phenomenon.” a senior vice president at EA, added, Coca Cola is estimated to have “A lot of licensed properties get spent $150 million for exclusive overexploited to the point where the marketing rights in the beverage public just has enough of it. And I industry, while Warner Brothers think Miss Rowling has been very invested $140 million just for the careful to not allow that to happen.” rights to make the first two movies.

Table 15-1

Merchandising Harry Potter and the Sorcerer’s Stone (selected items) Item Publisher/Manufacturer Year Book Scholastics 1998 Movie Warner Brothers 2001 Video Game (PC, Electronic Arts 2001 PlayStation, Game Boy) DVD/VHS Warner Brothers 2002 Board Game University Games 2000 Puzzle University Games 2001 Collectible Card Game Wizards of the Coast 2001 Board Game Mattel 2002 Soundtrack (John Warner Sunset Records 2001 Williams) Action Figures Mattel 2001

Source: Amazon.com

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Media treatment of the Harry Potter Table 15-3 and the Sorcerer’s Stone computer Representative Player Review game was somewhat dismissive. Scores for Harry Potter This is neither surprising nor a cause Publication Score for concern. Electronic Arts made lit- Gamerankings.com 69/100 tle attempt to curry the favor of the GameSpot 71/100 gaming press. By and large, media reviewers are “professionals” with PC Game Review 3.77/5 thousands of gaming hours logged GameZone 72/100 over the years. Compared with seri- Gamers.com 56/100 ous RPG or adventure games, Harry Potter and the Sorcerer’s Stone is a This too can be expected. After all, if horse of a different color. That the gamer-oriented media was doesn’t make it a bad color, just a under-whelmed, it goes to follow that color that Electronic Arts knew their constituents would also be. would be hard to sell to the gaming Harry Potter fan sites and web sites media. Keep in mind, however, that discussing family-oriented fare are most professional PC game review- almost universally in support of The ers are writing for an adult audience Sorcerer’s Stone. User ratings at of experienced gamers, rather than Amazon.com average 4/5 with a large the casual crowd that purchased sample base. Harry Potter. Hence, the lukewarm The official web site is a well-done press didn’t adversely affect the advertisement. The cursor becomes game’s sales. an animated magic wand, but there Table 15-2 really isn’t much substance. Basic game features and video trailers are Representative Review Scores for Harry Potter available, as well as a special offer for purchasing the game directly from Publication Score Electronic Arts. User support is cov- IGN 48/100 ered by no-nonsense EA Support; GameSpot 55/100 there are no message boards or other Electric Playground 70/100 evidence of community develop- GameZone 72/100 ment. Also absent are any links to PC Game Review 3.7/5 reviews or other press. There is, Gaming Source 77/100 however, a link to the excellent Network Warner Brothers web site, which GameSpy 68/100 does cater to community involve- EdutainingKids A- ment and brand development, TechTV 3/5 offering a gathering point for fans of

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all Harry Potter products and even a mentions the product; it is neither a forum targeted toward fansites. On source of support, information, or the opposite extreme, developer community development. Know Wonder’s web site scarcely

Summary The popularity of the Harry Potter heretofore non-gamers are simply franchise, particularly at the time looking for some interaction with surrounding the release of The familiar and beloved characters. Vir- Sorcerer’s Stone movie, can be con- tually all of them have read the book sidered a bona fide mania. Electronic or seen the movie and are playing Arts was faced with a challenge to the game because they can’t get put out an engaging product based on enough of a good thing. The overrid- immensely popular literature. Sec- ing mandate for Electronic Arts was ondary goals involved creating a to give them more but, most impor- sufficiently immersive, memorable, tantly, not blow this good feeling by and trouble-free experience in order introducing too much frustration or to sustain the almost certain success unpleasant technical issues. Elec- of The Sorcerer’s Stone to subsequent tronic Arts and developer Know titles in the series. Wonder displayed expert judgment Overall, Electronic Arts’ use of in setting attainable goals and com- the license illustrates intelligent use petent execution in their implemen- of the property. They knew their tation; hence they produced a game audience and targeted it perfectly. that not only sold but sold well. Casual gamers, children, and

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 16 Sim Theme Park: An Amusement Park in Your Home

wo “virtual amusement park” simulators grace T the top-ten list of best-selling games of 2001. This is hardly surprising; after all, what is more wholesome and family-oriented than a day at the amusement park? Some of my most vivid childhood memories are of such trips, but I have to admit, these days, I find the shorter lines and the absence of ver- tigo on the PC almost as appealing as a day at Six Flags. What is unusual, however, is that the flagship title in both franchises was released in 1999. While Infogrames’ RollerCoaster Tycoon is credited with igniting the explosion of “Tycoon” titles, Electronic Arts and Bullfrog were first on the scene in the waning days of DOS with Theme Park. Bullfrog had been long known for their “god games,” with their 1989 Populous refuting the notion that com- puter games had to be win/lose propositions. In Populous, designer Peter Molyneaux granted players the power of cre- ation; land could be moved, buildings created or destroyed on a whim, and other environmental settings tweaked to the discom- fort (or not) of the digital congregation. What the player could not do was directly interfere with the lives and actions of the individuals, making them lab rats of sorts to be observed. That same year, another software toy, ’ SimCity, confirmed that there was a permanent market for computer entertainment that

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did not necessarily resemble com- known for pushing technological petitive games in the traditional limits. sense. But what gave the game its Fast-forward ten years; now both long-term salability? No doubt the Bullfrog and Maxis are under the RollerCoaster Tycoon tie-in helped, enormous umbrella of Electronic as did the “Sim” prefix. In other Arts. Bullfrog had used the “god words, franchise tie-ins help sales game” paradigm with a variety of enormously. Franchise games sell subjects, ranging from Theme Hospi- what is a “known” product, overcom- tal to Dungeon Keeper. Maxis, ing gamers’ fears of the unknown. meanwhile, had been building a Gamers are less likely to buy prod- brand of “Sim”-everything, from ucts with which they have no SimCity 2000 to SimPark to the experience. Sim Theme Park over- disastrous SimCopter. The two larg- came this reluctance by positioning est developers of software toys were itself with both the “Sim” and Roller now assets to be deployed by the Coaster franchises. largest publisher in the business. Of course, Electronic Arts deliv- The success of Sim Theme Park ered a quality product—a product would prove to be a combination of that was not only a challenge, but leveraging the popularity of a topic one that was viscerally exciting as made hot by a competitor, a widely well. Who could resist the offer to recognized moniker borrowed from ride a roller coaster right in their another property, and a prior release own home?

Quality When judging the quality of Sim In the graphics world, 3D play in Theme Park, a trip in the time strategy games was beginning to machine is in order. A big year for take hold, although two-dimensional strategy was 1999. Releases included graphics were still common. Indeed, Microsoft’s Age of Empires II: Age of the art of creating 2D sprites likely Kings, Electronic Arts’ Sid Meier’s was hitting its apex around this time. Alpha Centauri, Sierra’s , Sim Theme Park uses the same Hasbro Interactive’s RollerCoaster graphic engine created for Dungeon Tycoon, and TalonSoft’s Jagged Alli- Keeper 2, a real-time strategy game ance 2. Considering 1999 brought us released earlier in 1999. Since EA three of 2001’s top-selling titles, it was looking to cast a wide net with was a good year indeed. Sim Theme Park, the game had to

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look reasonably good and run well on Table 16-1 the budget computers that were fly- ing off the shelves in computer and Minimum Specifications for Sim electronics stores. The result is less Pentium 200 than cutting edge but one that never- 32MB RAM theless evokes a proper feel for the 4MB graphics card game. Bob Mandel, reviewer for Optional Direct3D graphics Adrenaline Vault, was decidedly card w/8MB RAM unimpressed by Bullfrog’s effort: “Sim Theme Park uses 3D graph- ics hardware acceleration, and while critical reviewing is out of sync with the net result is decent, the visuals the general gaming populace. As I are in many ways poorer in quality said, the visuals were not cutting than many construction simulations edge but neither did they need to be. lacking this feature. At its maximum Cutting-edge visuals take cutting- resolution of 800x600, the graphics edge computers to run; the number still are somewhat grainy, contain a of gamers with cutting-edge comput- low polygon count, and lack detailed ers is much less than the number of textures. The ground in particular is families with mid-range computers downright ugly. Oddly enough, there capable of running Sim Theme Park. are numerous options for improving Hence, quality yet mid-range graph- the graphics that are not supported ics not only immerses the player but by Bullfrog and are only available by makes the game accessible to a manually editing one of the configu- greater number of players. That in ration files; you may, for example, turn increases the game’s sales. activate triple buffering, bump map- Furthermore, the game ran with- ping, and 32-bit rendering, but even out flaw on a wide range of machines with these operational, I am not —an important factor when overwhelmed with the visual designing a game for the masses. quality.” The game doesn’t run well on Win- The review is telling. It’s not dows XP or 2000. But how could EA because Mandel identified a problem have foreseen the longevity of the in Sim Theme Park but rather title, let alone incompatibility prob- because it demonstrates how hyper- lems with later editions of Windows?

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Figure 16-1: A crowded amusement park

Unfortunately, graphics did affect there are problems with object reso- what was perhaps the game’s coolest lution. Again, however, this is a feature. While playing, gamers may design choice that Electronic Arts drop from their overhead view into a had to deal with. Better object reso- first-person “camcorder” view. While lution would have meant lower frame in this mode, players may walk rates, something that would have around the park and actually ride the detracted from the experience. After attractions. Conceptually, this is way all, gamers used this view to ride the cool and a major selling factor (see roller coasters and little else. “Cool Factor” below), but technically,

136 TEAM LinG - Live, Informative, Non-cost and Genuine! ·····Sim Theme Park: An Amusement Park in Your Home Topic Sim Theme Park combines a number of E guarantees that retailers such as of popular concepts into a winning Wal-Mart and Target will have no topic. The most apparent is the qualms selling it. These outlets are amusement park setting. A trip to the largest distributors of computer the amusement park is a family games in the country. Discover event; this translates to Sim Theme Learning.com, in a review by Brock Park being a family game. Boys and Anderson, suggests, “Young teenag- girls and mothers and fathers can sit ers, in particular, are sure to love down to an enjoyable evening with- this game. This is one of the few out fear of violence, sex, foul quality games that isn’t violent in any language, or complex game mechan- way whatsoever, so it’s sure to be a ics encroaching on the experience. hit with parents as well.” More importantly, the ESRB rating

Figure 16-2: View from the grounds

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The second component of the content with placing and riding the game is the “Sim” portion. Certain attractions, more experienced keywords in game titles have come gamers, particularly those with a to signify certain features in a game, background in Maxis’ various Sim particularly “sim” and “tycoon.” games, will spend hours tweaking “I think the Sim name helps con- countless settings in order to maxi- sumers know the kind of game to mize profits and build a bigger and expect, which actually helps consum- better park. As is common with all ers,” said Computer Game Maga- Sim games, parameter changes are zine’s Steve Bauman. “Obviously, it often two-edged swords. Raising the gave a sales boost to the game level of fat in burgers, for example, ‘Theme Park,’ which wasn’t much of might lower the cost of goods sold a hit here in the U.S. in the past.” and generate more profit, but patrons While those interested in the vis- will be less happy purchasing infe- ceral portion of the game might be rior-quality food.

Figure 16-3: Building a coaster

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Nearly every discussion of Sim to coaster building, Sim Theme Park Theme Park will quickly elicit a com- lets your imagination run wild,“ parison with its rival for public writes Scott Meyers of Maximum3D. affection, Chris Sawyer’s Roller- “Instead of placing each segment of Coaster Tycoon. Both games track one by one, you simply click obviously share a common subject where you want the track to go, matter, but RollerCoaster Tycoon has adjust the height and angle of the a greater focus on being a simulation. pylons, and that’s it. You don’t have Sim Theme Park is a less challenging to worry about intensity ratings that game, but one with fun features scare away guests here; it’s all about absent from Infogrames’ popular hit. building a cool-looking ride, not a “Unlike [RollerCoaster Tycoon], realistic one.” which had an ultra-realistic approach

Game Play Sim Theme Park has two modes of To further reduce the learning game play. “Instant action mode” curve, an advisor will pop in on occa- immediately puts the player in sion and audibly alert the player to charge of a staffed and operational notable events or make helpful com- facility, albeit a sparsely equipped ments. This can range from one. “Full simulation” is a complete notification that a ride has broken sandbox, challenging players to cre- down and that not enough mechanics ate an all-new park from the ground are employed to keep the rides in up. Instant action mode is more suit- working order to comments from the able for children and those looking people suggesting that ticket prices for a light, easy game. Full simulation be raised or lowered. As the park requires more management skill; becomes larger, the constant inter- research and development, previ- ruption of the advisor will become a ously automated, is now the nuisance, and thankfully it can be responsibility of the player to shut off. At this point, it is time to monitor. start making use of the charts and graphs to evaluate performance and make any necessary adjustments.

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Figure 16-4: Configuring the sideshows

A single click brings up a box Clicking on a placed object brings where new rides, sideshows, vend- up a properties window. Here is ing booths, or miscellaneous objects where the “Sim” portion of the game can be purchased. Placement is made comes into its own. The properties anywhere with sufficient open space, that can be changed will depend on but the attraction will not open for the object; one may increase the business until foot paths are con- number of cars in a roller coaster, for structed to and from the object. example, or reduce the ride duration Many rides will become popular, and of a spinning ride. Carnival side- just like the local Six Flags park, the shows can be tweaked to determine virtual park should also contain suffi- quality of prizes as well as the odds cient queues for storing waiting of winning. Food stalls can also be visitors. manipulated in terms of price and quality; you might increase the

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amount of salt on the fries, for exam- choice on EA’s part. The game ple, and then jack up the price of appeals to a wider audience. The drinks as parched customers flock to company never lost sight of that and quench their thirst. strove to make a game with a broad The variety and degree of ride experience. Better still, they added a customization found in RollerCoaster cool factor and hook, which no doubt Tycoon is lacking in Sim Theme dragged players into the game. Park, but that’s an intelligent design

Cool Factor Having spent hundreds of hours theater. This particular film was prowling the grounds of various recorded in conjunction with the amusement parks over the years, opening of the theater, years ago one of my more memorable experi- when the technology was new. Cam- ences occurred indoors, at the IMAX eramen went to some of the park’s

Figure 16-5: Riding the coaster

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most popular attractions, filming the the ride. In addition to cruising on experience in first-person view from the coasters or rushing down the the front seat of various roller coast- rapids on a water ride, the player can ers and other rides. The huge IMAX enter “camcorder” mode and stroll screen completely covers one’s field around the park, viewing it from a of vision, and the resulting illusion first-person perspective. While build- slips the brain into a roller coaster ing a park is a single-player activity, seat (vertigo and all!). it is possible to connect via the Now, Sim Theme Park may not Internet to other players’ creations make your gut rise to your eyeballs, and stroll about, admiring their work. but riding the rides can be pretty This first-person view was obviously cool. The animated ride sequences the cool factor. That factor, coupled are not canned video but actually with solid gaming quality and sound generated by the game at the time of PR and marketing, sold this game.

Marketing and Public Relations Sim Theme Park enjoys several The press was very receptive of organic benefits that help set up the Sim Theme Park. The reviews pro- title for big returns. Theme Park claimed the game as a worthy enjoyed a measure of success, and addition to the collections of fans of RollerCoaster Tycoon had already the original game or RollerCoaster been a mainstay on the charts, mak- Tycoon. Their conclusions, however, ing the subject matter hotter than it seem to vary widely, as some laud might normally have been. The the game for ease of play while oth- “Sim” prefix, as mentioned earlier, ers berate the game’s suggests a powerful brand well-built micromanagement. by Maxis over the years. “People who thought [Roller- “In some ways, I think it might Coaster] Tycoon was too realistic have even bigger brand recognition may find this game just their speed,” with the “Sim” slapped on there, said Meyers. “What you do get are most likely misleading many to think some cute graphics and a simple it’s a Maxis product,” claims Tim Jor- game that is easy to play. If you don’t dan, co-owner of Gek’s Game Grotto, like the miniscule details of Roller- a game store in Eugene, Oregon. Coaster Tycoon, this is your game.”

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Figure 16-6: Charts and graphs

Meanwhile, TechTV writes, successful, there are too many “Despite its amusing setting and details to manage. So if you’re plan- visual appeal, Sim Theme Park is ning on running a major theme park, really just a business simulation. here’s a nice reality check for you. There’s too much micromanagement Gamers, however, might want a required. Between keeping an eye game that seems less like work.” constantly on the condition of your In his review for Game Revolu- rides, hiring enough employees, set- tion, Ben Silverman writes, “I also ting their patrol routes, and building have an issue with the difficulty or fun rides, players will also be spend- lack thereof. It’s just a bit too easy to ing a lot of time organizing their park do well. It doesn’t seem to matter and not enough time enjoying it. much how ergonomically pleasing “Sim Theme Park’s major flaw is your park feels to the guests—the that once your park is large and game is far too forgiving.”

143 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 16 ······················· Table 16-2 is a single-player exercise, it was Representative Review Scores for possible to connect via the Internet Sim Theme Park to other players’ virtual parks and Publication Score take their own tour. Parks could also Adrenaline Vault 3/5 be uploaded to the official web site Computer Games 4/5 and made available for others to play. Online Electronic Arts did a great job Electric Playground 90/100 managing price points to keep Sim Gameover 86/100 Theme Park hovering among the GameSpot 80/100 most popular titles. The 457,000 sold Happy Puppy 90/100 in 2001 came in at an average price- IGN 84/100 point of $19, down from the $35 PC Gameworld 93/100 average unit price posted when the Strategy Gaming 80/100 game first arrived on the best-selling Online list late in 1999. Throughout 2000, prices fell slowly, and the title played Yet, despite the reviews, Electronic hide-and-seek with the top ten lists, Arts did a good job of getting the dropping out one week at $29 and essence of the game into gamers’ reappearing the next at $27. By brains: “Build the coaster of your 2002, however, Electronic Arts had dreams, and then ride it” was the dropped the title from their catalog line, and it did what good ads should and closed the official web site (both do—deliver the essence of the game measures in, perhaps, anticipation of in one sentence. On the other hand, the sequel). unlike RollerCoaster Tycoon, Elec- Finally, Electronic Arts also tronic Arts has not fed the popularity released a version for the Sony Play- of the series with add-ins or expan- Station. Popular console versions can sion packs. A new product, Sim contribute some to the success of Coaster, was released early in 2001 the PC version, particularly if par- and was more of a knockoff on the ents like what they see on their kids’ competing product than a sequel to machines and want one for their own their own. system. Console games also tend to User community was promoted linger at higher price points; a con- through the use of an innovative sole version selling at $40 might online feature. While the game itself make the $20 PC version seem like a more attractive option.

144 TEAM LinG - Live, Informative, Non-cost and Genuine! ·····Sim Theme Park: An Amusement Park in Your Home Summary Sim Theme Park is an excellent adults and children alike; but amuse- example of leveraging available ment parks are near the top of this resources and capitalizing on a popu- short list. lar theme. Having the fortune to own Sim Theme Park is exactly the the rights to use the popular key- type of game that fuels the popular word “Sim” in the title lends a fires but does not quench it. The certain credibility that attracts core game was marketed well, selling gamers familiar with the line of tons in both Wal-Mart and Kmart. Maxis products. Subject-wise, the Sim Theme Park is an excellent phenomenal popularity of Chris Saw- example of how to make a game that yer’s RollerCoaster Tycoon, as well sells. Choose an interesting topic, as the continued active promotion by add an intriguing cool factor, identify Infogrames, has had a collateral your audience, and both design and effect on maintaining interest in Sim market the game to them. Finally, Theme Park. Ease of play and the wrap it all in a high-quality, techno- family theme also ensures a long life logically simple package that scares in a sometimes underserved market. no one but entertains all. Few topics can elicit the interest of

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 17 RollerCoaster Tycoon: Hey, Mikey Likes It!

hris Sawyer’s RollerCoaster Tycoon is quite the C phenomenon. First published by Hasbro Interac- tive under their newly acquired Microprose brand, by 2001 the property was firmly in the grasp of French giant Infogrames. All this time, popularity had never wavered, and the business/roller coaster simulation was the second best-selling game of the year with sales approaching 850,000 units. A number of stars aligned perfectly to account for the suc- cess of the game. Production values are good, but not too good as to limit the audience to the technological elite (indeed, mini- mum specs call for a low-end Pentium machine). The topic is also quite popular, appealing to adults and children alike. Advanced features like roller coaster design using realistic physics models appeal to core gamers, while the spectacle of it all ropes in the casual set. Finally, we have the great intangi- ble—Chris Sawyer’s (the designer) passion for the subject (a passion that infuses all who play the game). “After spending over two years working on Transport Tycoon and its sequels, I wanted to do something a bit more light- hearted, something which would be fun to research,” Sawyer told Guide to the Point, a web site devoted to Cedar Point Amusement Park in Sandusky, Ohio. “Roller coasters seemed like the ideal candidate. I’ve always been interested in them from an engineering and design point of view, and I was also beginning to enjoy riding them.”

147 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 17 ······················· Quality RollerCoaster Tycoon is a quality not add unnecessary overhead to the undertaking that excels in the design (there is no first-person expe- details. No doubt there is enough rience as in Sim Theme Park). game to show those interested in the Indeed, the lack of 3D graphics led visceral experience a good time Sawyer to believe that he needed a without delving deeper into the busi- finished game to sell itself. “Right ness models. But make no mistake, from the beginning I knew it would the complex business models are be an impossible concept to sell, so I there. Neither is roller coaster developed the game virtually to com- design a mandatory play element, pletion before even approaching but for those with unused physics publishers. Trying to ‘sell’ a concept degrees lying around, coaster design to a publisher is much easier if you is far more realistic than in Sim can sit them down in front of a 90 Theme Park. The 2D graphics are percent complete game and get them easy on system requirements and do playing and enjoying it.”

Figure 17-1: Who needs three dimensions when two look this good?

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Sawyer’s comments reflect a developer is that the royalty agree- growing trend among publishers to ment will probably be a great deal require game designs to be largely friendlier with a finished product.” complete before signing a publishing Another benefit enjoyed by devel- contract. While his is the only title opers is the ability to follow through among the top ten developed inde- on their vision without needless pendently, providing a largely distraction. Had a publisher been completed product is becoming a involved earlier in development, the common burden for developers not result could have been something already owned by a major publishing similar to Sim Theme Park, a fine house. game in its own right, but also a “The main reason is lack of risk game that sacrifices some game play for the publisher,” suggests Richard in exchange for putting the 3D buzz- Arnesen, director of marketing for word on the box. When concessions Internet-based publisher Shrapnel are made and the developer isn’t Games. “By getting a game that is allowed to create the game as origi- close to completion, you don’t have nally intended, players often notice to worry about missed milestones or the incongruity in game play. funding. The advantage for the

Topic A full 20 percent of the top sellers know that the more innocuous the feature an amusement park setting. park, the more hideous the crime Coincidence? Adults love amuse- that is about to be committed ment parks. Children love amuse- therein. No worries; everyone ment parks. Men and women alike knows this kind of thing only hap- love amusement parks. Perhaps the pens in closed or abandoned parks, only market segment wary of such and parks in RollerCoaster Tycoon places are the “B-movie” fans who are always open.

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Figure 17-2: A thriving amusement park

“It’s a thoroughly appealing prem- “RollerCoaster Tycoon only came ise that delivers amazing visual and about because of my growing inter- audio feedback—it really just makes est in roller coasters,” Sawyer told you happy to play,” comments Steve the Coaster News Network, “and I’m Bauman, editor in chief of Computer sure that even long after I’ve moved Games Magazine. “And it’s relatively on to other gaming subjects, I’ll still easy, in the literal sense. So in a be craving my next ride on a sense, it stands out because it coaster.” pushes a lot of buttons for players; While core gamers will quickly it’s easy to play, it gives great feed- pick up on the challenging business back, it’s simple and a topic we can simulation, parents are quick to see all relate to, but there’s also a lot of the value as an educational tool for depth for those interested in digging their children. below the surface.” “I think there is something time- A good salesman always believes less and familiar about it,” suggests in the product he or she sells. Tim Jordan of Gek’s Gaming Grotto

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in Eugene, Oregon. “Everybody site that solicits consumer feedback loves an amusement park and the on a variety of products. “Unfortu- idea of being able to create your own nately, so does my son, husband, and has such a broad appeal. Mothers daughter. This makes for some evil could get it for their kids since it’s eyes waiting for you to finish so they non-violent; kids might grab it can have a turn. I was particularly because they like the idea of making happy that my 9-year-old daughter their own rides; and adult strategists has taken such an interest in this [core gamers] might get it for the game because it really is educational challenge of making a viable econ- because it involves math, budgeting, omy in their park. A game like this and critical thinking skills.” doesn’t have to have the latest 3D Such testimonials are evocative of graphic engine to still keep the pub- the Quaker Oats Life Cereal com- lic’s attention.” mercials, where young Mikey “I’m not terribly interested in the unwittingly consumes a product that Sim City series, but I love Roller- is “good for him” because it also Coaster Tycoon,” writes Jacquie, a tastes great. contributor to Epinions.com, a web

Figure 17-3: Select a coaster.

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“As children do loop-de-loops in deduction. A family style game is their computer chairs, they learn normally more open to this treat- about the economics of running a ment, however. A game that only business,” writes Jinny Gudmundsen targets the lowest common denomi- in her five-star review for Computing nator (young children, in this case) with Kids. “The simulation allows might bore the parents. These par- children to have complete control ents might allow the PC to “baby-sit” over their park: They set ticket the child playing the game but are prices, build rides and attractions, less likely to participate themselves. hire maintenance and security, and Sales via word of mouth to other par- even determine the hamburger ents are lost. Conversely, if the game prices. This simulation will appeal to is too difficult (geared toward parents a large age-span of children (and at the expense of content compelling even adults) because it comes with or accessibility to youngsters), then individual scenarios that vary in diffi- it has to compete head-to-head with culty. Younger children can tackle the titles targeted solely toward adults. easy ones, whereas teens and adults The top three games of 2001 (The will enjoy the challenge of the more Sims, RollerCoaster Tycoon, and difficult scenarios where land is Harry Potter and the Sorcerer’s scarce and time is short.” Stone) are all family games that are RollerCoaster Tycoon is one of well balanced between adult and chil- those rare games that succeeds in dren fare. trying to be all things to all players. In short, choosing a topic with uni- Not every design can or should versal appeal is a certain way to aspire to this; a first-person shooter enhance sales. But it is certain only if destined for an “M” rating need not the developer believes in and is pas- consider a child’s skill or powers of sionate about the topic.

Game Play If the word “addictive” ever applied number of visitors. Parks will often to a computer game, this was it. have some attractions in place, and Each park in RollerCoaster Tycoon terrain issues are a primary concern comes with a specific victory condi- in many scenarios. Early parks avail- tion, which must be met in the able to play are easy in terms of specified time period. Often, this is victory conditions and terrain chal- as simple as maintaining a certain lenges; successful play unlocks more park rating and attracting a minimum difficult parks.

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Since RollerCoaster Tycoon must Players who want the maximum be accessible to young players or challenge can try their own hand at non-core adult gamers, you need not design. RollerCoaster Tycoon uses a play perfectly to win the initial sce- realistic physics model, and it is narios. Hence, the game makes therefore quite easy to design rides gamers not only feel good about the that are too intense (increasing nau- game but about themselves as well. sea, making for unhappy patrons) or At no point is it ever required that downright dangerous (killing cus- players take on the daunting task of tomers is bad for public relations). designing their own rides; the game Elements in the game often have comes with an ample supply of multiple purposes, increasing the prebuilt coasters and other design- depth and immersion in the game. able rides, and others may be Innocuous footpaths are a good downloaded off the Internet or incor- example. Visitors to the park use porated through the two expansion these footpaths as primary transport packs. to various rides and attractions. If the

Figure 17-4: Victory conditions

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system becomes too confusing, or if impart fatigue upon the visitors (par- a portion of the park inadvertently ticularly if they go uphill) and are a becomes isolated due to poor place- source of complaints when litter ment, visitors will complain that they accumulates to unacceptable levels. can’t find the exit when they want to As a result, players must think leave. Complaining customers lower before they pave. the park’s rating and thus the player’s score. Footpaths may also

Cool Factor RollerCoaster Tycoon allows players neighboring structures to create a to indulge in their own creativity, and truly unique visual. Once more, this that combined with the amusement rises from the designer’s personal park theme is its cool factor. While involvement with the subject. Sawyer presents a great set of tools “One thing I noticed in the U.S. is and options, no two parks will ever that most parks have vast amounts of really develop the same way twice. land available to them and very few Players not only enjoy a sense of restrictions on what they can build,” accomplishment from completing the Sawyer told the Coaster News Net- goals set forth by the scenario, but work. “Here in the U.K. most parks they are left with a creation that they have crippling restrictions on how can call their own. Again, this is high they can build or what type of something that not only allows play- ride they can build, and they very ers to feel good about the game but rarely have much spare land available also feel good about themselves. to them to expand the park. How- This is especially true if players go ever, I think that restrictions like this the extra mile and design their own have actually produced some of the rides. While anyone can level the most creative ride designs ever built, terrain and plop an existing coaster like Nemesis diving through the rock on some wide open space, it is possi- cuttings, half-buried to keep its ble to design rides that dive height below tree level.” underground or intertwine with

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Figure 17-5: A partially underground coaster

Other little details in the game park, not the designer’s park and increase the personalization of the certainly not the publisher’s park. simulation. Color schemes can be While RollerCoaster Tycoon may changed on many rides and attrac- have sparked the current infatuation tions. Electronic signs can be placed with amusement park-themed containing whatever text the player games, it certainly wasn’t the first. wishes to display. Rides can be Bullfrog’s Theme Park was consid- renamed. Even the balloons sold at ered an innovative concept when it concession stands can be changed to was released in 1995. Now owned by different colors. Clever use of color publisher Electronic Arts, their 1999 schemes allows the player to evalu- hit, Sim Theme Park is a kindred ate at a glance the most popular spirit of RollerCoaster Tycoon and areas of the park on the basis of col- enjoys a place in 2001’s top ten list ored balloons alone. When all is said as well. Electronic Arts has a second and done, the park created is my entry in the field with SimCoaster,

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released in early 2001. The presence the interest generated by any of of multiple titles on a narrow subject these titles can result in sales for the is not necessarily cannibalistic, and other players.

Marketing and Public Relations When RollerCoaster Tycoon was The pricing methodology worked released in 1999, it carried an aver- wonderfully. Budget-minded core age price tag of $25. This pricing gamers were the first to discover strategy is significant and contrib- RollerCoaster Tycoon, finding a new uted greatly not only to its commer- title at a price they were willing to cial success among casual gamers pay. The addictive game play took but its quick acceptance by core hold immediately, and as soon as gamers. By 1999, the “$19.99” price they could spare a moment, they point was a favorite with the Wal- were on web sites and message Mart crowd and resulted in success- boards shouting the praises of the ful rollouts of titles such as Deer game for all to hear. Curiosity piqued, Hunter and Who Wants to be a Mil- others discovered the game, and lionaire?. Core gamers were gener- they too gushed in response. There ally unimpressed by such games and was virtually no criticism at first— have come to be leery of the quality even on Usenet where such behavior of a game that debuts at such a bar- is almost unheard of. gain price. But core gamers do not Professional critics fell in love push large sales. At a slightly higher with the game as well. “Roller- price, Hasbro indicated to core Coaster Tycoon is the most purely gamers that RollerCoaster Tycoon entertaining strategy game in ages, was not another commodity aimed at one that’s virtually guaranteed to put folks who quite possibly bought the a smile on the face of even the most cheapest computer that Best Buy or jaded gamer,” concludes Bauman in CompUSA had to offer. Yet the price his published review of the game. difference wasn’t so high as to deter “It’s a wildly exuberant game that this massive consumer base, and reminds us that fun is an honorable early advertising specials quickly had goal for any entertainment medium, the price down to $19.99 at retailers even one as ‘serious’ as a strategy such as Wal-Mart and Target. game.”

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Table 17-1 anything about this game until it actually came out.” Representative Review Scores for RollerCoaster Tycoon Pre-market advertising can be a Publication Score two-edged sword, and there is no Computer Games 4.5/5 definitive rule of thumb governing its Online use. Hyping a decidedly bad game, GameSpot 86/100 however, can increase the damage Electric Playground 90/100 done to one’s reputation, as does Gameover 89/100 promising features that fail to make Happy Puppy 80/100 the final cut (3DO and Infogrames PC Gamer 91/100 were recently taken to task by fans Adrenaline Vault 4.5/5 for omitting multiplayer in the initial release versions of Heroes of Might Strategy Gaming 90/100 Online and Magic IV and Sid Meier’s Civili- PC Strategy Gamer 5/5 zation III, respectively). In the case of RollerCoaster Tycoon, the absence of advance marketing meant more In contrast to methods used by Bliz- funds were available post-release. zard and many other developers and The meteoric popularity of the game publishers, pre-release hype was made further advertising dollars kept to a minimum—something I available as well. wouldn’t recommend if you hope to Many titles burn through their sell a game. Much of this had to do entire advertising budgets months with Sawyer developing the game on before the game is actually available, his own, as marketing generally falls leaving little to fuel interest beyond under the contractual duties of the its initial splash in the marketplace. publisher. Long life spans do not happen by “It’s been my opinion that there’s accident, and titles that manage to entirely too much pre-release hype retain popularity over several years about games nowadays,” writes are usually guided by timely and per- Strategy Gaming Online’s Ed sistent advertising campaigns. Sherman. “I can’t stand it when we During the 2001 holiday season, get article after article about a game many RollerCoaster Tycoon fans before it’s released, and it turns out took notice of the television ad cam- to be total junk. We know everything paign launched by Infogrames. PC about the game even before we open games generally get little TV time as the box, so nothing is a surprise any- it is, and rarely does a title with core more. That’s why I was surprised to appeal receive such treatment. The hear about RollerCoaster Tycoon campaign kept RollerCoaster Tycoon from Microprose. I hadn’t seen

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from being lost among the surge of aspect of the game, usually an obsta- new holiday releases, and the game cle in the development of a player remained on the best-seller list well community, is offset by the pride into 2002. players take in the parks they The official web site for the game develop, which they then offer as a is static and has changed little since download for all to see. the critical early days following the The franchise was further sup- game’s release. Visitors are encour- ported by the release of two expan- aged to register for a mailing list. sion packs, Corkscrew Follies in late New rides, scenarios, and the latest 1999 and Loopy Landscapes in 2000. patch can be downloaded, as well as a Each of these products was priced demo. While there are no message similar to the game at around $20. boards to sustain a community of There has even been some repack- players, the Gone Gold Guide lists aging combining the original game 33 active fan sites, so there is no with either of the expansions, and a shortage of destinations for fans single product combining them all seeking the company of like-minded was released in 2002. individuals. The strict single-player

Figure 17-6: The RollerCoaster Tycoon product line

158 TEAM LinG - Live, Informative, Non-cost and Genuine! ··········RollerCoaster Tycoon: Hey, Mikey Likes It! Summary RollerCoaster Tycoon proves that it and we all have a desire to nurture or doesn’t take a big budget or massive look after things. This is what the hype to make a best-selling game. game is all about. You spend hours Just like a good novel transports the painstakingly building your park and reader into the author’s world, good roller coasters up piece by piece, and game designs show off the designer’s then it becomes your own baby, passion for the subject matter while which you want to look after and at the same time rewarding the keep running smoothly, watching it player with a decidedly personal grow in popularity and delighted by experience. the little guests who are enjoying all “I think it touches on two of the your hard work. Of course the sub- most fundamental elements of our ject matter, roller coasters and human nature,” Sawyer told Com- theme parks, helps a lot as well. puter Games Online. “We all like What could be more fun in a game doing something constructive, where than to build and run a park which is we can see that we are creating full of little people also having fun?” something from virtually nothing,

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 18 The Sims: Everyone’s Favorite Game

axis Software has long been known for devel- M oping innovative entertainment software. Sometimes described as “software toys,” their games often have no absolute objectives or winning conditions. Instead, focus is on the game play itself, not as a means to an end. Designer and co-founder Will Wright had an epiphany one day while designing the scenery for a helicopter attack game. “I found out that I had a lot more fun building the islands than I did flying around in the helicopter,” Wright recalls in a GameSpot feature. “From that point onward, the seed was planted.” The result was SimCity, published on the PC platform in 1989. The object was simply to grow a thriving city from a bar- ren patch of land. The concept was innovative, and it took Maxis several years to convince publisher Broderbund to take a risk. As more and more players discovered this unique product, word spread until one day Time did a full-page article on the game, and overnight SimCity became a sensation. Subsequent “Sim” releases followed, scaling up to SimEarth and down to SimAnt. SimCity 2000 was another giant hit for the developer, after which they made the fateful decision to go public. Driven by investor demands for immediate returns, the studio cranked out four questionable releases in 1996. Careening headlong into disaster, the company was pulled out at the eleventh hour by publishing giant Electronic Arts, which acquired Maxis in the summer of 1997.

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Figure 18-1: Building the city

As part of the bailout plan, Maxis discussed this idea with Wired Maga- was allowed to once again focus on zine, “I have a game in mind called their strengths. In 1999, they Dollhouse. It gives grown-ups some released their biggest hit yet with tools to design what is basically a the year’s best-selling PC game, dollhouse.” SimCity 3000. Later that year, they Within two months after its Feb- began to show off their next project ruary 2000 release, The Sims had at trade shows, a virtual people sim- already become Maxis’ fastest selling ulator known as The Sims. title ever. It would finish the year as The idea for The Sims was one the best-selling PC game, with that had been simmering in Wright’s approximately 1.3 million units sold, mind for quite some time, and was a number that would be duplicated in initially conceived as an architecture 2001 when it once again led the PC simulation. In 1994, the developer gaming market. With no signs of

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slowing, The Sims is proving to be a expand beyond the confines of the phenomenon that threatens to gaming world.

Quality Maxis takes a fairly minimalist By keeping the graphics standards approach to the outward appearance rather basic, The Sims provides a of The Sims. Shooting for a broad platform for a greater number of audience, system specs are low by “modders,” fans who take it upon 2000 standards—a Pentium 233 with themselves to create new objects or 32MB RAM. Maxis eschewed the 3D modify existing portions of the game. buzzword in favor of an isometric Wright admired the community par- approach familiar to anyone who has ticipation in sustaining games like Id played the company’s previous offer- Software’s Doom and Quake series ings. Graphic detail is present in an and determined that modability almost impressionist sort of way. would be a feature of The Sims. “What inspires me is how much The result is a groundswell of people were able to read into that lit- community participation on a level tle rectangle,” Wright tells the web heretofore unseen in gaming. More magazine Salon. “You only have to than 200 web sites feature objects give people the briefest, most tenta- and artwork for the series, ranging tive scaffolding to hang something from furniture and fashion to the on, and they’ll build an elaborate nar- inevitable adults-only fare. Even the rative and fill in the gaps with their official web site has plenty of freebies imagination. We humans are so good that can be downloaded at no addi- at that. And that was one of the tional charge. “What we shipped is things we were really trying to lever- probably going to end up being about age in The Sims. We were trying to 30 percent of what the game is by present everything at a certain level the end of the year,” Wright told of abstraction so that anybody could Salon in 2000. “There’s so much we come in and personalize the story wanted to do, but we knew we just just through interpretation. We can couldn’t manage it all in a reasonable do a lot of really cool stuff with time frame. So whenever we came graphics and sound, but that’s not across something like that, we made where the magic happens.” sure that our underlying engine could be expanded in that direction.”

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Figure 18-2: Various objects available for download

Maxis also proved that expand- the top ten by themselves, each sell- ability could be greatly profitable as ing an average of 730,000 units. A well. The three expansion packs that fourth expansion, The Sims: Vaca- were available in 2001 (The Sims: tion, was released early in 2002 and House Party, The Sims: Livin’ Large, has been a mainstay in the top five and The Sims: Hot Date) all placed in since.

164 TEAM LinG - Live, Informative, Non-cost and Genuine! ············The Sims: Everyone’s Favorite Game Topic A unique product, The Sims blazes a of course, but surprisingly, men as trail, treading where no computer well). game has gone before. That’s not to “Real men don’t play with say The Sims doesn’t have an analog dollhouses? Well, I suppose not,” to be found elsewhere. A successful suggests Cindy Yans, features editor concept in one medium can transfer of Computer Games Magazine. “The to another if it is done properly. In Sims is an unusual phenomenon in the case of The Sims, we have a several ways. First, its design is modernized version of the old almost completely non-gender- dollhouse. Unlike the Malibu Barbie specific, a sure bet if you are looking and accessories of yore, this new for widespread appeal. Next, dollhouse connects with a wide designer Will Wright has a real demographic range (adult women knack—no, actually, a pretty

Figure 18-3: Going about their lives

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scientific paradigm—for figuring out actually see their faces that clearly, how players relate to success and which makes it pretty easy to grab failure, hence knowing just when one that looks relatively like you and activities take that crucial step from then imagine it’s you. Whereas if you ‘challenging’ to ‘just not fun.’ Finally, could zoom in very close, you could it really took (and continues to take) clearly see that it wasn’t you, and it simulation tools to another level. would be hard to maintain that Earlier games simulated very spe- illusion.” cific systems (cities, aircraft, ant While The Sims might seemingly colonies, etc.), some with a lot of appear ideal for the female demo- sophistication, but nothing prior to graphic, Wright disputes the notion The Sims took anything as difficult to that women gamers were a particular harness as human day-to-day behav- target for the design. ior, giving the player a full-fledged “I thought it would be popular ‘anything goes’ experience.” with women, though I didn’t think Wright agrees. When Gamasutra the game would be as popular as it asked why the game was so popular has been, period,” Wright told with casual players, he replied, “The Gamasutra. “I always thought that most obvious thing is that it’s about the female attraction would be there an environment that they under- because, in fact, something like 40 stand. It’s not about magic, or purple percent of our development team dragons, or esoteric military hard- was female. I don’t think that you can ware, or some hard-core sports really target the female demographic thing; just about anybody can relate the way a lot of people have tried. I to this. Secondly, we designed this think that what we really need to do thing to be very projectable: It’s is make better games. Females, in really easy to project yourself into general, are more discriminating in the game. There are a lot of things their entertainment choices. So, as that we leave unstated or that we the quality of games goes up, I think deal with in a fairly abstract manner, that’s one of the main ways that such as the way that the Sims speak we’re going to hit more of the female or the way they look. You can’t market.”

166 TEAM LinG - Live, Informative, Non-cost and Genuine! ············The Sims: Everyone’s Favorite Game Game Play Without definable objectives, The them. You get to create all of this Sims lives or dies on its ability to cool stuff within the game, and you sustain open-ended game play. Con- see all of the changes. And every- sidering the appeal the game has to thing kind of makes sense—in a non-core gamers, accessibility is strange soap-opera-y kind of way. important as well. There’s less of a learning curve as “The Sims is about process of just the game does mimic life to some doing… stuff, with fantastic visual extent.” and audio feedback,” says Computer While the virtual life of a “Sim” Games Magazine Editor in Chief might appear light or even frivolous Steve Bauman. “You can set your to players, the underlying principles own goals, but the game doesn’t behind them are anything but. penalize you for ‘failing’ to achieve

Figure 18-4: You gotta love these people.

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“We were basically working worried about self-improvement roughly from Abraham Maslow’s when you’re about to starve to death Pyramid of Needs,” Wright recounts or a tiger is running you down.” in his Gamasutra interview. “Ours is Ultimately, it’s the pursuit of these much simpler, but it’s the same basic higher-level needs that keep players idea; you have these base needs like coming back for more. They are liv- hunger, and shelter, and safety. Once ing vicariously in the guise of their you’ve met those base needs, then on-screen avatar; just as success in you can start working on your higher real life breeds happiness and con- level needs, which have to do with tentment, achievement in the game things like socialization and/or family. can bestow a sense of fulfillment. It Above that, the highest level needs takes parents many years to rear a are what he calls self-actualization— child and see it through to a produc- you know, self-improvement. tive life; a similar stimulus can be Basically you’re not going to be achieved in a few short hours with The Sims.

Cool Factor An important part in the success of Wright backs this up with his own any “Sim”-type game is the ability of comments in an IGN interview. players to make it their own, to cre- “Anytime you allow people to take ate with the game something unique their own spin on something, it that nobody else has or will experi- becomes more of an open-ended toy. ence. This aspect is evident in two The model the game is based on is other top ten games—Electronic more of a hobby than a movie. Most Arts’ own Sim Theme Park and games are based on a movie model Infogrames’ RollerCoaster Tycoon. that has a clear beginning, middle, The Sims goes an order of magni- and end with a linear narrative. Our tude beyond this, and it all relates to games are more like a train set or a the customization abilities of the doll’s house, where each person game. comes to it with their own interest and picks their own goals.”

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Figure 18-5: The Sims product line

“Whatever you want to see in this It isn’t just finding what one is ‘god game’ is possible,” confirms looking for but feeding the obsessive Yans. “If it’s not there, you can find collector in all of us that adds to The it. If you can’t find it, you can make Sims’ appeal. “This game has become it. If you can’t find or make it, there is a hobby—not just a game,” Wright certainly someone out there among tells TechTV.“Most games you play the millions in this extraordinary for ten hours and then put it on the gaming community that is just dying shelf. This is something that people to try.” come back to and collect stuff for.”

169 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 18 ······················· Marketing and Public Relations The process of creating a bond reasonable assumption of what to between players and product began expect. A completely innovative partway through the development product such as The Sims requires cycle. much more effort, however. While “We had been actively dealing the game concept needs to be ade- with these webmasters for about a quately conveyed, promotion of the year before the game shipped,” product has to include the creation of Wright told Gamasutra. “We actually a market where none previously started this thing where we got the existed. 20 best SimCity webmasters, we One primary focus was the online asked if they wanted to be on this community. “[The online community mailing list, and most of them said is] absolutely vital,” Wright contin- yes. Every week we would send an ues. “The Sims is not a multiplayer email to this mailgroup telling them game, but the online community is what we were doing that week on probably half the experience of The the game and features we were Sims because we designed it around thinking about adding or cutting, and this heavy customization, storytell- they would write back and give their ing tools, and all these things. So, opinions of it. We got them very really one of the most entertaining actively involved before the game parts about The Sims is sharing what was finished, you know, while we you’ve done.” were still working on the game The official web site for the game pretty heavily. At the same time, contains a large number of download- they were building web sites around able objects for the game. Electronic the game very early on. Eventually, Arts requires users to register we started releasing tools for custom before receiving downloads from the content that they started using, site, a process that helps cut down again, many months before the game on piracy, as serial numbers for the shipped.” game are tracked in the process. “We Wright himself was quite the tire- provide a lot of add-ons—these are less promoter as well, taking time to objects you can download to the conduct interviews with a multitude game such as new skins,” says of online and print media. Selling, Wright. “If you register the game, say, a flight simulator is one thing; you get more than a pirate would potential customers already have a get.”

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The press adored The Sims. Vir- Table 18-1 tually all published reviews rated the Representative Review Scores for game in the top 20 percentile. Most The Sims reviewers would find themselves Publication Score drawn in and addicted to the elegant Ars Technica 5/5 charm of the game, much like con- Computer Games 4.5/5 sumers would and for all of the same Online reasons. Other common bullet points Electric Playground 90/100 included praise for the unique Gameover 88/100 experiences each playing has to offer, GameSpot 91/100 as well as the nearly infinite expan- GameSpy 86/100 sion possibilities. Some sample Gamezilla 87/100 testimonials include: Gone Gold 92/100 “I didn’t expect to like The Sims, PC Gamer 85/100 but I did. I spent the larger part of a weekend entirely engrossed in the game,” writes Christian Schock in User reviews were no less stellar. his 4-star Intelligamer review. On Epinions.com, the average rank- “Between its incredibly unique ing was 4.5/5 stars across nearly 600 game play and heartily realistic char- reviews. Amazon.com averaged a acter response system, The Sims similar rating over nearly 900 player comes off as a highly entertaining reviews. Michael Reese, a player and twisted mix of Tamagotchi and from Washington, D.C., writes this The Truman Show,” concludes The representative comment: “I love this Adrenaline Vault’s Nick Stewart in game! My friend said it best, ‘It’s like his 4½-star review. a living dollhouse!’ The game is Finally, Gamers Pulse offers, “The great—the building and buying fea- Sims is a giant step forward in the tures are the most fun. Day-to-day software toy time-wasting genre. It game play can get annoying if you’re is also a great cross-gender game. not smart about time-management The only violence in the game is the and strategy (who knew there was havoc you create. My wife loves the strategy in a dollhouse?), but if you game as much as I do, and that is play your cards right, it goes very amazing. Maxis and Will Wright have smoothly.” outdone themselves with this title.”

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Advertising for the game has been a focus on a younger demographic, a combination of the ordinary, the and among the targeted shows was unusual, and the fortuitous. Elec- MTV’s popular “Wanna’ Be a VJ” tronic Arts has always been active in contest. In 2001, The Sims was fea- securing prime placement on retail tured in the annual “April Fools” shelves, with large swaths of shelf episode of ABC’s hit sitcom, The space at chains like Best Buy and Drew Carey Show. During a short Wal-Mart. Window displays and sequence, characters from the show massive display boxes were com- were represented as “Sims.” Elec- monplace at smaller stores like Elec- tronic Arts further leveraged the tronics Boutique. connection with the popular show by As it became apparent that Elec- including a Sim Drew Carey in their tronic Arts had a hit on their hands, The Sims: House Party expansion. television ad campaigns were In the expansion, parties hosted by launched. The publisher maintained the player’s Sim may be crashed by

Figure 18-6: It’s a House Party.

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the comedian, who proceeds to told Ad Age.com, “Advertisers are entertain the virtual guests until the looking to know where teens are party is over. spending their time,” she said. Maxis has already followed up on “Gaming is their pastime and adver- the Sims’ success with numerous tisers want to be among other cool expansion packs, , brands.” and the announcement of The Sims Items targeted include cellular II. In a turnabout for computer phones, computers, fast-food restau- games, The Sims Online is actively rants, snack foods, beverages, and soliciting advertisers to put their apparel. “They’re all tools in the branded products in the game world game to help propel game play,” itself. Beth Larson, vice president of Larson said. advertising sales for Electronic Arts,

Summary Electronic Arts proves once again • Straddling the fat part of the that casting a wide net catches a lot technological bell curve: of fish. The Sims enjoys a broad base There are two types of people of market appeal, widespread avail- with hotrod systems: core ability, and a publisher with the gamers, who make up a small resources to make the most of it. portion of the potential market Developer Maxis came through to described by all home PC own- deliver on their part of the bargain, ers, and people in need of a new delivering on a number of key points: system who are accustomed to • First to market with a unique buying the best money can buy concept: Risky to be sure, par- (again, a small number). ticularly if the execution is poor High-tech games, therefore, or the concept fails to catch on. have a rather limited, if dedi- The rewards, however, can be cated, potential audience. Maxis great; if and when the clones enabled virtually anyone who come, Maxis will still hold the bought a new PC in the past hearts and minds of the consum- three years to play The Sims, ers. Look at Blizzard’s Diablo removing a common obstacle to series for an example of how mass acceptance. being first put them in a com- • Appealing to the broadest manding position over similar possible market: While not and sometimes better quality specifically targeted toward chil- titles. dren, the material shipped with

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the game and its add-ons are game that relies solely on the non-objectionable. The game is path laid down by the designer is quite popular among women limited to the appeal of this sin- gamers, an often underexploited gular vision. market, yet doesn’t do so at the Electronic Arts has given The Sims expense of the male audience. A+ product support. By channeling a • Endlessly expandable: Not portion of the profits back into mar- only has Maxis been successful keting, the game has maintained an selling their own expansion sets extraordinarily high level of visibility, to the game, but by providing the allowing it to lead the PC market in means for the player community sales for two years in a row. A com- to generate their own, the game mon failing of many titles is their is allowed to expand its appeal to complete lack of after-market sup- market segments that cannot be port; budgets are tapped out well officially sanctioned by Maxis or before the first copy is sold, and Electronic Arts. titles are often left to sink or swim • Players are in control: on the basis of interest drummed up Empowering players to play before the title can actually be games however they see fit purchased. reduces backlash from those who In addition to its popular support, might not care for predetermined Maxis also garnered support from its game play or scripted story lines. peers, receiving the International Every player has his own con- Game Developers Association’s cept of “the greatest story ever (IGDA) Game of the Year award at told.” the 2000 Game Developer’s Conference. Active community participa- • “The fact that a game could be tion: Just as politicians score enjoyed by hard-core game develop- points by kissing babies, Maxis ers and my mother and sister really gains popular support by partici- gives me hope for this industry,” Will pating in the gaming community. Wright said while accepting the This includes soliciting and award. accepting ideas and suggestions from the gamers themselves. A

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icrosoft has never done anything in a small M way, nor did anyone expect their foray into the PC games market to be tentative. And it wasn’t. Age of Empires was everybody’s everything when it released in 1997, and Age of Empires II has been no less astounding. But what is it that makes those games sell? Quality, advertising, marketing? Or did Microsoft just find an untapped niche and exploit it? Age of Empires II: Age of Kings and its highly regarded expansion pack, The Conquerors, is a prime example of a game built piece by piece with big sales numbers in mind. The strat- egy game by publishing giant Microsoft and Dallas-based Ensemble Studios leverages financial resources along with vet- eran industry talent and careful attention to details. Ensemble Studios was founded in 1995 by Dallas IT entre- preneur Tony Goodman and game designer Bruce Shelley. With a talent for business development and recruiting, Goodman made use of his relationship with Microsoft to secure a publish- ing contract a year later. Shelley, a protégé of legendary game designer Sid Meier, has a long history of game design experi- ence dating back to pen-and-paper games circa 1980. While working for Microprose, Shelley collaborated with Meier on two

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of his biggest hits: 1990’s Railroad Developer’s Conference. It is a his- Tycoon and the 1991 blockbuster torically themed real-time strategy Civilization. game; play took place from the late Ensemble’s first effort was 1997’s Stone Age to some of the early Age of Empires. Released in time for empires, such as Egypt, Assyria, and the holiday season, the game contin- Persia. ued to sell well throughout 1998, “As we finished the original Age of finishing in the top ten in sales that Empires, we felt strongly that it was year. Age of Empires was also recog- a very good game,” Shelley told nized by its peers, gaining the GameSpy. “We felt then that it was coveted Best of Show Award and better than the best RTS games that Annual Achievement Award for had preceded it in many ways.” Game Design and Development at In 1998, Age of Empires was the 1998 Computer Game knocked off its perch as the king of

Figure 19-1: The original Age of Empires was a big hit.

Screen shot reprinted by permission from Microsoft Corporation.

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real-time strategy by Blizzard’s fabu- Kings was released in September, lously successful StarCraft. Still, the and for more than two and half years game had a strong fan base, and afterward, it would occupy a spot in strong sales figures prompted an the top 20 sales lists. During 2001, expansion pack, The Rise of Rome. Age of Empires II checked in with In 1999, a Gold edition combining 425,000 units sold, and at an average both products was released, but play- selling price of $41 per unit, the ers were already anticipating the game was still going strong at full sequel. Age of Empires II: Age of price.

Quality Ensemble Studios makes their short period. We elected to stretch games the best they can possibly be, out the work on Age of Empires II and they did not define quality as into a second year and do it right. In technological one-upmanship. The the meantime we shipped the Rise of Age of Empires games did not use Rome expansion pack in 1998. That 3D and didn’t require the latest pro- decision worked out very well, turn- cessor to run. Within these ing a lose situation (big slip) into a restrictions, however, Ensemble win-win. Age of Empires II is a fan- relentlessly pursued excellent pro- tastic product, thanks to the extra duction values. work. Rise of Rome did extremely “An extraordinary game that ships well. Age of Empires remained one late makes its money in the long run of the best-selling games of 1998. In and has positive effects on customer retrospect, bringing out Age of satisfaction, the franchise, and devel- Empires II [in 1998] would have oper/publisher reputations,” Shelley been a mistake.” said in an article he wrote for Be careful, however, when digest- Gamasutra, a web site targeting ing Shelley’s words. Although such is game developers. “A mediocre game true for Age of Empires, such is not that ships on time is a disaster true for all games. Pure and simple (financial, brand, reputation).” —if your game is mediocre, it is The timetable for Age of Empires better to let the buying market dic- II is a case in point. “We were plan- tate its release. Make no mistake, a ning originally to ship Age of mediocre game released in Novem- Empires II in holiday 1998,” Shelley ber will sell much better than a told PC Game Review. “After we had mediocre game released in July. To been at it for a while, we decided think otherwise is dreaming. there was too much to do in that

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Developing and protecting a repu- 2002 to apply the final polish that has tation can greatly enhance future become the studio’s hallmark. sales. In 2002, Blizzard set a record Quality does breed sales. If you shipping 4.5 million units of its have the financial backing, public highly anticipated strategy game relations, design talent, and topic to Warcraft III. Selling at an extraordi- make a blockbuster, it’s best to take narily high suggested retail price of your time. If, on the other hand, your $60, the game nevertheless sold development studio has been very well from the start as custom- assigned to develop Harley David- ers were confident that Blizzard’s son: Ride Across America, it’s best reputation for excellence would not to develop a bug-free product and let them down. Ensemble also was release it in time for the Christmas surrounded with a similar buzz in rush (no amount of polishing is going anticipation of Age of Mythology, a to make it a blockbuster). game that was delayed until late

Topic Before Age of Empires, most interesting parts of history to include real-time strategy games had either a or discard.” science-fiction or fantasy theme. Care must be taken not to overdo Shelley, however, was an old war- the history lesson. “We are in the gamer and familiar with historical entertainment business, not simula- strategy games, both as a player and tion or education,” Shelley writes at designer. Using history as a theme Gamasutra. “Our priority is to create has some unique advantages over fic- fun and engaging game play. Realism tional settings. “Players already have and historical information are some preconceived notions of what resources or props we use to add should be going on and thus have interest, story, and character to the some ideas about how to play,” Shel- problems we are posing for the ley said in an interview on player.” Microsoft’s web site. “They do not Cindy Yans, editor at Computer have to learn a pseudo-scientific Games Magazine, agrees. “What fans rationale for what is going on. His- of history-flavored games realize, tory gave us a framework upon though, is that simulation of true which we could hang our game. We reality is, in most cases, simply not could pick and choose which fun. We realize that, while laboring

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over all of the minutiae might satisfy minutiae, the team instead headed the diehard minority, it doesn’t sat- down to the local library. isfy the masses. Making changes to “Extensive, detailed research is alleviate a game’s monotony, add not necessary or even a good idea for excitement, pick up the pace, make most entertainment products,” sug- tedious details transparent—all of gests Shelley. “The best reference these things will let the fun shine materials are often found in the chil- in.” dren’s section because this is the Ensemble takes an innovative level of historic interest for most of approach in assuring that their the gaming public.” games don’t slide into “fanatic histo- Since Age of Empires arrived on rian diehard” territory. Rather than the scene, history-based real-time digging deep in scholarly tomes for strategy games have become some- archeological and sociological thing of a fad, particularly in Europe

Figure 19-2: Joan of Arc in Age of Empires II (real, but not too real)

Screen shot reprinted by permission from Microsoft Corporation.

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where much recent development has GameSpy. “Thinking about what we taken place. Ukrainian developer would like to be able to do in combi- GSC Gameworld had a world-wide nation with an understanding of what hit with 2001’s Cossacks – European is technically feasible creates our list Wars and German-based Sunflowers of what is practical. We have worked scored a year earlier with Anno like this from our start, and that has 1602, just to name a few. The com- led to a continual stream of innova- mon element among these games is tions in RTS like great random maps, a focus on game play with “Holly- levels of difficulty, recorded games, wood history” providing flavor, multiple paths to victory, etc. We context, and familiarity. think we are among the leaders “History is just more popular here already in the RTS genre, and we [in Europe], perhaps because we believe our process assures us that have so much of it,” theorizes Friis we will stay in the forefront. We are Tappert, a producer for German pub- happy with where we are and where lisher CDV.“We love history and we we are heading. I hope we don’t ever love RTS, so the combination is just change our philosophy.” natural for us.” Shelley further advises on the del- The canonical real-time strategy icate nature of borrowing concepts game has changed little since West- versus innovation in his Gamasutra wood Studios’ defining title, Dune 2, piece: “The majority of game play made its appearance in 1992. Since ideas in any game originate from then, hundreds of titles have pre- other games. It is natural to be sumed to put their face on the basic inspired by successful games and concept of gathering resources, practical to borrow from them when building a base, and raising an army creating games of your own. To be to vanquish one or more enemies. successful, however, new games This paradigm has described some of must be clearly differentiated from the best-selling strategy game fran- the competition and innovative as chises ever: Westwood’s Command well. Games that imitate without dif- & Conquer, Blizzard’s Warcraft and ferentiation and innovation are StarCraft, and, of course, Ensemble’s considered clones. Clones are usu- Age of Empires. ally commercial failures.” Ensemble firmly believes that to Bottom line: Topic is a strong (if be successful, a game must innovate not the key) selling point to the Age and give players a reason to choose it of Empires series. The lesson to be over a competitor. “We are all learned is simple. Hunt for a topic gamers and we find innovations by that primarily interests you and then thinking as gamers,” Shelley tells one that is not only unique but fills a

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gap in the current product lineup. in the retail side of the industry—to Publishers should note that this only understand what gamers want and works if the developer/designer has what sells. Bruce Shelley was a the experience—both in games and gamer foremost and a designer later.

Game Play The amount of time that a player will encountering these problems in their spend playing the game is an impor- first play session may easily lose tant consideration for those interest and give up.” designing top-selling games. A cus- A common feature among tomer spending a lot of time playing best-selling games is the flexibility a single game is more likely to par- that allows players to enjoy a game ticipate in the player community and in a manner that he or she sees fit. also becomes a testimonial, enticing Age of Empires II accomplishes this others to buy over a long period of in several ways. Thirteen races each time—something that influences require a unique style of play. Five shelf life. That customer is also likely story-based campaigns and a random to buy future offerings by the devel- scenario generator will keep solo oper without hesitation. players occupied indefinitely. A compelling topic, whiz-bang Multiplayer options include death graphics and sound, and challenging match, cooperative play, and “king of game play can be all for naught if the the hill” games. The tutorial is well game is too difficult to play. As men- stepped, well-written, and well- tioned before, a game should make acted. My 7-year-old daughter can the gamer feel good about himself work her way through it, and that’s a and the game. An author once told testimony to great design. Addi- me, “A good book must grab the tionally, in a feature borrowed from reader’s attention in 500 words.” So its turn-based brethren, combat is no too must a game quickly and effort- longer the only path to victory; diplo- lessly snatch a gamer’s attention. macy and economics play a much “A confusing, difficult, and frus- bigger part, and one can win either trating interface can ruin a game,” by accumulating vast wealth or Shelley suggests. “Players developing “wonders of the world.”

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Figure 19-3: The tutorial is excellent.

Screen shot reprinted by permission from Microsoft Corporation.

Sid Meier’s influence on Shelley is music enhance the experience but apparent in his insistence that all are all secondary to game play in parts of the game experience be fun. importance. The key to fun is provid- “Making a game fun to play is the ing the player with a continual most difficult part of development,” stream of interesting decisions that Shelley tells Microsoft. “Games fail lead to a satisfying conclusion. When to do so because they are not suffi- decisions are not interesting or lag, ciently fun. Games are a great fun falters. Developing fun game play success usually because they are a is primarily a function of testing and lot of fun. Graphics, sounds, and revising.”

182 TEAM LinG - Live, Informative, Non-cost and Genuine! ········Age of Empires II: Good, Semi-Historical Fun Cool Factor The intention from the beginning II, a scenario editor is provided to was to adapt the essence of Sid allow players to create the environ- Meier’s classic Civilization, a turn- ments they most want to play. based game that could take days to “They get a chance to be a game play, into a real-time exercise that designer, create the add-on they offers a similar experience in a far want (but that does not exist), and shorter period of time. The popular- see their own work running ity of multiplayer Internet play was on-screen,” Shelley comments in beginning to blossom about this Gamasutra. “Players get a chance to time, a fortuitous opportunity seized be game designers. Consumer con- by the Ensemble design team. While tent lengthens the working life of a the numbers of multiplayer aficiona- game and helps increase awareness dos won’t make or break a product by of it in the marketplace.” themselves, it is a growing and avid The point is that the editor was segment of the market and can help very “cool” and some of the sustain interest in a game far after player-generated additions were the single-player component has better than the original campaign. fallen off gamers’ collective radar. It’s this type of gamer input that “A strong multiplayer component keeps a game selling for years after not only adds longevity to the prod- its release and generates long-term uct, giving it longer shelf life, but buzz. Do you want a game to have also adds the real proponents of legs? Make sure that you include an multiplayer gaming to its audience,” editor and a well-tested, accessible suggests Yans. multiplayer. Remember, multiplayer As with many other titles on the means nothing if multiple players top ten list, Age of Empires II con- can’t get together. Spend the time tains elements that allow players to and money to develop your own adapt the game to their individual multiplayer server system (like Bat- tastes. In the case of Age of Empires tle.net Ubi Soft’s) or piggyback onto someone else’s (like GameSpy’s).

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Figure 19-4: The game ships with a nice editor.

Screen shot reprinted by permission from Microsoft Corporation.

One of the facets of addictive “Examples of games requiring games is the continued sense of player investment include Sim City accomplishment. Shelley terms this (city infrastructure), Diablo (charac- “player investments.” Game ele- ter statistics), and Age of Kings ments are used by the player to (empire and technology),” describes shape and direct game play and also Shelley. “Building, defending, and to provide a series of mini-objectives using in-game investments create a that sustain interest. The phrase strong bond between the player and “just one more turn” was coined in the game.” an earlier age to describe a player’s attachment to a particular game.

184 TEAM LinG - Live, Informative, Non-cost and Genuine! ········Age of Empires II: Good, Semi-Historical Fun Marketing and Public Relations With Microsoft as their publisher, army of infantry, cavalry, archers, Ensemble has access to the world’s and siege weapons, and you’re ready largest software distribution channel. to rumble. Interestingly, one politi- Microsoft-labeled titles rarely fail to cally correct feature they incorpo- make it onto the best-seller lists. For rated within the game is that now their part, Ensemble designed a there are female peons. [This] must game that lends itself to extended be a request from female players.” popularity. Indeed, Ensemble does take all Selling the game all began with such request input seriously. Game- defining its target audience. “When Spy comments on how even an you set out to develop a PC game, Ensemble receptionist is solicited your potential market is basically for input on design, and Shelley everyone on Earth who owns a PC,” responds, “We want our games to says Shelley. “Once you begin mak- reach out to a broad audience. To ing decisions about your game (gory, help get there, listening to as many sci-fi, RTS, shooter), you begin los- people as possible during develop- ing potential customers who are not ment is critical. Within our studio interested in your topic, genre, or players run the spectrum from style. Commercially successful ultra-hardcore to very casual. Every- games hold on to a significant share one’s opinion is worth hearing. By of the market because they choose a designing by playing, listening to topic, genre, and style that connect what a relatively broad audience tells with a broad audience base. The us during development, we end up, acceptance of the PC by more world hopefully, with a game that has wide communities, different age groups, appeal. We believe that is a large part and women requires that games not of the reason the Age games have be targeted solely to the traditional sold so well. We avoided the trap of gaming audience of young males.” designing for just a narrow audience. Age of Empires II is successful in Keeping everyone involved has crossing the gender gap. “Actually, I other advantages as well. Most think that Age of Kings is a game importantly, people feel they are that will suit women, as time and making a difference and being heard. resource management are classic This helps everyone take ownership areas women seem to excel in,” and pride in our work. That leads to claims reviewer Jay Tee at Women- high motivation and a high standard Gamers.com. “Simply assemble an of craftsmanship throughout the company.”

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Figure 19-5: The female peon

Screen shot reprinted by permission from Microsoft Corporation.

I’ve been associated with numer- Hong at PC Accelerated. “Instead, it ous development teams, either brings a number of smaller, evolu- through strategy guides, user manu- tionary tweaks to the RTS game play als, developer interviews or contrib- that players have really yearned for. uting scenarios for the finished Don’t get us wrong though. We’re product. Inevitably, teams that accept not saying Age of Empires II is great input and act on it make good games; game play put in an ugly package. On those that don’t, rarely do (make the contrary, Age of Empires II good games, that is). sports arguably the most gorgeous In the eyes of the media, Age of visuals of any RTS game on the Empires II is an unqualified success. market!” “Age of Empires II doesn’t rely on Computer Games Online’s Xavori neat 3D eye candy to grab the agrees. “Make no mistake, folks, Age gamer,“ claims reviewer Christopher of Empires II: Age of Kings is the

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current RTS monarch, reaching During 2001, Microsoft sponsored a superlative heights of quality and massive tournament requiring fun. It accomplishes what almost entrants to use the highly acclaimed every sequel sets out to do; it keeps Age of Empires II: The Conquerors the fun stuff from its predecessor expansion. Qualifying rounds were while fixing any problems and adding held in 15 countries spread out new stuff that doesn’t make the among all continents except Africa. game too complicated. Not only that, Winners of the regional tournaments but this is one sequel that is good were then flown to Redmond, Wash- enough to set the standard for all ington, where they competed for a other RTS games that follow it. A $50,000 grand prize (won by the pretty piece of work, indeed.” South Korean finalist who defeated a challenger from Taiwan). Table 19-1 Many of the regional tournaments were held on Microsoft’s multiplayer Representative Review Scores for network, The Zone. The top online Age of Empires II player communities are managed Publication Score directly by the publisher or devel- Adrenaline Vault 4/5 oper, with The Zone and Blizzard’s Computer Games 5/5 Battle.net taking top honors. Here, Online company representatives actively Happy Puppy 90/100 attend to the requests and needs of Gameover 87/100 the playing public. A community is GameSpot 91/100 fostered, and participation in the GameSpy 89/100 community can become just as fulfill- Gamezilla 95/100 ing as playing the game itself. IGN 88/100 PC Gamer 91/100

187 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 19 ······················· Summary The making of the Age of Empires community has contributed to the series success story involves heed- life span of the title far beyond the ing the basics of good game design. limits of most real-time strategy A broad market is defined, and where games. mass appeal butts heads with The Age of Empires series of core-gamer requirements, the major- games proves that success is often ity usually wins. Like Civilization not an accident and can be achieved before it, legions of players laud the through careful design and planning. game’s realism, although they are Among all permutations, the series getting “Hollywood history” in has sold more than ten million units, return. This illusion works well at much to the delight of both Microsoft the box office for such movies as The and Ensemble. Shelley fully expects Gladiator, The Patriot, and Pearl Har- that all future Ensemble projects will bor. Age of Empires proves this prove to be million-sellers as well. allure to be equally powerful in the Why not? Ensemble need only gaming world. ensure that their methods remain When the first game in the series intact and their reputation untar- appeared, there was no real peer to nished. By delivering a string of Age of Empires. Seizing a theme that highly polished and highly entertain- had not been done to death, such as ing titles, they have earned the trust the countless science-fiction and and respect of the marketplace. fantasy RTS games before and since, contributes much to the success of Note: the series. Good, old-fashioned production values brought the cus- Many of the quotes are from an article Shelley wrote for Gama- tomers back for more in Age of sutra. If you haven’t already seen Empires II: Age of Kings and its it, it is probably worth reading add-on, The Conquerors expansion. and citing as a reference piece: Careful attention to the online http://www.gamasutra.com/fea- tures/20010815/shelley_01.htm.

188 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 20 Games That Should Have Sold but Didn’t

assive Entertainment’s Ground Control was an M excellent game. Many of its real-time tactical strategy features presaged games that released years after Ground Control left retailer’s shelves. Unfortunately, the game didn’t sell. (Oh, it sold a few tens of thousands of copies to be sure, but it didn’t sell the 100,000+ units most critics expected a tri- ple-A title from a major publisher to sell.) The truth is that not all great games sell greatly. It’s sadden- ing. We would all like to think that cream rises to the top, but such is not always the case. There are several reasons for this—poor public relations, lack of distribution, poor press, or just plain poor timing. Whatever the cause, the mall’s discount bins are littered with good games selling badly. Let’s look at some of the reasons for those poor sales and some of the games that should have sold but didn’t.

189 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 20 ······················· Poor Public Relations A game can’t sell if no one has ever • Underfunded effort: If there heard of it. This is the flaw in many are insufficient funds to advertise of the games that should have sold the game, it simply won’t be but didn’t. That doesn’t necessarily advertised. A publisher’s coffers mean that the PR department are not bottomless; they must screwed up. There are several rea- set priorities like any other busi- sons for an inadequate public ness. There is never enough relations effort: money to promote all the prod- • Poorly targeted effort: In this ucts. The games that appear to case, the money is there, but it be winners will get the money, isn’t used efficiently or pays for and the ones that appear medio- press/advertisements that never cre won’t. reach the audience that would Developers can influence the public enjoy the game. In part, this is relations effort. Keep in mind that a actually a marketing failure; they publisher’s PR/marketing money do the market analysis. It is, supports the games that they feel however, also the failure of the will make them money. Developers developers. Analysis be damned, must convince the publishers with the developers must tell the pub- looping demos, their own surveys, lic relations/marketing and swelling ground support that department who the target of their game will be the one that sells. their game is.

Lack of Distribution Even the best games can’t sell if Publishers must pay chain stores a there is no one to buy them, and no Market Development Fund (MDF). one can buy them if they aren’t in This money funds advertising in the stores (at least not in stores with a store’s flyer and shelf space in those significant distribution capability). elusive end caps (the end of the rows In order to sell, mainstream that are prominent selling positions). games must have mainstream distri- Some smaller independent publish- bution. Sometimes, however, that ers can’t compete with the larger mainstream distribution either costs publishers’ money. That, for exam- the publisher too much money or a ple, is why Monolith’s Shogo: Mobile game is pushed off the shelves by a Armored Division never sold as well larger publisher’s product.

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as it should have. Monolith just Battlefront.com has been able to couldn’t get widespread distribution. make a profit on its offerings. On the flip side of the ROM, some Another Internet-exclusive com- niche products can make their pub- pany, Shrapnel Games (www.shrap- lishers significant money from nelgames.com), has also managed to Internet sales alone. Battlefront.com survive via the Internet. This com- is an example of a publisher that pany has made serious money on makes good money over the Inter- several of its titles (most notably net. Battlefront deals in one niche Space Empires IV). Shrapnel Games commodity—war games. From their published my game, Mark H. semi-famous Combat Mission tacti- Walker’s Lock ’n Load. cal combat series to the grand Niche sales aside, a game needs strategic treatment of the Second good distribution to make good World War, titled Strategic Com- money. If it doesn’t have it, it won’t mand: European Theater, sell. It makes no difference how good the game is.

Figure 20-1: Combat Mission: Barbarossa to Berlin

191 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 20 ······················· Poor Press News flash: Gaming editors and jour- milestone. Give them a call and dis- nalists are not all experts nor are cuss the game. The PR folks and they impartial. What they are is developers should be persistent but human. Because of all the above not obnoxious. Once the game is traits, they may choose not to review released, they should follow up with a title that needs reviewing, delay a the gaming sites, magazines, and review, downplay a review, or play up freelancers and ask all of them if they the review of a rival product. Any of plan to review the game. The work, these actions can seriously hurt the however, doesn’t stop there. The press that a game is given, and with- game team must track each review. out press there is little chance for If it’s a good review, thank the game-selling buzz. reviewer and publicize the review; if Both public relations folks and the it’s a bad—but fair—review, ignore game development team can miti- it. If it’s an unfair review, PR should gate these actions. Both should contact the editor and explain the develop and nurture relationships problem with it. It may not change with editors and the freelance jour- the review, but it will make the edi- nalist corps. Utilize the relationships tor aware of the company’s concern, to get a game noticed. Drop editors a and that may influence (for the good) line when the game reaches a future reviews.

Poor Timing You can’t release a football game in ¡ July—everyone is playing the middle of summer. Neither would outside it be a good idea to release a real- ¡ The week after your major, time strategy game in a fantasy set- blockbuster competitor’s ting one week after Blizzard drops title releases Warcraft IV on the shelves. Poor tim- ¡ If the shelves are already ing is a monster that has gobbled up filled with games of the same more than its fair share of game genre sales. Simply put: ¡ If the game isn’t ready for Don’t release games… • release—first get it right. ¡ In February—Christmas and After all, Blizzard’s Diablo the Christmas return season released after Christmas in are long gone the middle of winter, and its sales weren’t too shabby.

192 TEAM LinG - Live, Informative, Non-cost and Genuine! ··········Games That Should Have Sold but Didn’t • Do release games… ¡ Right after school starts— ¡ Just before Thanksgiving— the kids are looking for an you want them on the escape shelves for that big Friday ¡ When the game is well- after Thanksgiving tested and bug free ¡ Around the time of the Elec- Good planning and an adequate bud- tronic Entertainment get can prevent most timing Exposition—it generates lots problems. The development team of press should develop a realistic schedule and then do their best to stick to it. The publishers should not push their schedule on the development team.

A Few That Should Have, But Didn’t Ground Control, Grand Prix Leg- based—tactics. It was a unique ends, Warhammer: Dark Omen, and game, and I don’t feel this unique- System Shock 2 are just a few exam- ness was ever conveyed to the ples of top-notch games that should gaming public. have sold well but didn’t. Let’s look at a few of them and what a couple of 101: The Airborne industry insiders have to say about Invasion of Normandy games that should have sold but (GT Interactive) didn’t. Mario Kroll, vice president of U.S. Ground Control (Sierra) marketing and business development of The Wargamer Network on 101 Beautiful graphics, challenging play, Airborne, stated: innovative mechanics, solid PR “As far as games that should have effort—why didn’t this game sell? As been commercially successful, there with all of the games mentioned are many. Looking at war games, above, it’s hard to explain why. I’m many are great games, from a play not sure if Sierra realized how to sell and conceptual approach, if you like this game to the press. Yes, it was war games. Unfortunately, most are real-time strategy, but a “thinking low budget and lack the graphics and man’s real-time strategy.” Rather pizzazz that lead to mass-market than making gobs of tanks to over- appeal, which is where commercial whelm their enemy, gamers were success often begins. Games that forced to use sound—almost turn- transcend genres sell well. One of

193 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 20 ······················· the most disappointing examples I Grand Prix Legends can think of was 101st Airborne. The (Sierra) game was a solid game, offered Grand Prix Legends is perhaps the something new, was painstakingly greatest racing simulation ever researched, had good graphics (for coded. Everything from the Formula the type of game), and was fun to One car’s clutch to its suspension is play. It also received plenty of posi- accurately modeled. It was hard, tive press, including a review and damn hard, to drive. But once mas- endorsement in The Wall Street Jour- tered, Grand Prix Legends provided nal. Unfortunately, copies of the a driving experience like no other PC game weren’t available on the retail game. The problem is that there was shelves over Christmas after the no market for the game. Formula release, and shortly thereafter its One racing has never been big in the developer went belly-up, completely United States, and the game sold abandoned by its publisher. Many of only a few thousand copies. In the smaller, independent developers Europe, where Formula One racing have a hard time getting sufficient is much bigger, the game’s steep market penetration for commercial learning curve kept many fans away. success, particularly with early or Hence, an absolute classic crashed initial titles. The sad thing is that and burned due to poor buyer target- many consumers, relying only on ing. Perhaps David Kaemer (the retail stock and massively advertised studio head at Papyrus, GPL’sdevel- games, miss out on some incredible opers) was too close to the project, gaming experiences since those unable to see the lack of a fan base. smaller companies tend to focus on Perhaps Sierra researched the mar- what used to be most important in ket poorly. Whatever the cause, the games (the gaming experience), game was a commercial flop. while so many others forsake that for eye and ear candy.”

The Final Sale The bottom line is that it takes more at the right time. Of course, all of than a great game to generate great that doesn’t guarantee success, but it sales. It takes a great game with does remove some of the roadblocks good public relations, good distribu- and keeps a game from becoming a tion, and good press that is released game that should have sold but didn’t.

194 TEAM LinG - Live, Informative, Non-cost and Genuine! Part Six Speaking Out

This part of the book includes over 120 gamers, editors, public relations specialists, journalists, and designers speaking out on what makes games sell. Divided into two chapters, here is a unique perspective on what makes games that make money.

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TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 21 Insiders Speak Out

spoke with many people while putting this book I together—public relations representatives, corpo- rate executives, and editors (to name but a few). I included some of what they had to say in the previ- ous chapters, but I thought that you might like to see what I asked and all their answers. That’s what this chapter is all about. Below are thoughts from some of the best minds in the industry.

Jason Bell, Senior Vice President of Creative Development, Infogrames, Inc. In game sales, timing is all. The industry’s history is rife with great games that didn’t hit the numbers they could have if they had been launched at a different time or positioned differently in the marketplace. Outcast, Sacrifice, Asheron’s Call, Splash- down, etc. There is, however, no such thing as “bad” if the game finds a market. I think the developer is very important in the process, as the basic product has to be there for there to be any hope of suc- cess. But the publisher can help a developer improve a game and/or contribute hugely to its success through smart timing, marketing, and strong distribution. On licenses…anything imprimatur that increases customers’ perception of value or coolness in a title will enhance sales. Cross-medium identification is usually a benefit—unless the license has simply been slapped on a generic product—but that product probably wouldn’t succeed anyway.

197 TEAM LinG - Live, Informative, Non-cost and Genuine! Chapter 21 ······················· Bonnie James, Editor, Electric Playground (www.elecplay.com) Great games only sell well if they’re things about selling a product is backed by great marketing. Both developing name-share in the mar- publishers and developers carry ketplace. Franchises have already weight with their names. For exam- established that name-share, and ple, people put their trust in EA so their games are instantly Sports as a publisher and also in Sid recognizable. Meier and Valve Software as devel- Do journalists sell games? opers. However, even if you have a I think journalists lead the consumer kick-ass game, your success will be population with their interests. If dictated by your publisher’s ability to journalists are interested in a game get your product out into the market. and make a point of playing a preview An established publisher can also build and interviewing the develop- give a developer lots of time to work ers and then disseminate their on a game to be sure it’s ready for expectations and desire for that release. game through their work, consumers Licenses truly enhance game will be hyped up by that. But I don’t sales—especially for more casual think that reviews at release have as buyers or those buying for others much of an impact on sales. I think (e.g., Mom knows that her kid loves for the most part, by the time a con- Harry Potter and she sees a Harry sumer reads a review, they’ve Potter game. You bet she picks it already made up their mind to pur- up.). chase the game right away or not. On franchises…They definitely do [help sales]. One of the toughest

Ben Smith, Former Marketing Manager of CDV Software America Briefly describe four things that Good product, good marketing/ make games sell. Note we are PR, trendy brand/license/style etc., talking about items that make luck successful games—not necessar- ily great games.

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Which do you feel is more impor- good. In addition, some licenses are tant to a game’s success, the just played out (i.e., there have been game’s publisher or the game’s so many bad Star Trek games that developer (assuming that the two putting a Star Trek label on it does are different)? Why? not close the deal anymore). Assuming you rank success as Can they (public relations and how well a game sells, both parties marketing) make a bad game sell are equally important. If the devel- well? Can they make a good oper does not pull their weight, then game sell greatly? you may never have a product to Yes. It is not guaranteed, and if release (we all have many stories they do make a bad game sell well, about that), and if the publisher then trust can be lost and contribute doesn’t do their job, then the manu- to the detriment of the next game— facturing, sales, distribution, even if it is good. Reversely, if the marketing, and PR are all at risk. PR and marketing is affirmed by a Do licenses, such as “Official good product, then the end user can NBA,” Scooby-Doo, or Star Trek, gain confidence and help push future enhance a game’s sales? Why or sales. why not? What is the most important thing Yes, definitely if they are mar- that makes games sell? keted properly. However, the market Excellence. If everybody involved is fussy and what is trendy one day puts forth quality outputs in their can be gone the next, so you best be respective fields, then the game will sure you are not holding a license sell; everything outside of excellence that has just gone out of style or it is chance/luck. may do more harm for the title than

Mark Barrett, Level and Scenario Design, Voice Acting and Directing, and Story Briefly describe four things that 2. Fun: Whether mass-market make games sell. or genre-specific, if a game In order of importance: isn’t fun, you’ll only be able to 1. Marketing (including blitzes, dupe a small number of cus- licenses, and word of mouth): tomers before word gets out. No game can be successful if Fun games have staying the customer is unaware of power beyond marketing the title or unable to locate it. alone and encourage positive word of mouth.

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3. Quality: From solid code to about computer games, is not an good voice acting to a design accident. that reinforces the player’s By the same token, a worthless suspension of disbelief, a qual- publisher can kill a great game, and a itative effort will encourage worthless developer can kill a great play, encourage replay (if development project or license. In applicable), and encourage either situation, you could have a positive word of mouth. potential windfall at your fingertips, 4. Interactivity: Whether real but either party could blow it. If the or illusory, the computer game goal is making money, both organiza- customer wants to feel as if tions need to be effective. the choices they make in a Do franchises, such as Resident game affect the game’s out- Evil, Warcraft, Command & Con- come. If you can provide that quer, and Tomb Raider, enhance experience to the player, you sales? Why or why not? will foster enjoyment in critics A franchise is simply a self- and customers alike, improv- sustaining license with subsequent ing reviews and coverage and products feeding off the success of encouraging positive word of the original. A good franchise can be mouth. even more successful than a good Do you feel that great games sell license because it doesn’t need to go greatly? through the risky process of being There’s no guarantee that a great translated into a computer game or good game will garner sales com- from another medium. The downside mensurate with its level of critical or of a franchise is an elevation of entertainment accomplishment. A player expectations, which can be great game with no marketing, for very hard to satisfy. example, will usually die on launch. What makes “buzz”? However, it is not a coincidence that Buzz is another word for word of most of the non-license-based titles mouth advertising that is often ini- that have achieved great sales num- tially driven by insiders and in-the- bers over time have also been great know consumers. Buzz can be about games. Quality does count. On the how cool something is (how trendy other hand, bad games usually or how advanced), but in the end it require a license in order to drive may say more about the people gen- sales. That these licenses are often erating the buzz than it does about aimed at the mass-market audience, the product itself. Marketing types which is particularly unsophisticated are always trying to create buzz, but

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no one has figured out how to do so things being equal, a game that can- with regular success. not find retail shelf space is going to Does public relations and mar- be seriously hurt. keting sell games? Can they (public relations and Yes. Development makes games marketing) make a bad game sell —PR and marketing sells games. well? Can they make a good Even a great game goes nowhere if game sell greatly? marketing doesn’t figure out how to If the game is not tied to a license, get it onto store shelves or make it there’s a limit to how much a mar- otherwise easily accessible. keting team can do to move a bad Do journalists sell games? title. Once word gets out, the cus- People who read what the gaming tomer base usually dries up quickly press writes are generally more as people protect their wallets. A informed about the industry than the good marketing team can, however, mass market. The most valuable ser- be indispensable when trying to take vice a journalist in the gaming biz a good game and make it into a run- can perform is to cut through the away hit. At some point, it really is hype, buzz, and marketing spin to simply a question of how much visi- point out which games are really bility marketing can create for a good and which are dogs. To the game. extent that an honest journalist, At what sell point (number of backed by a reputable editorial policy, units sold through) is a PC game can do this, it can influence sales considered successful? Very suc- with the hardcore audience. Nothing cessful? How about console any gaming journalist has to say games? about mass-market titles will proba- A successful game is one that bly have any noticeable effect on makes its money back (assuming overall sales. straight accounting with no cross- Does distribution sell games? collateralization, etc.). A very suc- Distribution is part and parcel of cessful game makes a profit. I see no marketing; if you don’t have the difference between computer games game on the shelf, you can’t sell it and console games using this metric, through to the customer—no matter particularly when the cost of the how good the game is or how good loss-leading console itself is rarely the license and the marketing. All factored into the profits reported for console titles.

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What is the most important thing customer and any available product. that makes games sell? Even if a developer markets its own Regardless of quality, marketing is games, it is the developer’s market- the critical nexus between the ing effort that drives sales.

Kelly Ekins, Public Relations Associate, Strategy First One thing that makes games sell in others…money, money, and more my opinion is reputation; either the money. reputation of the developer, pub- Not all great games sell well. It’s lisher, or the game, meaning the like the saying, “If a tree falls in the game is part of a franchise. If a game forest and no one is around to hear it, has a big publisher behind it, then does it make a sound?” I use this consumers are more likely to pick it analogy to emphasize the fact that a up based on that fact. Once a pub- great game can go unnoticed if it lisher or developer has had a “break- lacks the proper PR and marketing to out hit,” they are pretty much back it up. If no one knows about the solidified as a success in the busi- game, then how will it sell well? ness. This “success” means their Also, if the gaming press is not games will sell well based solely on behind the game, then will it sell the fact that it is coming out of their well? In the majority of cases, the studio. This fact translates into other answer is no. The exception would businesses, like the music business be if the game came from an already for example. Once a band or solo art- established reputation or franchise. ist has reached a plateau of success, For example, Warcraft III will sell their follow-up albums are more well regardless of the quality of the likely to sell better based solely on title. It will sell better if it is a solid their reputation. This reputation is title, but it will sell well regardless. solidified by their “breakout hit,” I think bad games can sell well if meaning one of their titles has been the title comes from a successful embraced by both consumers and the publisher, developer, or franchise. A press. It is the combination of these bad game can also be propelled to a two factors that creates a bona fide certain level of success if it is backed hit. A publisher/developer will need by a well-timed and well-executed the gaming press as well as consum- PR and marketing plan. If enough ers behind them to claim success. interest and buzz is generated, then I Hmm, that’s one thing…three feel a bad game can sell relatively

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well (at least, better than without the Do franchises, such as Resident aforementioned elements). Evil, Warcraft, Command & Con- Which do you feel is more impor- quer, and Tomb Raider, enhance tant to a game’s success, the sales? Why or why not? game’s publisher or the game’s Yes, and for the same reasons that developer (assuming that the two I mentioned in the above question. are different)? Why? It’s that false sense of security for In my experience, I think the the consumer that will propel these game’s publisher is more important. franchise games to success (of It is the publisher’s job to promote course, only if the franchise is suc- the title and, in essence, sell the cessful); but hey, it wouldn’t be a game. Without a publisher, there franchise if it weren’t. wouldn’t be a game to buy. This does Or, you could look at it from the not mean I think that the developer other angle and say that a game is unimportant (in fact, a game from a being a part of a franchise could be a well-known developer is a big thing, hindrance because consumers will but it is the publisher that will make assume that if they didn’t like the sure consumers know who the first game, then they will automati- developer is and why you should cally not enjoy the next installment, have their latest title). when in fact lots of features could have been changed. Do licenses, such as “Official But, I’m leaning more toward yes. NBA,” Scooby-Doo, or Star Trek, enhance a game’s sales? Why or What makes “buzz”? why not? Buzz is made when consumers Yes, I definitely think such and journalists are excited about the licenses can enhance a game’s sales release of a game. The feeling that —again, the reason being reputation. everyone is talking about the same This reputation will create the feel- thing, the same game, usually cre- ing for the consumer that they are in ates this buzz. To make sure a way guaranteed quality if the game everyone is talking about the same is based on a license. If not quality, thing usually requires the fact that they can assume that if they like the everyone has seen the same game, Scooby-Doo TV show, then they will meaning you’ve sent out hundreds of most likely enjoy the game based on samples to the press and have it. This is not true for other games. secured features and demo disks, The risk for the consumer is brought which costs money. Advertisements down as soon as a license is attached in popular magazines help too, and to a game. again that costs money. The illusion that your title is grandiose can be

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created by spending lots of money “trick” consumers into thinking it is because the average consumer a solid game. The best way to do this thinks that if the money is being is to attach a license to the title like spent, then the product is worth it, NBA or NHL. Another way to which is definitely not true. “trick” consumers would be if the Does public relations and mar- title were an installment of a fran- keting sell games? chise. Hence, as I mentioned earlier, To a degree, yes. Without any PR the reputation of this franchise would or marketing, it would be difficult for propel the game to a certain level of consumers to even know if a game success, and the PR and marketing exists. A well-executed PR and mar- team would not have to work very keting plan can determine the hard. So, yes, effective PR and mar- success of a title. keting can help a bad game sell well if the aforementioned attributes are Do journalists sell games? present. All they would have to do is Again, I agree that to a certain focus on the above qualities, ride the extent the reviews that journalists coattails of either the license of the write definitely do help sell games. franchise. Many surveys prove that consumers The one thing it seems PR people look to reviews as the #1 deciding cannot do is make a journalist write a factor on whether or not to buy a favorable review if they do not think title they are unsure of. Good distri- the game deserves it. While adver- bution definitely helps sell games tising dollars and political viewpoints because if your game is not in the sway articles in newspapers and stores, how can consumers possibly magazines, it seems those same pick it up? Surveys also show that rules do not apply as much in the consumers are still hesitant about game industry. Some may say we’re putting their credit card numbers on lucky, while others will disagree. the Internet, and a large majority of Reviews are the one thing PR and gamers are not an age where they marketing do not seem to have any would have their own credit card to control over, and they are an integral use. So, yes, you need good distribu- part of the plan to sell a game. The tion to sell games. only thing they can do is choose not Can they (public relations and to send out review code to journal- marketing) make a bad game sell ists. This will result in the publisher well? Can they make a good being bashed on forums and maybe game sell greatly? angering their journalists, but it In order to make a bad game sell might save them face in the long run. well, you would need to effectively

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Can we make a good game sell What excites you about a new greatly? Well, if you’ve got a good game? game, it makes your life easy, and Innovation, the use of new tech- propelling it into the spotlight is nology, and when the innovation or much easier. So, yes, we can make it new technology runs smoothly. That sell greatly by putting an effective means someone took a risk and marketing plan into action. Bottom backed it up…I like that. They put line: Reputation sells games—the their money where their mouths are, reputation of the franchise, license, in a sense. publisher, or developer.

Jeff Vitous, Director of Partnership Development, The Wargamer (www.thewargamer.com)

Briefly describe four things that Of course! Marketing hype can make games sell. Note we are make an instant best-seller out of talking about items that make total junk. Sometimes the public successful games, not necessarily catches on before the game becomes great games. a runaway hit, but when talking 1. Lots of hype and marketing. about computer games, it doesn’t take a whole lot of units for a game 2. Ease of play. to be considered successful. 3. Accessible and popular topic or theme. Which do you feel is more impor- tant to a game’s success, the 4. Publisher/developer game’s publisher or the game’s reputation. developer (assuming that the two Do you feel that great games sell are different)? Why? greatly? The developer makes the differ- That’s like asking if the smartest ence between a good game and bad people get the most attractive game. In most cases, the publisher spouses and the highest paying jobs. makes the difference between a suc- Sometimes it happens. Often, it does cessful seller and one that is not. A not. few marquee developers can rise above this and sell games on their Do you feel that bad games can own recognizance. sell well?

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Do licenses, such as “Official is not always the “no-brainer” soft- NBA,” Scooby-Doo, or Star Trek, ware and game stores. enhance a game’s sales? Why or Can they (public relations and why not? marketing) make a bad game sell Sure, familiarity with the subject well? Can they make a good makes it much easier to become game sell greatly? involved with the game. Sure. Black & White is a good Do franchises, such as Resident example of the former, StarCraft the Evil, Warcraft, Command & Con- latter. quer, and Tomb Raider, enhance At what sell point (number of sales? Why or why not? units sold through) is a PC game Branding breeds familiarity. Peo- considered successful? Very suc- ple know what to expect with those cessful? How about console series. Same basic effect as licensed games? material. It really depends on the develop- What makes “buzz”? ment cost. Small, individual Excitement and anticipation developers may find success at a few among the gaming community. It’s a thousand units. Smaller teams, per- bonus if this leaks out and infects a haps 20,000 to 30,000. Major more general consumer market (i.e., development teams might consider Xbox). 200,000 a failure. Someone like Bliz- Does public relations and mar- zard probably counts on well over a keting sell games? million. Yes. They control the flow of infor- What is the most important thing mation and must in some cases that makes games sell? create “buzz” where none exists. Familiarity—be it subject matter, Do journalists sell games? theme, paradigm, or prior track Some, although they rarely make record. or break a game. What excites you about a new Does distribution sell games? game? Sure, putting copies of games in New ideas, developers that take front of potential customers where chances, themes and subjects off the they are more likely to purchase beaten path. Precisely the oppo- them is part of the sales game. This site of what the market delivers and what usually sells.

206 TEAM LinG - Live, Informative, Non-cost and Genuine! ····················Insiders Speak Out Christina Ginger, Director of Communications, Strategy First Briefly describe four things that Which do you feel is more impor- make games sell. Note we are tant to a game’s success, the talking about items that make game’s publisher or the game’s successful games, not necessarily developer (assuming that the two great games. are different)? Why? A decent marketing budget, good I really think that both have a packaging, great retail/distribution huge part to play in the success of a support, and solid game play in my game. However, if I had to pick one, experience is essential for a game to it would be the publisher. The pub- do well. lisher is typically the one who is Do you feel that great games sell spending the marketing dollars and greatly? getting it to market. If all those Not always. We’ve had experi- things aren’t done properly, regard- ences with games that were really less of how well the development good (i.e., they were nominated for team is or how solid the game play, numerous awards and even won sev- the game will not sell. eral of them), but without a large Do licenses, such as “Official marketing budget or retail support, NBA,” Scooby-Doo, or Star Trek, the games did not sell as well as they enhance a game’s sales? Why or could have. why not? Do you feel that bad games can I don’t think they hurt a game’s sell well? sales, that’s for sure. Having a It really depends. I am sure there license such as Lord of the Rings, have been many games that were Harry Potter, or Survivor, for exam- real stinkers but sold very well once ple, will help you hit the casual they hit the market. This has a lot to gamer market more so than a game do with the marketing and advertis- that doesn’t have the benefit of ing dollars that are spent on the an instantly recognized brand. A game and the ensuing hype that sur- brand such as Survivor definitely rounds the game’s release. attracts a huge part of the population, and retailers tend to believe these games will do better as well.

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Do franchises, such as Resident for PR and/or marketing. It is after Evil, Warcraft, Command & Con- all, the press announcements, screen quer, and Tomb Raider, enhance shots, developer diaries, interviews, sales? Why or why not? advertising, POS materials, and Definitely! They create their own packaging that allow the public to brands, which are strong in their own learn about the game and then hope- right. Players are more likely to buy fully encourage them to go to the a sequel to a good game than an store and purchase it. adaptation of a great movie or book. Do journalists sell games? What makes “buzz”? I think journalists have a big part Good marketing, PR, community, to play in the success of a title. We and retail/distribution support. If I have read many surveys that suggest really think about the games that that a large percentage of people who have sold millions of copies, I always buy games will buy a title based on a come back to the amount of support review they read in a magazine or the game received from the gaming online. Reviews of games and recom- community (i.e., Half-Life). That mendations play a pivotal role game has spawned a thriving com- without a doubt. munity of mod creators, which Does distribution sell games? creates a positive feedback loop Distribution definitely helps sell a dragging gamers into spending many game. We had a case where one of hours both playing the game and dis- our games received tremendous cussing it on forums. Word of mouth feedback due to the PR and market- is better advertising than any num- ing, but the retailers and distributors ber of print ads can buy you. were wary that it was too much of Does public relations and mar- a niche market title and that it keting sell games? wouldn’t sell. Due to our relationship I would like to think so, since I with our distributor, we did get the work in the public relations industry. game placed, but that just goes to People in our office have this argu- show that if retailers and your distri- ment all the time. Does marketing bution partner aren’t behind the sell a game? Development people game as well, it could really be a det- like to think that we don’t play that riment to sales. After all, if the game much of a role in the success of a isn’t placed, no one will be able to game, and rather that it is the quality buy the game, regardless of how of the game that makes it sell. I am good it is. Distribution does vary as big on quality of game play too, well. Games that have store but the gaming community would not standees, co-op, and end caps obvi- know about a good game if it wasn’t ously get more visibility, and that in

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turn will help you sell more games. At what sell point (number of Placement has a big part to play too. units sold through) is a PC game Can they (public relations and considered successful? Very suc- marketing) make a bad game sell cessful? How about console well? Can they make a good games? game sell greatly? I assume it depends on each I think it depends on your market- company’s standards. For us, a suc- ing and PR team! I really think that a cessful game would sell 50,000+. A bad game can sell well if the hype is very successful game would be over big enough. You may not continue to the 100,000 mark. But when a game sell the game well, if it’s a bad game, demonstrates innovative game play, but the initial sell-through in the first beautiful graphics, and a good solid couple of weeks can be very big, if story line, that’s exciting. There are you market and promote the game so many games that resemble each well enough. We’ve seen that happen other that it is always exciting to see in our industry many times. a developer bring something new to the genre.

Pro Sotos, Producer, Disciples and Disciples II Do you feel that great games sell the ball to make the play work, the greatly? more likely a fumble will occur. That’s not true; there are probably Which do you feel is more impor- lots of great games out there that no tant to a game’s success, the one has ever played. For a game to game’s publisher or the game’s sell well, everyone along the way has developer (assuming that the two to their job. It starts with the game are different)? Why? developers making a good game, and Having worked in both develop- the marketing department has to ment and publishing, I have to say make gamers aware of it, the sales that the publisher is slightly more department has to sell it to the dis- important than the developer. A tributors who then have to sell it to developer can make the best game the retailer, and the public relations ever, but if the publisher doesn’t get department has to make the maga- gamers excited about it, the game zines aware of it. It’s like in football: won’t sell as much as it should. The more people that have to touch

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Do licenses, such as “Official up to 20,000 copies sold. The inverse NBA,” Scooby-Doo, or Star Trek, is also true; there are times when a enhance a game’s sales? Why or game receives less than great why not? reviews but has great sales. I always Most of the time, licensed games research a game before I decide to are not nearly half as good as non- buy it, but there are times when I’ll licensed games because of the buy a game regardless of the review, restrictions of working with a especially if I want to play a game license, although sports titles tend to from that genre bad enough. be the exception. A good license will Does distribution sell games? help sell more copies of a game—not Definitely. I was really excited to hard-core gamers, but to casual when I went into a store a few days gamers. after one of the games I worked on Do franchises, such as Resident was released and saw that it had sold Evil, Warcraft, Command & Con- out. I thought, “That’s great, people quer, and Tomb Raider, enhance love it,” but at the same time there sales? Why or why not? weren’t any copies available for any- All of those games have a huge one else to buy. If it took one week following because they are associ- for them to replenish their stock, ated with great gaming, and that’s there were fewer days for gamers to what hardcore gamers want, great buy my game from that store. So if a games. Just seeing those titles on a gamer walks into the store and can’t box makes gamers pick them up. find my game, he or she might pick up a similar game and might com- What makes “buzz”? In my opinion, gamers make buzz. pletely forget about my game. Fans of a game will always look for- Can they (public relations and ward to buying the next game in line, marketing) make a bad game sell but when they start getting their well? Can they make a good friends interested and they spread game sell greatly? the word to others, then you’ve got In my opinion, it’s much harder to buzz. get a bad game to sell well than it is Do journalists sell games? to make a good game sell great, and If you mean do they help make a throwing marketing money at a game game a best seller, I’d say no. I’ve title doesn’t guarantee success, but seen lots of great reviews for great to answer your question, I do think games but all the reviews didn’t add that public relations and marketing can sell a game.

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At what sell point (number of What excites you about a new units sold through) is a PC game game? considered successful? Very suc- That’s a really hard question cessful? How about console because I like lots of different types games? of games. The most important thing That depends on how many peo- for me is the fun factor, or as I like to ple worked on the game. If two call it, the “funocity level.” The kinds people work on a game for six of games I always need to have in my months, you don’t have to sell a mil- library are sports titles (hockey, foot- lion copies to make money on it, but ball, and wrestling), racing games, nowadays it’s very hard to get a RPGs, and strategy games, and the game that small published. For PC only thing they have in common is games, I’d say 100,000 copies is a hit, that they are fun. If a game isn’t fun, and for consoles I’d say between then who cares how real it is or how 200,000 and 250,000 copies. Certain great the graphics look? If a game publishers won’t even consider a keeps me up until 4:00 A.M., then you game unless it has the potential to can be sure I’ll be missing lots of sell 200,000 copies, and that’s just on sleep playing it. There’s not really the computer. one thing that excites me about a game; it’s the potential for fun, whether it’s a single-player game that I play by myself on the computer or with friends on the couch in the basement.

Dan Clarke, Owner, Gaming Nexus (www.gamingnexus.com) Briefly describe four thing that go hand in hand. Look at the most make games sell. Note we are successful games and the fan sites talking about items that make and/or forums about those games. successful games, not necessarily RollerCoaster Tycoon has a huge fol- great games. lowing. Even the awful Deer Hunter Price, word of mouth, Internet games have quite the following. I community, and licenses. Price is think licenses have a role in gaming often overlooked, but look at where too—again, more people are likely to most of the NPD list is—under $30 buy a Tomb Raider game over an —at least for PC games. Word of adventure game such as The mouth and the Internet community

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Which do you feel is more impor- first place. Unfortunately, the magic tant to a game’s success, the rarely happens again. game’s publisher or the game’s Do journalists sell games? developer (assuming that the two I think that journalists do indeed are different)? Why? sell games. I personally have bought Again, it depends on what you games based on reviews. I may have mean by success. If you mean qual- regretted those decisions later—but ity, I think the developer is key. If I have done it. Interestingly enough, we’re talking quantity, the game pub- I have also not bought games based lisher can make a big difference. on journalists. Something with the EA name can sell quite a bit, regardless of the Does distribution sell games? quality of the game. It can. Again, the Wal-Mart/Deer Hunter combination is an example. Do licenses, such as “Official They knew their market very well NBA,” Scooby-Doo, or Star Trek, and sold through an amazing amount enhance a game’s sales? Why or of games. why not? I think so. When it comes to Can they (public relations and sports games, not having a license is marketing) make a bad game sell a game breaker. In other licensed well? Can they make a good properties, it’s a lot more difficult to game sell greatly? live up to the hype of a good show/ If they are doing their job right, I movie in a video game. In my opin- think so. However, it seems like they ion, I know that a movie-licensed can sell bad games better than they game will probably be bad, quality can sell good games. That could be wise. However, I’m sure it’ll sell because PR lets the good games well. speak for themselves. Unfortunately, this doesn’t always work. Do franchises, such as Resident the Evil, Warcraft, Command & Con- What is most important thing quer, and Tomb Raider, enhance that makes games sell? sales? Why or why not? I think the game has to appeal to I think they continue a buzz and some part of a gamer’s mind—the generate additional sales. I think that genre and topic have to be something many people buy the franchise based of interest to the gamer in order for on the original game, looking to them to buy it. You are never going recreate some of the magic that to make a non-sports gamer buy a brought people to that game in the football game.

212 TEAM LinG - Live, Informative, Non-cost and Genuine! ····················Insiders Speak Out Jim Werbaneth, Publisher, Line of Departure, Designer of Inchon and Britain Stands Alone Briefly describe four things that What makes “buzz”? make games sell. Note we are I see “buzz” as being similar to talking about items that make that in the music business; it’s a little successful games, not necessarily bit of word of mouth, more derived great games. from reviews, and arguably the most The first important thing is a from advertising and promotion. Suf- salable genre. As much as I love fice to say, buzz is not an impartial historical titles and grew up on his- counselor to the player. torical board games, science fiction Does public relations and mar- and fantasy do better, as do hypothet- keting sell games? ical, current conflict. Second, Truly! Don’t forget to include the real-time strategy does better than growing phenomenon of movie turn-based games for the most part. tie-ins and sound track albums to Third, a franchise will often sell both the film and the game. The more than a purely original title, as troika of game, movie, and music can people are attracted to the “safety” be a potent combination for mutually of what they already know or think supportive promotion. they understand. Fourth, as in any industry, promotion counts! Does distribution sell games? Absolutely. If a game can be dis- Which do you feel is more impor- tributed to Best Buy or Circuit City tant to a game’s success, the or Wal-Mart, it will pick up more game’s publisher or the game’s sales, much of it from casual walk- developer (assuming that the two through decision making, than a are different)? Why? game available only by direct sales The publisher. If either is going to from the publisher. be recognized by the customer, it’s going to be the publisher. As a case Can they (public relations and in point, except for the real cogno- marketing) make a bad game sell scenti, how many Age of Empires well? Can they make a good series players would be able to figure game sell greatly? out that their favorite game is more Oh yes. Never underestimate the the work of Ensemble Studios than power of the con man or the gullibil- the great giant Microsoft? ity of his mark. Besides, as long as record companies can sell contrived

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boy bands and teen idols with bigger What excites you about a new artificial breasts than natural talent, game? I’ll believe that the American enter- 1) The subject. 2) The reputation tainment consumer is no more of the developer or designer. 3) Evo- discerning than his car-consuming lutionary improvement over proven, father who bought piece-of-junk cars past work. 4) Originality. from Detroit 30 years ago.

The Final Question Of course, the final question (in fact Whether you are a potential devel- the most important question) is what oper/designer or just a big fan, only you think makes a game sell or what you can decide what type of game you think makes a good game. turns you on.

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ritical to running any business is understanding C the customer. Do you want to sell meat? You better understand the man or woman who comes to buy their dinner at your butcher shop. Before, however, you can understand your customer, you must know who that customer is. The devel- oper’s customer is not the publisher that holds their purse strings, but rather the gamer that buys their games. Customer confusion can lead to a shoddy product. For example, rushing a design to meet artifi- cial publisher deadlines often leads to low-quality titles with short shelf lives. Ultimately, the customer must be satisfied. Satisfied custom- ers will lead to satisfied publishers. Of course, satisfying the customer is much easier said than done, especially for first-time developers without a strong reputation to bank on. Publishers often throw withering pressure on unproven developers. It’s not that publishers are evil but rather that they may have a dif- ferent perception of what makes a good game or different goals for the game. As hard as it is to accept, your “game to end all games” may not be a “triple-A” title in the publisher’s venue, but rather something to fill the liquidity gap between block- buster hits. A publisher’s market analysis may indicate that a mediocre game released on the Friday after Thanksgiving will sell better than a good game released in January. Under such constraints, new developers hoping to gain recognition must learn to manage their time well, ensuring that they can bring home a top-quality product, and bring it home on time. But I digress.

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One way to understand the cus- Wargamer did an excellent job incor- tomer is to ask them what they like. porating the survey into their We did just that, surveying 141 HTML, making the survey much gamers and industry veterans. We easier for gamers to take. Accord- questioned gamers who frequented ingly, we received more answers several Internet sites, including The from that location than any other. Wargamer (www.wargamer.com), That in turn slanted the answers Electric Playground (www.elect- toward the strategy side of the spec- play.com), and Just Adventure trum, but they were fascinating (www.justadventure.com). The nonetheless.

The Questions We asked each respondent several • If you read a glowing review, will questions: you buy the game? • What influences your gaming The respondents’ answers were purchases the most? (Select up intriguing, thought provoking, and to two.) more than a little enlightening. • Do you believe the publisher Below we examine each question in (Infogrames, EA, etc.) or the turn. developer (Blizzard, etc.) has a greater impact on how good the What Influences Your game is? Gaming Purchases the • If you buy a stinker from a pub- Most? (Select up to Two.) lisher, will you buy a subsequent We gave the folks who took the test game from the same publisher? several options to choose from: • What is your favorite game you genre, cool factor, topic, franchises, have played in the last 24 developer/publisher. The respon- months? Why? dents could choose any two answers, • Will you buy a game on impulse but many chose three. Hey, there’s if it is connected with a license, no accounting for… such as Star Trek and Star Wars, The results were as follows: which you enjoy? • Genre: 78% • Does the game’s genre strongly • Cool factor: 15% influence your purchase? • Topic: 50% • What is your favorite genre? • Franchise: 49% • Developer/publisher: 18%

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Obviously, genre is the big winner anything that Blizzard makes sells and appears to be the primary reason like flyswatters in the Alabama sum- that gamers buy games. Neverthe- mer, doesn’t it? No doubt it does, and less, topic and franchise are a not- the firm’s reputation for quality cer- too-distant second and third. None tainly enhances their sales, but again of this is surprising. People are com- the sales are directly linked to strong fortable with familiarity. Further- genres (RTS and action-RPG) and more, gamers—especially even stronger franchises (Warcraft experienced gamers—know what and Diablo). Although Blizzard cre- they like, and it appears that more ated those franchises, it’s the name often than not, a game’s genre is of the game that sticks in gamers’ indicative of what they like. minds. By the same token, votes in the Also lower than we would have franchise column were tantamount to initially expected was the cool factor. another vote for genre. In fact, 80 Part of this is due to the large num- percent of those who indicated that ber of respondents from the War- franchises influenced their buying gamer web site. Many strategy and decisions also claimed that genre wargamers frequent the site, and was important. If you compile those these gamers have traditionally been who thought franchise significant but players who are older and less influ- didn’t check genre, those checking enced by the latest gee-whiz genre includes almost 90 percent of technology or neat game gimmick. the surveyed gamers. Nevertheless, 15 percent is low. Per- It only makes sense; for example, haps the illusive cool factor doesn’t No One Lives Forever and its prog- prompt gamers to pull out the wallet eny, No One Lives Forever 2: A Spy but rather enhances the gamers’ in H.A.R.M.’s Way, are first-person experience after they have bought shooters. It’s hard to imagine that the game. This in turn leads to the series’ next iteration will be a greater enjoyment, which leads to turn-based war game. Hence, first- positive buzz, which leads to better person shooter aficionados know that game sales. the NOLF franchise means good Finally, the game’s topic was also a first-person shooter gaming. big purchase influence. This would The bad news for game designers seem to indicate that gamers are and their egos is the very few survey looking for games about subjects that takers (15 percent) who claimed to they enjoy. Although that is true, it is care who designs, develops, and pub- not the primary reason that gamers lishes their game. This seems to fly buy games. Only 17 percent of the in the face of reason. After all, surveyed gamers stated that they

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would buy a game because of an affil- publishers decided to release too iation with a movie license, such as soon, push out the door for Christ- Star Wars. Affiliation with a license mas, or dumb down and drop is first cousin to association with a features.” Although that may be true, topic, yet it doesn’t seem to get fewer gamers seemed to realize that gamers’ dollars. Every respondent quality publishers can be a boon to that chose topic also picked either the game. genre or franchise as an influence on their buying. Obviously, gamers are If You Buy a Stinker from interested in topics but only when a Publisher, Will You Buy it’s in a franchise or genre that they a Subsequent Game from trust. the Same Publisher? Do You Believe the But gamers’ apathy toward publish- Publisher (Infogrames, ers cuts both ways. Nearly 73 percent of the gamers surveyed EA, etc.) or the Developer claimed they would probably buy (Blizzard, etc.) has a another game from a publisher that Greater Impact on How had previously released a piece of Good the Game Is? junk. In other words, gamers do not Not surprisingly, gamers felt that the seem to hold the publisher account- folks responsible for designing and able for the quality of the game. It developing the games (i.e., the makes no difference whether it is development studio) played a larger good or bad. There were, however, part in the making of a quality game. 19 percent who said that they Fifty-one percent of those surveyed wouldn’t buy a subsequent title and felt the development studio was even more who stated that they king, while only 18 percent opted to might buy a second title but that go with the publishers. A whopping would be the publisher’s last chance. 31 percent either felt both were There were, however, several equally responsible or weren’t sure. respondents who indicated they This number is indicative of a gen- would not buy a game from a devel- eral lack of understanding of the oper that had previously developed a roles of developers and publishers. bad game. The feeling seems to be The most common misconception that all publishers can put out a bad was that the publisher was a heart- title now and again, but a bad game less group of money mongers. For from a developer brands that devel- example, one respondent quipped, oper as a failure. Many folks said that “The industry is full of games that they might buy a second game from a publishing company that had

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publishing company that had previ- they would buy a game based on its ously published a stinker but would license only if it is a gaming license only do so after seeing how the jour- (a franchise). nalists reviewed the game—an That seems to fly in the face of interesting point since only 35 per- widely accepted game-selling sense. cent of the surveyed gamers said a After all, Electronic Arts’ Harry Pot- glowing review would prompt them ter and the Sorcerer’s Stone turned a to buy a game. widely popular license into a widely popular game (selling nearly a mil- What Is Your Favorite lion copies). We feel the disparity Game You Have Played results in the type of gamer polled. in the Last 24 Months? Harry Potter and the Sorcerer’s Stone is widely accepted as a casual Why? gamer’s game. Although a solid title, Of course, this question prompted as it isn’t the type of game that serious many replies as there were respon- gamers (those who game frequently dents. Unfortunately, the replies and buy several titles a year) play. were obviously influenced by the Yet serious gamers are exactly the numerous replies from the War- gamers that most often take the time gamer web site, with many respon- to answer a poll. By definition, seri- dents choosing strategy titles as ous gamers are interested in their their favorite title and none choosing hobby; they are people with a large an action-oriented sports title. Nev- amount of time invested in the ertheless, the preponderance of hobby, those who most want to have strategy favorites cannot be dis- their voices counted, and hence missed as merely dictated by war- those most likely to take the poll. So gamers. Strategy games have it seems that these “serious gamers” historically been very strong sellers, do not care for big-name licenses, and this survey just confirms that. but their casual gamer cousins do.

Will You Buy a Game on Does the Game’s Genre Impulse if It Is Connected Strongly Influence Your with a License, such as Purchase? Star Trek and Star Wars, The response to this question was Which You Enjoy? overwhelming. Eighty-eight percent Seems not. Only 27 respondents of the surveyed gamers agreed that indicated that affiliation with a the genre affected their purchase. license would prompt them to buy a It’s a common-sense answer if there game, and two of those 27 stated that ever was one. Although most of us

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genres, we have types of games that a title that has cross-genre appeal we prefer and types that we don’t. I can sell well in multiple genres. love turn-based games. Be they strategy games or role-playing What Is Your Favorite games with a turn-based combat sys- Genre? tem, I enjoy the mental challenge Not surprisingly, a combination of that turn-based gaming provides. real-time and turn-based strategy That doesn’t mean outstanding titles was the favorite genre of the polled in other genres won’t catch my gamers. Most of the respondents attention, but all things being equal, I took the survey at The Wargamer, a prefer turn-based games. Similarly, site that focuses on strategy and I’ve never met a side-scrolling plat- wargaming. Nevertheless, strategy is form game that kept my attention. a popular genre. NPD Techworld, a Even gamers that genre doesn’t corporation that analyzes computer influence are influenced by specific and video game data, states that types of games. For example, one strategy and sports are two of the respondent stated that although fastest-growing genres within the genre did not influence his purchase, industry. A list of the top-selling PC he enjoyed war games. It mattered games for the spring of 2003 places not if the war game was a turn-based six strategy titles in the top ten, with title such as The Operational Art of action/first-person shooters occupy- War, an action/adventure such as ing the other four slots. Operation Flashpoint, or a real-time Forty-eight percent of survey tak- simulation like Medieval: Total War. ers named strategy as one of their The obvious lesson for those favorite genres. Of those citing strat- wishing to make games that sell is to egy as a favorite, most favored make a game in a fast-selling genre, turn-based strategy over real-time such as real-time strategy. Unfortu- strategy. This turn-based preference nately, the discount bins are filled may just be an anomaly credited to with publishers that tried such a the Wargamer respondents. No strategy. But as developers and pub- turn-based strategy games found lishers know, to sell well, a game their way into NPD Techworld’s list must have more than a popular genre of best-selling titles in the spring of going for it. 2003. Given, however, that a game is War games were the second most innovative, fun, high quality, and well popular genre, and role-playing marketed, a title positioned in popu- games were the third most popular. lar genres will sell well. Even better, Bringing up the rear, with only 1.4 percent of the respondents claiming

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that they preferred the genre, were review would either prompt them to sports games. Conversely, a poll buy a game or might prompt them to taken by the Interactive Digital Soft- buy a game. Approximately 32 per- ware Association (IDSA) states that cent claimed that a good review 22 percent of gamers list sports as would not prompt them to buy a one of their favorite genre, and an game. NPD Funworld study shows that Good press is a good thing. Don’t almost 20 percent of surveyed video be stingy with your review copies. gamers prefer sports games. In the Yes, public relations representatives same NPD survey, 27.4 percent of are swamped with requests for computer gamers listed strategy as games. Many of the requests are their favorite genre. No doubt, there bogus, originating from folks who are are different views on the subject, looking for nothing more than a free but it is also no doubt that strategy game. Yet, despite the swamping, the gaming is perhaps the strongest PR representatives must take the genre in both computer and video time to sift through the requests to games. determine which are legitimate or have a chance of being legitimate and If You Read a Glowing get review copies out quickly. It’s a Review, Will You Buy the very small price to pay for dramati- Game? cally increasing the buzz that a game generates. Sixty-seven percent of the gamers surveyed agreed that a glowing

Gamers Speak Out Now let’s see what the gamers had Cool factor (i.e., Max Payne’s Bul- to say. Below is a large sampling of let Time) and genre (real-time the answers that the gamers sent. strategy, etc.) You’ll find that they are fascinating, Do you believe the publisher insightful, and more than a little bit (Infogrames, EA, etc.) or the humorous. developer (Blizzard, etc.) has a What influences your gaming greater impact on how good the purchases the most? (Select up game is? to two.) The developer has the greater impact since they create the game contents.

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If you buy a stinker from a pub- greater impact on how good the lisher, will you buy a subsequent game is? game from the same publisher? The developer, of course. The Yes—if the next game is really developer designs the game; the good. publisher just sells it. What is your favorite game you If you buy a stinker from a pub- have played in the last 24 lisher, will you buy a subsequent months? Why? game from the same publisher? Halo—excellent immersive game Yes. It could have been a fluke. with high-quality rendering What is your favorite game that Will you buy a game on impulse if you have played in the last 24 it is connected with a license, months? Why? such as Star Trek and Star Wars, Very tough question. I’d say Air- which you enjoy? borne Assault because I like histori- No cal war games, and this one had an innovative combat system and a good Does the game’s genre strongly editor. influence your purchase? Yes, a game from a different genre Will you buy a game on impulse if than my favorite must be twice as it is connected with a license, good. such as Star Trek and Star Wars, which you enjoy? What is your favorite genre? Never. Star Trek is a perfect Adventure, immersion JDR, sport, example, as almost all of them suck. war game, historical purpose platform, fun Does the game’s genre strongly influence your purchase? If you read a glowing review, will Yes, I’m an historical gamer at you buy the game? heart. I would read two or more reviews to help me in my choice. What is your favorite genre? War game ············ If you read a glowing review, will What influences your gaming you buy the game? purchases the most? (Select up Probably; a good review gets me to two.) excited about the product, and then I Genre (real-time strategy, etc.) want to try it out for myself. Do you believe the publisher ············ (Infogrames, EA, etc.) or the developer (Blizzard, etc.) has a

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What influences your gaming However, no matter how good the purchases the most? (Select up reputation, it only takes one bad to two.) apple to make me think a lot longer Topic (includes era, licenses—Star before buying another of their Trek, franchises—Resident Evil) products. and genre (real-time strategy, etc.) What is your favorite game that Do you believe the publisher you have played in the last 24 (Infogrames, EA, etc.) or the months? Why? developer (Blizzard, etc.) has a Combat Mission: Beyond Over- greater impact on how good the lord—an AI that makes for a decent game is? solitaire gaming experience. (I don’t Yes. The publisher is the one with know the demographics for most the “go/no go” decision. They decide gamers, but as a PC game player, when or if a game gets released. most of my gaming is done solitaire. Assuming the developers “sold” While massively multiplay may be their concept/idea to the publisher, it the gaming “rage,” there are still a is the publisher’s responsibility to lot of people that (for many reasons) make sure the product maximizes its game solitaire, and a good pro- potential. I’ve never heard of a devel- grammed opponent is pretty hard to oper wanting to “take a shortcut” as find in a lot of games.) far as the quality of their product Will you buy a game on impulse if goes. But the industry is full of it is connected with a license, games that publishers decided to such as Star Trek and Star Wars, release too soon, push out the door which you enjoy? for Christmas, or dumb down and No! Licensed products are the drop features (actually I’d be inter- easiest ones to, for lack of a better ested to know if any developer has word, “screw up.” The lineup of ever willingly lobotomized his/her licensed products that were buggy or latest and greatest, for whatever just did a plain, outright disservice to reason…). their respective franchises (through If you buy a stinker from a pub- inaccurate representation or what- lisher, will you buy a subsequent ever) is well known throughout all game from the same publisher? gaming circles (especially by fans of No. I generally wouldn’t (though the genres that have been let down there are exceptions…this is kind of by the string of poorly done licensed a grey area question). Publishers products!). Licensed products are the with a good name and reputation cer- easiest to attract buyers to and the tainly make purchasing decisions easiest to ruin (if you’re a fan). I don’t easier, all things considered. buy any licensed games without a

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good deal of research and reading— ············ no matter how much I drool at the What influences your gaming magazine ads and the row of boxes in purchases the most? (Select up EB! to two.) Does the game’s genre strongly Topic or genre influence your purchase? Do you believe the publisher Yes…computer gaming is a hobby, (Infogrames, EA, etc.) or the a hobby that tailors itself to your developer (Blizzard, etc.) has a interests (whatever they may be) greater impact on how good the exactly. game is? What is your favorite genre? Not sure I’m a wargamer (and by that If you buy a stinker from a pub- defintion, I will also include various lisher, will you buy a subsequent sims as well). My first interest is game from the same publisher? WWII (and the naval and air sims and No turn-based games surrounding it). Beyond that, my interests lead down What is your favorite game that most historical/military avenues. I you have played in the last 24 have neither the time, patience, months? Why? connection speed, or finances to Civilization III, a relaxing and maintain the PC capable of running addicting game that stimulates think- most FPSs (in the audio/video splen- ing (to some degree) kind of like dor and frame rate they were chess but a whole lot more fun intended to run at!). Will you buy a game on impulse if If you read a glowing review, will it is connected with a license, you buy the game? such as Star Trek and Star Wars, No! While they may pique my which you enjoy? interest and be an interesting read, No they don’t really influence my pur- Does the game’s genre strongly chasing decisions. For real informa- influence your purchase? tion, you have to go to forums and Yes, because I only play strategy bulletin boards where the players go games and nothing else. I have (although I do read review web sites played other kinds of games before that encourage/post reader reviews). (racing, sports, action, adventure, Buying a game based on a good puzzle, flight sim, etc.) and decided review is like running out and buying that the enjoyment that I get out of a car after watching a TV strategy games is a whole lot more. commercial. Thus, I don’t waste my time on other

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kinds of games anymore no matter Shrapnel and HP tend to be the only how good they are. For example, I people making new PC games that I was really impressed by Max Payne will buy. and Flight Sim 2002, but after finish- If you buy a stinker from a pub- ing the game twice (Max Payne), I lisher, will you buy a subsequent had no desire to play it again. How- game from the same publisher? ever, strategy games like the Age of Depends on how good the new Empires series, game turns out to be series, Civ series, etc., are very addictive and playable even after What is your favorite game that years of playing. I still play the origi- you have played in the last 24 nal Age of Empires game sometimes months? Why? and even Panzer General (from The War Engine by Shrapnel. I 1994)! That is how playable they are. love TBS, and there are so few out right now! The WWII mod is so cool. What is your favorite genre? Strategy Will you buy a game on impulse if it is connected with a license, If you read a glowing review, will such as Star Trek and Star Wars, you buy the game? which you enjoy? Not necessarily, but a good review Maybe but never just because of a from a reputable source affects my license. Black Hawk Down is one of decision greatly. I don’t buy games my favorite movies, but I have randomly. I only buy games that I avoided the game so far. think will be addictive. I read lots and lots of reviews (even user reviews) Does the game’s genre strongly before buying. influence your purchase? Yes, I don’t like platform or PC- ············ RPGs. What influences your gaming What is your favorite genre? purchases the most? (Select up Turn-based strategy. I like a game to two.) I can get really immersed in without Cool factor and genre doing my trigger/mouse finger. Do you believe the publisher If you read a glowing review, will (Infogrames, EA, etc.) or the you buy the game? developer (Blizzard, etc.) has a Sort of—if the game had already greater impact on how good the tempted me game is? Yes, I’m sure it does, but I tend ············ not to notice who the publisher was.

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What influences your gaming where the secrets are only revealed purchases the most? (Select up through involvement. That and the to two.) forum group is a great group of Topic and genre knowledgeable grogs. Others include Do you believe the publisher Shogun: Total War, Medieval: Total (Infogrames, EA, etc.) or the War, Tropico, and Railroad Tycoon developer (Blizzard, etc.) has a II. greater impact on how good the Will you buy a game on impulse if game is? it is connected with a license, In some cases, it is both (e.g., such as Star Trek and Star Wars, Battlefront.com/BFC or the Railroad which you enjoy? Tycoon II/Tropico guys). Beyond No. I don’t buy by impulse. My that, I would say that it is the devel- purchases are based upon a strong oper. A key example is Medieval: subject interest. Total War. While Activision has Does the game’s genre strongly dropped the ball in support, the pro- influence your purchase? grammers continue to provide Yes, genre and subject matter are support and have created an excel- key elements—that and a basis on lent product. realism (including abstracted con- If you buy a stinker from a pub- cepts—Railroad Tycoon). Graphics lisher, will you buy a subsequent can take a back seat if necessary. game from the same publisher? What is your favorite genre? Probably, but it would be based Turn-based strategy with a combi- entirely upon the subject matter, nation of real-time. Examples: whether I want the game, and the Combat Mission with the WEGO background development team concept and Shogun/Medieval: Total (most are contracted out to small War where the strategy map is turn- companies). based but combat is real time. What is your favorite game that Basically, I am a wargamer with a you have played in the last 24 twist. months? Why? If you read a glowing review, will There are several, but the over- you buy the game? riding group has to be the Combat That depends entirely upon Mission family, especially Combat whether I am interested in the sub- Mission: Barbarossa to Berlin. I have ject matter. Warcraft III has received a strong interest in the subject, and excellent reviews. I have absolutely the game is a definite challenge and no interest in buying the game. The joy to play. It is a thinking game, popular FPS shooters could be

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nearly given away, and I still won’t What is your favorite game that buy them. you have played in the last 24 ············ months? Why? I have a terrible time with a ques- What influences your gaming tion like that. There is no game I purchases the most? (Select up would want to single out. If pressed, to two.) I’d fall back on Civilization II—per- Topic, franchises, genre, and pub- haps the most spectacular upgrade of lisher/developer a product ever performed. Too bad Do you believe the publisher about Civ III. (Infogrames, EA, etc.) or the Will you buy a game on impulse if developer (Blizzard, etc.) has a it is connected with a license, greater impact on how good the such as Star Trek and Star Wars, game is? which you enjoy? Mostly for the negative as to pub- Absolutely not. Games are not lishers. Publishers tend to make movies. Anyway, the more commer- decisions that are justified on com- cial the product, the less likely real mercial grounds but often diminish quality underlies the concepts in it. the quality and balance of a product. Does the game’s genre strongly Developers, on the other hand, are influence your purchase? essential in transforming one per- Yes—should be obvious from my son’s vision into a product that is response. acceptable to a large market. This is perhaps also the role of the publisher, What is your favorite genre? but sadly, I see little evidence that Turn-based strategy or war game. they do it well. Some noteworthy Why? Notwithstanding the canard exceptions, such as HPS, exist. “real-time,” that genre is anything but. To me, a turn-based system is If you buy a stinker from a pub- the best way to model real problems lisher, will you buy a subsequent and decision-making processes. game from the same publisher? Yes, everybody deserves a second If you read a glowing review, will chance—but there’s a limit. Forget you buy the game? Sierra, for example. Absolutely hope- Maybe. Depends on the reviewer. less and clueless from my point of ············ view. What influences your gaming purchases the most? Genre

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Do you believe the publisher possibility the game may be what I (Infogrames, EA, etc.) or the like, I’ll first try the demo (if avail- developer (Blizzard, etc.) has a able) and decide after playing it. greater impact on how good the ············ game is? Yes—different engines, ideas, etc. What influences your gaming purchases the most? (Select up If you buy a stinker from a pub- to two.) lisher, will you buy a subsequent Genre game from the same publisher? No Do you believe the publisher (Infogrames, EA, etc.) or the What is your favorite game that developer (Blizzard, etc.) has a you have played in the last 24 greater impact on how good the months? Why? game is? Civ III—good mix of various stuff I hold the developer mostly Will you buy a game on impulse responsible. I am a SW engineer, and if it is connected with a license, I have done both DOD and civilian such as Star Trek and Star Wars, SW development jobs, and I can which you enjoy? make a few observations. Some orga- No—I only buy games I research nizations are inherently incapable of and hope they’ll pan out (most don’t). managing a SW engineering opera- Does the game’s genre strongly tion. Given a billion dollars and a mil- influence your purchase? lion years, they would still deliver Yes—it’s the major game element. crap. This situation is far more prevelant than might be imagined. What is your favorite genre? There is a serious lack of actual engi- Turn-based strategy and whatever neering going on in the SW world. category Fallout Tactics: BoS is. There are far too many programmers Turn-based strategy offers relax- and coders and far too few engineers. ation, operational (and very basic That said, time constraints and pres- strategic) planning, and neat little sure to deliver very often cause good soldiers to move around the map; engineers that could have produced Fallout (played in real time) offers an excellent product to produce crap. tension, tactical planning, and the In the end, the commercial SW mayhem found there. industry misses an important step in If you read a glowing review, will the development of SW. The pub- you buy the game? lisher/developer must have an No. I get info and screen shots agreed-upon product description at from the review. If these point to the the start. At the point that the

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product goes to publication, it must good balance. The map size was be tested to see if it meets the good, etc.…The tech tree was excel- requirements described by that lent. There were discernible differ- description. This description must ences in the combat performance of include technical requirements, fea- the various units (rather than the ture requirements, and reliability same performance in a different requirements. If the delivered prod- graphics package). The documenta- uct does not fulfill these require- tion was adequate; it wasn’t verbose, ments, it should not be published. At but the game wasn’t that complex. that point, the decision must be Describe chess in one line: Easy to jointly made to continue develop- play; difficult to master. Shogun fol- ment, change the requirements, or lows that model. Note the sequel cancel. The burden for insisting on Medieval: Total War is not as good a this falls on the publisher. game. It is a case of too much of too If you buy a stinker from a pub- many things, which does not equal a lisher, will you buy a subsequent good thing. The map is too big, the game from the same publisher? tech tree is too convoluted, and Yes. As I said before, I hold the much of it appears useless. There developers responsible more than are 20 different kinds of horsemen in the publishers. I bought BC 3000 the game, but they all seem to have AD, and I will never buy another the same performance (mounted product by that developer again. archer, light horse, heavy horse). The game is more complicated, but What is your favorite game that the documenation is no longer you have played in the last 24 adequate. Now the things left out months? Why? aren’t easily discovered, and they are Shogun: Total War (in its various hidden tricks buried away in the incantations). The genre was perfect interface. for me. The “real-time” element was only used where it actually mattered, Will you buy a game on impulse in a tactical sense. Typical real-time if it is connected with a license, strategy games are idiotic. Napoleon such as Star Trek and Star Wars, has been quoted as saying “ask me which you enjoy? for anything but time,” but he didn’t No. You might as well ask if I say that when deciding to invade would buy a game if Michael Jordan’s Russia, he had plenty of time to picture was on the box. Who cares decide that. He said it on the battle- whose picture is on the box? Who field. Shogun captured this perfectly. cares who the characters are running The game did a lot of other things around in the game. Who cares if the correct also. The level of detail was a little guys in an RTS game are

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Cossacks or stormtroopers. It’s still Do you believe the publisher an RTS game. On a side note, most (Infogrames, EA, etc.) or the of the physics and combat in movies developer (Blizzard, etc.) has a and TV shows is terrible. This trans- greater impact on how good the lates to a bad game (i.e., starships game is? running into one another like giant I would say the developer. beach balls). Whether or not one is talking about a Does the game’s genre strongly computer game or board game, no influence your purchase? matter how well it’s backed by the Yes—if someone writes “House publisher, a badly designed game is Painting the Game,” the ultimate still bad. simulation of painting. It doesn’t If you buy a stinker from a pub- matter how well they do it, I still lisher, will you buy a subsequent don’t want to play. A well-written game from the same publisher? first-person shooter does nothing for It would really depend on the situ- me. I don’t play first-person shoot- ation; how much money did I spend? ers, so I don’t care how well done it Was the hype/advertising way out of is. line with what the game turned out What is your favorite genre? to be? etc. I would certainly give a Turn-based strategy without a publisher a second chance, but I’d be real-time combat element. Simula- very critical, perhaps more than nor- tors go in and out of vogue with me mal, if the first purchase was a (they are currently out). stinker. If you read a glowing review, will What is your favorite game that you buy the game? you have played in the last 24 No. See above. A well-reviewed months? Why? game on house painting still doesn’t Computer game: Europa Uni- interest me. versalis I. Why? It’s the closest I’ve come to a computer game that repli- ············ cates the complexity and intelligence What influences your gaming of the board games I used to (and purchases the most? (Select up would prefer to) play. Board game: to two.) None, sadly. Lack of opponents. Topic, franchises

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Will you buy a game on impulse Do you believe the publisher if it is connected with a license, (Infogrames, EA, etc.) or the such as Star Trek and Star Wars, developer (Blizzard, etc.) has a which you enjoy? greater impact on how good the No. I’d certainly be enticed to look game is? at the game, but if I bought it, it I don’t believe that this is a ques- would be because it was either based tion that can be wholly answered in a on/linked with a previous game I yes/no format. Realistically, it is a liked and/or my decision would be combination of several factors from based on the game’s own merits. both sides. When a game is bad Does the game’s genre strongly because it was rushed, it could either influence your purchase? be because the publishers pressed Yes, it does. I’m an old-time for a strategic release date or wanted grognard and still prefer the old their invested money back immedi- pen-and-paper monster games over ately and pushed for an early release. computer games. So, basically, mili- On the flip side, it may have needed tary, historical, sci-fi, and others of to be rushed since the developer similar bent are what interest me. spent too much time designing rather than making the game, or per- What is your favorite genre? haps they told the publisher an Turn-based strategy/war game. unrealistic ship date at the start of I’ve always been a huge military his- development. Factors from both tory buff. sides of the pond are responsible for If you read a glowing review, will success and failure in every game, no you buy the game? matter the scenerio. Half-Life’s suc- Possibly. A lot would depend on if cess is equally attributable to Valve’s the game was of a subject matter that performance, getting the game fin- interested me and whether or not it ished and refined when they did, was of a genre I liked. If a game does while Sierra made it possible by fall within my preferred subject mat- funding the game, and not releasing ter or genre, a review will certainly it until it was done. If a game fails influence my decision. because it was simply an idea that could never work, then it is the fault ············ of the developer for saying it could What influences your gaming and the fault of the publisher for tell- purchases the most? (Select up ing the public it would. to two.) Genre

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If you buy a stinker from a pub- tactical AI also meant that units did lisher, will you buy a subsequent not have to be cradled and added fur- game from the same publisher? ther to the realism. The we-go turn Absolutely. While I would not buy system employed the uncertainty of a game before good reviews, I would warfare and sometime loss of control not blame the publisher for it being while in command in battle, yet it bad. The quality of a game doesn’t allowed the player to continually rely solely with the publisher; it also keep a firm grasp of the situation lies with the developer. It is also not with its unlimited playback and con- often that a publisher doesn’t learn tinually save their units once things from a bad release. It is likely, in my had gone sour—no sitting for an opinion, that a bad game will only entire turn while you get pummeled, induce the publisher to take more only occasionally returning fire. It care when selecting games to back in was also user-definable to the largest an attempt to avoid a black tag being extent possible (with the exception put on their name by several bad of changing weapons). A professional releases. A single bad game does not scenerio editor allowed the greenest say enough about a developer to of players to make their own battles, make me avoid it. Everyone makes resulting in the ability to only play mistakes and falters at times, and the game how you wanted, if you so there is no reason to not play a good desired. Operations allowed for pro- game simply because of who put it in longed play, letting a player enjoy the the stores. thrill of victory and defeat for longer What is your favorite game that than a single battle but maintaining you have played in the last 24 the historical accuracy of the combat months? Why? system and the ability to change Combat Mission: Beyond Over- every single sound and graphics tex- lord. To start, it is a game that ture resulting in the ability to make brought commanding military units the game sound and look exactly as during conflict to a whole new level. you wanted. You could have vibrant It gave the game player a close-up colors and crystal-clear sound to con- perspective of the unfolding events. trast the panic that you would feel as Its innovation and ease of use your forces reeled from a counter- allowed many new people to enter attack, or you could have dull sounds the wargaming genre. It had an inter- and washed-out color to comply with face that displayed large amounts of the tired and grotesque face of war. data in a manageable format and gave It was the greatest war game ever the ability to make complex orders in because it allowed the player to dic- little time and with great ease. The tate what kind of war game it was.

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Top-down or on-the-ground, small hands of defeat or happily humbling engagements or big engagements, to be beaten into a smear for the pur- short or long engagements…it was a poses of further learning. War games true milestone, pushing good graph- also allow me to take part in what I ics with an intricate and detailed research as another hobby—military mathematical engine, while being the history. By knowing the subject, I most user-friendly war game to date. can apply knowledge to the games. Will you buy a game on impulse On several occasions, I have learned if it is connected with a license, something interesting from playing such as Star Trek and Star Wars, the games. War games allow me to which you enjoy? cross the boundaries of my two No. I buy nothing on impulse for major hobbies, and the enjoyment of any reason whatsoever. I do not see a two hobbies in one is all I need to point in spending money on some- have a great deal of fun. thing that is not at least a somewhat If you read a glowing review, will assured thing. Product or name tie- you buy the game? ins say nothing about who made the No. I read many glowing reviews game, what they did while making it, of games in genres I do not play, or it how well they made it, how long they may be a good game to that one took making it and for what reasons, reviewer, but what does the whole or anything. I will only buy a game say? Or what were my experiences once I have read reviews and public with the demo? I never make my opinion; I will then use those facts decisions based on single sources (not biases) to decide my purchases. (something learned from studying Does the game’s genre strongly history). A glowing review will have influence your purchase? most likely been written by someone Yes. I will not buy anything out- who has spent time with the game; it side of the genres I play. I have tried took them time to learn it wholly, and all genres, and know the ones I like. get full enjoyment from it. The time If a game is genre-blending, I will spent with the game may vary from give the demo a try. With my past reviewer to reviewer, and so multiple experience, I have been able to dis- people playing it for multiple lengths cern my gaming tastes, and I have no of time need to be weighed to under- reason not to listen to years of stand the learning curve or how experience. much of a gamer the reviewer really is. Without an included biography of What is your favorite genre? the reviewer, biases cannot be War game. I find it intensely known to the reader and therefore rewarding to pluck victory from the cannot be judged as to how they

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affected the end scoring. A single sound, and a great game engine. It’s source will never be enough. probably the best game of all time. ············ Will you buy a game on impulse if it is connected with a license, What influences your gaming such as Star Trek and Star Wars, purchases the most? (Select up which you enjoy? to two.) No. I read reviews of it first. Too Topic, franchises many atrocious games are based on Do you believe the publisher great licenses. (Infogrames, EA, etc.) or the Does the game’s genre strongly developer (Blizzard, etc.) has a influence your purchase? greater impact on how good the Yes, there are some genres I can’t game is? stand. I hate real-time strategy, so all The developer. The publisher games in that genre are immediately does very little and often messes it struck off my list. I love RPGs and up with stupid marketing tactics. The games based on WWII, so they developers are the ones with the immediately go to the top of the list. vision, and they create the actual game. Look at something like Net- What is your favorite genre? Hack or more recently the Combat My favorite genre is probably Mission series. No publisher, just the RPGs. I like developing my character developers creating the game and and having a good plot, so they take marketing themselves and releasing the cake with me. high quality products. Publishers If you read a glowing review, will often do more harm than good. you buy the game? If you buy a stinker from a pub- Only if it is from a source I lisher, will you buy a subsequent respect, and then I often buy the game from the same publisher? game sight unseen, without trying Yes, unless every game they pub- any demos. Otherwise I will try the lish is a stinker. demo first. What is your favorite game that ············ you have played in the last 24 What influences your gaming months? Why? purchases the most? (Select up Planescape: Torment—fantastic to two.) plot and character, great graphics and Topic, franchises, and genre

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Do you believe the publisher It has a cheat system where if you (Infogrames, EA, etc.) or the input Man Show quotes, you get developer (Blizzard, etc.) has a funny comebacks! The FMV, CGI, greater impact on how good the whatever you want to call it is very game is? eye-popping in more ways then one! The publisher. A good example The game graphics could have been would be a /Take 2/Zono better, but the good things out- game called Metal Fatigue. Psyg- weight the less-than-Xbox (Halo) nosis pulled out major support for standard graphics. PC: Morrowind, the game after release, and the game hands down! This game I can play never got the bug/patch support it over and over again, I am able to DL really needed, and the game was (download) plug-ins others have good yet very buggy. Developer Take made or make my own with the edi- 2 tried but failed to provide help to tor to make the game new and gamers, which ended in failure also. different and replayable! If you buy a stinker from a pub- Will you buy a game on impulse lisher, will you buy a subsequent if it is connected with a license, game from the same publisher? such as Star Trek and Star Wars, Yes. I have bought and will still which you enjoy? buy games that turned out to be Yes and no. I am a Star Wars fan (I stinkers from a publisher/developer, have a copy of Star Wars Monopoly and I find games that turned out to for the PC), but I drift. I purchased be wonderful; Ubi Soft would be a Star Wars: Force Commander the good stinker and sleeper company day it hit the shelves—WOW a Star such as Dark Planet: Battle for Wars RTS WOWOOO. Well it turned Natrolis (stinker) and Pool of Radi- out to be a stinker! Now I am more ance: Ruins of Myth Drannor (a selective. I waited for Star Wars: could-be stinker until they patched Galactic Battlegrounds to come down the problems, and then it turned into in price before I bought, and the day a game I could not stop playing, until the expansion came out I bought it I got Morrowind). and enjoyed it! Every Star Trek What is your favorite game that game that has come out I have you have played in the last 24 bought on impulse and enjoyed it! months? Why? Does the game’s genre strongly This is unfair to ask; I have so influence your purchase? many. Xbox: Blood Rayne, because of Yes and no. I will play most games, the blood, the gore, the lady vampire. but I end up getting RPGs, FPSs Plus if you are a guy and love The (first-person shooters), and RTSs. Man Show, you got to love this game.

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What is your favorite genre? What influences your gaming RPGs, FPSs, and RTSs. I love the purchases the most? (Select up thrills a good FPS can give you or to two.) someone out to prove they are the Topic, franchises, genre best in the business of killing the Do you believe the publisher enemy! The power to control larger (Infogrames, EA, etc.) or the or smaller forces that can stomp one developer (Blizzard, etc.) has a another into the ground will always greater impact on how good the keep me coming back to a good RTS! game is? D&D to AD&D, back to D&D, once Most games from the more well- a diehard Half-Elf Ranger with a known publishers and developers Long Sword of a Green Basilisk, are better, as they have more money always a Half…you get the point! behind them, but the less-known If you read a glowing review, will company’s games are good but could you buy the game? be better if they had more money Yes and no. Reviews are good behind them. Some of the games are when you know the person writing really good and don’t need to be the review understands what a changed at all. gamer looks for in a game. Some- If you buy a stinker from a pub- times, a game gets a Five Star rating, lisher, will you buy a subsequent and you get your new game home, game from the same publisher? unwrap the plastic or cut the security Yes, I would if the game got good tape, pull out the instructions and reviews and if I had played it before CD(s), install, start a game, and you and liked it. lose interest after one or two mis- sions or the game play is strained, What is your favorite game that unbalanced, etc. Yet, sometimes you have played in the last 24 reviews bash a game until it’s dead months? Why? and pleading for you to stop, yet Warcraft III. It is a really good otherwise would have turned out to game, and I haven’t had much time be a great game (i.e., Reach for the to play many others. Stars got bad reviews in a few maga- Will you buy a game on impulse zines and online so I did not get it, if it is connected with a license, until I found it for $9.99 on the clear- such as Star Trek and Star Wars, ance rack, and it turned out to be which you enjoy? really fun!). No, I usually play all games once ············ or twice before I buy them, so I know I’m not wasting my hard-earned money (which is very little).

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Does the game’s genre strongly support/attitude is more important influence your purchase? for quality of publisher. Yes, I really like strategy but I What is your favorite game that don’t like simulations and adventure. you have played in the last 24 What is your favorite genre? months? Why? All genres are good; I don’t know Russo-German War. It’s an in- why but I get lost in them and play depth and detailed look at WWII them for hours. I can’t stop even if it Eastern front, yet it’s playable is 5 A.M. and I have been playing all enough with a lot of replayability night and I then have to go to school with optional rules and 52 scenarios in three hours. and superb developer support and If you read a glowing review, will forum presence. you buy the game? Will you buy a game on impulse Yes and no—depends if I have the if it is connected with a license, money for it and like it from what I such as Star Trek and Star Wars, have seen. which you enjoy? ············ No—game genre and quality are more important than license. What influences your gaming Does the game’s genre strongly purchases the most? (Select up influence your purchase? to two.) Yes. Because of limited time, I Topic, franchises, genre focus on my preferred genre. Do you believe the publisher What is your favorite genre? (Infogrames, EA, etc.) or the War game. It’s connected with my developer (Blizzard, etc.) has a interest in history—I learn and play greater impact on how good the at the same time. game is? Developer; it’s their baby. Pub- If you read a glowing review, will lisher has the lesser influence in you buy the game? general. No. Genre and feedback from newsgroups are more important than If you buy a stinker from a pub- reviews. lisher, will you buy a subsequent game from the same publisher? ············ Yes—the development team has What influences your gaming more influence on the quality of purchases the most? (Select up game than publisher. Bad to two.) Cool factor, genre

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Do you believe the publisher Imperial fan anyway. I don’t own the (Infogrames, EA, etc.) or the RTS games based on SW either, developer (Blizzard, etc.) has a since I don’t like RTS. For me, the greater impact on how good the license is usually icing on the cake. If game is? someone made a turn-based, detail- To an extent, yes. Most publishers heavy SW war game or an RPG, I’d today find themselves publishing in be all over it. But on the other hand, niches; EA is largely about EA I do not like multiplayer or online Sports, Blizzard does nothing but games, yet when the SW online RTS click games, and so forth. game comes out, I am sure to try it Smaller developers find themselves solely because of the license. devoted to one idea or game engine, Does the game’s genre strongly which isn’t necessarily a bad thing. influence your purchase? uses different game Yes. I like first-person shooters to engines but primarily makes war an extent but find even the good games in a somewhat traditional ones extremely repetitive. Yet, I own mold. The same can be said for HPS innumerable war games that all sim- and Shrapnel. ulate the same historic battles. It can If you buy a stinker from a pub- be argued that HOMM is loosely lisher, will you buy a subsequent based on Warlords, yet I own all of game from the same publisher? the HOMMs and Warlords games I might consider another pur- (except the RTS one). It’s really all chase, but I’ll be on my guard. After about genre and how the game both Gangsters games and Hitman, expresses it. Eidos is on my out list. What is your favorite genre? What is your favorite game that Turn-based strategy, action, some you have played in the last 24 RPGs, and on consoles, sports months? Why? If you read a glowing review, will None really you buy the game? Will you buy a game on impulse A glowing review will convince if it is connected with a license, me to buy only if I am interested in such as Star Trek and Star Wars, the genre to begin with or if I am “on which you enjoy? the fence” and in the mood for some- Sometimes. There are plenty of thing different. I’m sure the usual licensed games I do not own. I love suspects will slobber all over Star Wars, but I do not own any of StarCraft II when it ever gets devel- the Jedi Knight games; I have oped, but you wouldn’t catch me enough shooters already and I’m an spending money on that. I got bored

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with Diablo and didn’t bother with Recon (which I do play from time to Diablo II. I wasn’t crazy about Tomb time). I also spent tons of time play- Raider. ing Civilization III for a while. ············ Will you buy a game on impulse if it is connected with a license, What influences your gaming such as Star Trek and Star Wars, purchases the most? (Select up which you enjoy? to two.) On occasion…it will get my atten- Genre, publisher/developer tion, although I have never played a Do you believe the publisher game with a contract for long that I (Infogrames, EA, etc.) or the am aware of. developer (Blizzard, etc.) has a Does the game’s genre strongly greater impact on how good the influence your purchase? game is? Oh yes. I only play certain types of It’s both really; the publisher games. chooses what is sold under its name, while the developer does the ground What is your favorite genre? work to make a good game. I like both first-person shooters for a little excitement and war games If you buy a stinker from a pub- for the mental workout. It just lisher, will you buy a subsequent depends on my mood. game from the same publisher? Yes, I would buy another game If you read a glowing review, will most of the time. All companies you buy the game? seem to have bad games from time Yes, most of the time I will try a to time. I buy more on the subject game out in my genres if it has a matter of the game rather than on glowing review, although most of the the publisher. time if the game is that good I have heard about it before it is out and What is your favorite game that purchased it anyway. you have played in the last 24 months? Why? ············ Delta Force series, currently Task What influences your gaming Force Dagger. I have played the purchases the most? (Select up games in this series since the day to two.) the original Delta Force came out Topic, franchises, genre and love the action it gives—not so complex and unforgiving as Ghost

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Do you believe the publisher shortcuts have been taken with the (Infogrames, EA, etc.) or the development. I have had very few developer (Blizzard, etc.) has a good experiences with “licensed” greater impact on how good the games. game is? Does the game’s genre strongly Integrity. Some simulations and influence your purchase? historic RTSs do not lend them- Yes. I enjoy historical simulations. selves to the mass market. If a publisher has a reputation for com- What is your favorite genre? promising accuracy and “dumbing Simulation and RTS. I do not like down” a product to increase sales, I games that take a linear approach to won’t touch them with a barge-pole. the subject by stringing together a series of “missions” with limited If you buy a stinker from a pub- ways of accomplishing them. I prefer lisher, will you buy a subsequent a more free-form approach that is not game from the same publisher? repetitive and allows the player to Yes but not until the finished game attempt different approaches each had been comprehensively and posi- time. tively reviewed by a magazine or web site that I respect. If you read a glowing review, will you buy the game? What is your favorite game that Yes—but only if the subject mat- you have played in the last 24 ter appeals to me months? Why? Combat Mission: Barbarossa to ············ Berlin (non-European version) and What influences your gaming IL-2 Sturmovik. Both are beautifully purchases the most? (Select up presented, historically accurate, and to two.) a challenge to play for completely dif- Topic, franchises, genre ferent reasons. The one thing they Do you believe the publisher do have in common is that the devel- (Infogrames, EA, etc.) or the oper did not compromise the content developer (Blizzard, etc.) has a for mass-market appeal. greater impact on how good the Will you buy a game on impulse game is? if it is connected with a license, Yes. Some developers just seem such as Star Trek and Star Wars, to have that extra something that which you enjoy? turns anything they touch to gold. No. Licenses come at a cost. Generally, they have to have had Those costs have to be recovered, multiple games of good quality and chances are that this means before I’ll give a developer benefit of

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the doubt. This is less true of pub- hand, I’m not a big fan of real-time lishers, though long-time publishers strategy or adventure games, so I’m who seem to have a knack for back- very unlikely to purchase something ing good games might get a similar from those genres. benefit of the doubt with regards to a What is your favorite genre? game. Role playing. I like the story, char- If you buy a stinker from a pub- acter development, exploration, and lisher, will you buy a subsequent combat aspects of this genre. game from the same publisher? If you read a glowing review, will Yes. Often a publisher will learn you buy the game? more from mistakes than from Yes and no. After one glowing successes. review, I might think about buying a What is your favorite game that game. After several glowing reviews, you have played in the last 24 I will at least seriously think about months? Why? buying a game, sometimes even if Neverwinter Nights. While I feel it’s in a genre I have no interest in. there have been many excellent ············ games over the course of the past two years, this game stands out for What influences your gaming its excellent single-player and purchases the most? (Select up multiplayer experiences, good graph- to two.) ics, and excellently paced game play. Topic, franchises, genre This is a game I’ll keep coming back Do you believe the publisher to as new modules are released. (Infogrames, EA, etc.) or the Will you buy a game on impulse developer (Blizzard, etc.) has a if it is connected with a license, greater impact on how good the such as Star Trek and Star Wars, game is? which you enjoy? I don’t really know the differences No. Licenses are nice, but game from the example above; but I expect content, play, and overall quality are that the guys who demand some- more important. A license might thing go to print (to hit the shelves) influence me slightly toward a game, too soon have the most influence, but it won’t make me outright jump mostly negative. in and buy the game. If you buy a stinker from a pub- Does the game’s genre strongly lisher, will you buy a subsequent influence your purchase? game from the same publisher? Yes. I just like RPGs, turn-based Yes, but I will be more wary on the strategy, and action. On the other next go-around.

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What is your favorite game that If you read a glowing review, will you have played in the last 24 you buy the game? months? Why? It is only one of many factors in The Ardennes Offensive 2. I’m a the decision to buy the game. On the boardgamer at heart, and this game other hand, if I read a bad review, it is very easy to play PBEM, which is has caused me not to buy a few the method that best suits my life- games. style. It’s a clean, well-thought-out, ············ bug-free war game and on one of my favorite topics. What influences your gaming purchases the most? (Select up Will you buy a game on impulse to two.) if it is connected with a license, Genre, publisher/developer such as Star Trek and Star Wars, which you enjoy? Do you believe the publisher No, at least not to date. This isn’t (Infogrames, EA, etc.) or the a religious issue for me. I’m more developer (Blizzard, etc.) has a interested in war games, and these greater impact on how good the typically don’t follow from licenses. If game is? one came along that I was interested I do believe that the publisher/ in, I would buy it. developer does affect the outcome of a game. Some companies are known Does the game’s genre strongly for their releases—Id, Blizzard, and influence your purchase? Firaxis, for example. When they Yes, my gaming interests typically release a title, people take notice. are following my other interests. I The people usually buy them too. have an interest in military history, That said, releasing a game that is therefore in military history games. not complete also affects the status What is your favorite genre? of a company. War games. It follows from an If you buy a stinker from a pub- interest in history in general and lisher, will you buy a subsequent military history in particular. Psycho- game from the same publisher? logically, it probably follows from A stinker would definitely make growing up with wargaming in the me reluctant to purchase from them family since I was age three or so (a again. My money supply is not end- way to participate in family activities less. Each game that I purchase is and get attention as a youngster). based on research and reviews that

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pay particular attention to game play Does the game’s genre strongly or the need for patches. In my opin- influence your purchase? ion, patches should be banished. There are many games that are of What is your favorite game that interest because of the concept or you have played in the last 24 appearance. The genre does influ- months? Why? ence my decision, even though I My most favorite game is . It purchase other titles as well. No sin- was a gift from my brother, and I hes- gle game can do it all. itated installing it on my hard drive. I What is your favorite genre? am not a fan of shooters and when it Of the many games I own and play, started, my worst fears were swept I go back to turn-based strategy away by a game of surprising ingenu- games and will seek them out over ity and some good scares. Thief all other genres because they pro- forced me to rethink the first-person vide an experience that no other genre and allowed me to get lost in game can duplicate. Heroes, Lords of the world that Looking Glass so lov- Magic, Alpha Centauri, Disciples II, ingly created. It’s a shame that they all remain on my hard drive because are no longer here to supply us with they are excellent games. that caliber of games. If you read a glowing review, will Will you buy a game on impulse you buy the game? if it is connected with a license, No, and that’s because I have read such as Star Trek and Star Wars, conflicting reviews on the same which you enjoy? game on several occasions. If No, I never buy games associated reviewers have a different opinion, with a movie or a book. They operate there is no problem. When their on different levels than games do, reviews sound as if they are writing and they cannot be compared to one about different games, I wonder if another. I tire of developers who try one of them is being honest or has to fit their game designs into an played the game all the way through. existing world. The examples of suc- ············ cessful games based on such hybrids are rare indeed. It shows the lack of What influences your gaming creativity in the game world at pres- purchases the most? (Select up ent. Games that make their own to two.) places to dwell in or fight in are Genre always more compelling. Do you believe the publisher (Infogrames, EA, etc.) or the developer (Blizzard, etc.) has a

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greater impact on how good the If you buy a stinker from a pub- game is? lisher, will you buy a subsequent Unsure game from the same publisher? If you buy a stinker from a pub- No. It is OK if they offer stinkers, lisher, will you buy a subsequent but I want to be able to judge before game from the same publisher? buying. No What is your favorite game that What is your favorite game that you have played in the last 24 you have played in the last 24 months? Why? months? Why? Tropico. Very relaxing. Operation Flashpoint Will you buy a game on impulse Will you buy a game on impulse if it is connected with a license, if it is connected with a license, such as Star Trek and Star Wars, such as Star Trek and Star Wars, which you enjoy? which you enjoy? No, never. No Does the game’s genre strongly Does the game’s genre strongly influence your purchase? influence your purchase? Yes, I am able to hear each Russian Yes soldier’s “hurrah” when two 4-3 Corps with NATO-Infantry markers What is your favorite genre? assault. And, yes, this is very noisy. Simulation What is your favorite genre? If you read a glowing review, will War games, RPG, Tropico you buy the game? Yes If you read a glowing review, will you buy the game? ············ No. I try to read between the What influences your gaming lines. purchases the most? (Select up ············ to two.) Genre, publisher/developer What influences your gaming purchases the most? (Select up Do you believe the publisher to two.) (Infogrames, EA, etc.) or the Topic, franchises, genre developer (Blizzard, etc.) has a greater impact on how good the Do you believe the publisher game is? (Infogrames, EA, etc.) or the Developer developer (Blizzard, etc.) has a

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greater impact on how good the Does the game’s genre strongly game is? influence your purchase? The developer. They have a Yes. Certain genres hold no inter- greater stake in their product. They est for me. Even if I occasionally are concerned not only with sales branch out, I quickly come back. and profit but with quality. Devel- What is your favorite genre? opers appear to be persons who Simulation, war game, and are/were gamers and still know why turn-based strategy. They all make we play and purchase games. Devel- me think without wearing out my opers are like the film director and thumb. writer who make their masterpiece and then have to sell it to a studio to If you read a glowing review, will have it seen. you buy the game? Only if the subject interests me, If you buy a stinker from a pub- but rarely if I have not played a demo lisher, will you buy a subsequent game from the same publisher? ············ Yes, I might, but I will be much What influences your gaming more cautious. For example, I will purchases the most? (Select up seek out more and varied reviews. I to two.) will also seek out a demo. For the Topic, franchises, genre most part, no demo equals no sale. Do you believe the publisher What is your favorite game that (Infogrames, EA, etc.) or the you have played in the last 24 developer (Blizzard, etc.) has a months? Why? greater impact on how good the I guess that would be Ghost game is? Recon. I find it immersive. I also like Publisher because they have the the “real world” take. The game also money has lots of action but makes you think. If you buy a stinker from a pub- lisher, will you buy a subsequent Will you buy a game on impulse game from the same publisher? if it is connected with a license, Yes—but next time I will avoid the such as Star Trek and Star Wars, developer. A publisher might have which you enjoy? some cool games depending on dif- No, not very often. My dollars are ferent developers. precious to me and impulses usually lead to a waste of them.

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What is your favorite game that Oftentimes the publisher because you have played in the last 24 good publishers have good distribu- months? Why? tion, making the game easier to find. IL-2 Sturmovik—great graphics If you buy a stinker from a pub- and game play, cool topic, physics, lisher, will you buy a subsequent excellent artificial intelligence game from the same publisher? Will you buy a game on impulse Yes, but I’ll avoid the developer. if it is connected with a license, What is your favorite game that such as Star Trek and Star Wars, you have played in the last 24 which you enjoy? months? Why? No. A good license does not equal Medieval: Total War. It is just so a good game. much fun—the perfect balance Does the game’s genre strongly between realism and fun. influence your purchase? Will you buy a game on impulse Yes. I don’t want to waste money if it is connected with a license, on a title I might not like because of such as Star Trek and Star Wars, its genre. which you enjoy? What is your favorite genre? No, I learned that lesson the hard Simulations; I like flight way. simulations. Does the game’s genre strongly If you read a glowing review, will influence your purchase? you buy the game? Yes, I basically only play strategy Yes—if the reviewer seems to be games. an expert in gaming What is your favorite genre? ············ Real-time strategy What influences your gaming If you read a glowing review, will purchases the most? (Select up you buy the game? to two.) No, I learned that lesson too. Cool factor, genre ············ Do you believe the publisher What influences your gaming (Infogrames, EA, etc.) or the purchases the most? (Select up developer (Blizzard, etc.) has a to two.) greater impact on how good the Topic, franchises, genre game is?

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Do you believe the publisher again, which makes it massively (Infogrames, EA, etc.) or the challenging. Plus, it offers just the developer (Blizzard, etc.) has a right balance of entertaining hack- greater impact on how good the ing/tactical consideration in combat. game is? It’s a masterpiece. I just wish some- Developer. It’s up to the software one would improve the graphics :). people to actually bring all the good Will you buy a game on impulse ideas of the game designers into fru- if it is connected with a license, ition. A badly designed game without such as Star Trek and Star Wars, any bugs might be playable, if boring. which you enjoy? A well-designed game riddled with No. Games cost a lot of money, errors will be frustrating. If you don’t and a lot of licensed games are get the engineering right, you won’t dreadful. I’d rather spend a little time get a good game. making sure I’m going to enjoy the If you buy a stinker from a pub- game before I buy. lisher, will you buy a subsequent Does the game’s genre strongly game from the same publisher? influence your purchase? Yes. I take very little note of who Yes. I know I like certain genres, publishes (or even develops) a game. so I tend to stick with games that fall I always check a number of reviews into that category. Similarly, I avoid online before I buy a game in order ones I don’t like. to assess how much I think I will enjoy a game. If my assessment indi- What is your favorite genre? cates that I’ll enjoy the game, I’ll buy Although I play a lot of different it regardless of publisher/developer games, I have a lasting fondness for and their previous reputation. turn-based games. I enjoy the fact they require some mental planning What is your favorite game that but don’t have the brain-teasing puz- you have played in the last 24 zles associated with adventure months? Why? games. They also (generally) offer I think the game I’ve played the the most replayability in my experi- most in the last two years is probably ence. A well-designed turn-based Angband [A freeware RPG—author]. game can also have a massive I like it partly because it’s free. It “hook,” inspiring you to keep playing also has a massively addictive ran- to gain new powers/things/areas. dom item/map feature that can keep you playing for hours, just for the If you read a glowing review, will chance to find another artifact/ you buy the game? greater vault or whatever. If you die Depends. I won’t on the basis of in Angband, you have to start all over one review, but if I see consistently

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good reviews, I’ll buy a game. I don’t Will you buy a game on impulse buy every game that gets great if it is connected with a license, reviews of course; I tend only to such as Star Trek and Star Wars, have one or two games on the go at which you enjoy? any one time, and I only buy a new No, because historically such one once I’m bored with my old games are crappy and count on the ones. license to sell the game. ············ Does the game’s genre strongly influence your purchase? What influences your gaming Not really. I play all sorts of purchases the most? (Select up games. to two.) Topic, franchises, publisher/ What is your favorite genre? developer In general, probably equal time spent on shooters, turn-based strat- Do you believe the publisher egy, and war games but with a bit of (Infogrames, EA, etc.) or the the other genres thrown in. developer (Blizzard, etc.) has a greater impact on how good the If you read a glowing review, will game is? you buy the game? Certain publishers are simply Depends on where the review is more reliable at making sure that a coming from. If it’s from somewhere game is good before it is released, that I trust (Gamesdomain or the and others will simply release buggy Wargamer), then that’s enough for crap. Not a hard-and-fast rule, but a me. Other than that, no. trend at least. ············ If you buy a stinker from a pub- What influences your gaming lisher, will you buy a subsequent purchases the most? (Select up game from the same publisher? to two.) No. Fool me once, shame on you. Genre Fool me twice, shame on me. Do you believe the publisher What is your favorite game that (Infogrames, EA, etc.) or the you have played in the last 24 developer (Blizzard, etc.) has a months? Why? greater impact on how good the Operation Flashpoint: Cold War game is? Crisis mainly for the multiplayer. It’s Developer, although a publisher a game where strategy and tactics can screw things up by releasing a actually make a difference—in fact a game before it’s done and tested. huge difference.

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If you buy a stinker from a pub- example, I like castles, and Strong- lisher, will you buy a subsequent hold seemed to be an interesting game from the same publisher? title. It received mediocre reviews, No. They obviously don’t have so I didn’t purchase it. sufficient QA. ············ What is your favorite game that What influences your gaming you have played in the last 24 purchases the most? (Select up months? Why? to two.) Panzer Elite. It kept my attention Cool factor, topic, franchises and didn’t get boring. I got it for free at CompUSA (on sale for $20, with a Do you believe the publisher $20 rebate)! (Infogrames, EA, etc.) or the developer (Blizzard, etc.) has a Will you buy a game on impulse greater impact on how good the if it is connected with a license, game is? such as Star Trek and Star Wars, Publisher—among the first things which you enjoy? I look at is whether it’s an estab- No. I don’t do anything on lished, reputable publisher that impulse. avoids putting out buggy, low-quality Does the game’s genre strongly games. Only recently have I begun influence your purchase? focusing in on the developer Yes. I mostly like war games. (although, admittedly, they have However, I do sometimes purchase more of an impact than the publisher, other genres if the reviews are it’s the latter’s “seal of approval” that excellent. Right now I’m playing is typically the easiest way to gauge Baldur’s Gate. It’s a good game but a new game’s quality). too long for someone like myself who If you buy a stinker from a pub- has maybe five to ten hours a week lisher, will you buy a subsequent to play. game from the same publisher? What is your favorite genre? Yes, but only if the subject mate- War games. I used to play board rial is sufficiently engaging. war games. It’s hard to find players. What is your favorite game that Even mediocre AI is better than you have played in the last 24 playing against oneself. months? Why? If you read a glowing review, will Halo on the Xbox. I play war and you buy the game? strategy games on my computer, Perhaps. However, a bad review allowing for careful deliberation and will make me not buy a game. For reflection, but I reserve the console

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for action and adventure games. By Generally, I buy games which appear far, Halo had the right mix of chal- realistic, not games like StarCraft lenge and immersive action to and Battlefield 1942 (I wouldn’t play fascinate me for hours on end. that game even if you gave me Will you buy a game on impulse money to do it…okay a lot of money if it is connected with a license, might persuade me). such as Star Trek and Star Wars, If you buy a stinker from a pub- which you enjoy? lisher, will you buy a subsequent Yes—Star Wars games still end up game from the same publisher? in my collection, even if they look Generally, I’ll be very suspicious so-so. of any games from an unreputable Does the game’s genre strongly publisher, but if they do come up influence your purchase? with a good game, I usually try to Yes—I tend to stick to the same check it out before I buy it. For genres, rarely branching out. example, Battlefield 1942 was a great idea but a rotten game. What is your favorite genre? War games What is your favorite game that you have played in the last 24 If you read a glowing review, will months? Why? you buy the game? Napoleon 1813. Why? Well, Yes, but only if the review is because I enjoy the strategic feel to detailed, and offers comparisons to the game (too bad they didn’t other games (giving a frame of refer- develop it fully and give it an intelli- ence). Unqualified raves have little to gent artificial intelligence) and the no impact on my purchase decisions. tactical battles. ············ Will you buy a game on impulse What influences your gaming if it is connected with a license, purchases the most? (Select up such as Star Trek and Star Wars, to two.) which you enjoy? Genre Generally no, but I have been known to do it if it’s a type of game Do you believe the publisher that I like. I could easily be per- (Infogrames, EA, etc.) or the suaded by a good review or some developer (Blizzard, etc.) has a interesting info on the box…. greater impact on how good the game is? Does the game’s genre strongly I have played a lot of strategy influence your purchase? games and most often the ones I like Yes, generally it does. I’m really are from a small developer/publisher. into realistic war games (strategic,

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tactical, and 3D), space simulations What is your favorite game that (Freelancer), and games like The you have played in the last 24 Sims. months? Why? What is your favorite genre? Diablo II. I don’t play many games Simulation, turn-based strategy, now because it’s hard to find a qual- real-time strategy, and war games ity game that fits my needs. Diablo II are the group of games that I really is simple, works relatively well, and like, as long as they are, or appear to has some depth. be, realistic! Will you buy a game on impulse If you read a glowing review, will if it is connected with a license, you buy the game? such as Star Trek and Star Wars, Yes, and I have regretted it more which you enjoy? times than not, I’m sorry to say…. No ············ Does the game’s genre strongly influence your purchase? What influences your gaming Yes (sometimes no). I’m not inter- purchases the most? (Select up ested in some genres, but there are to two.) always exceptions. It’s always a plea- Genre sure to play a great product. Do you believe the publisher What is your favorite genre? (Infogrames, EA, etc.) or the Action. It needs to move without developer (Blizzard, etc.) has a many clues to resolve (I do this all greater impact on how good the day long so I want to take a break). game is? If you read a glowing review, will Yes and no to both. Yes because you buy the game? some companies have above-average If I know the series (MechWarrior, quality and others below average. for example), yes. Otherwise, I try a Some vary depending of the game. demo first (my decision is almost No because above average doesn’t always based on reviews and demo). mean the quality is good enough. If you buy a stinker from a pub- ············ lisher, will you buy a subsequent What influences your gaming game from the same publisher? purchases the most? (Select up Not necessarily to two.) Genre

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Do you believe the publisher If you read a glowing review, will (Infogrames, EA, etc.) or the you buy the game? developer (Blizzard, etc.) has a Yes, when collaborated with other greater impact on how good the reviews game is? ············ Developer. I stay with Blizzard because of great quality check. But What influences your gaming I also keep in mind that Space purchases the most? (Select up Empires IV (Shrapnel Games) is a to two.) fantastic game. Topic, franchises, publisher/ developer If you buy a stinker from a pub- lisher, will you buy a subsequent Do you believe the publisher game from the same publisher? (Infogrames, EA, etc.) or the Yes because I own 600 games. You developer (Blizzard, etc.) has a have to try the next. greater impact on how good the game is? What is your favorite game that Developer—both the company you have played in the last 24 and the actual person leading the months? Why? development. They primarily deter- Warcraft III because of its multi- mine the content and quality of the player balance and, again, Fallout 2 game. because of its great freedom. If you buy a stinker from a pub- Will you buy a game on impulse lisher, will you buy a subsequent if it is connected with a license, game from the same publisher? such as Star Trek and Star Wars, Probably—but it depends on why which you enjoy? it was a stinker and what the pub- No, because most of them are real lisher did about it. If the design was crap. hopeless, then that’s the developer’s Does the game’s genre strongly problem so the publisher is partially influence your purchase? off the hook (of course, they did let it Yes, I hate action-adventure but loose on the world so they’re not love RTS and RPGs. completely guiltless). If the game What is your favorite genre? was buggy, then the publisher should RTS and RPGs see to it that fixes get made and dis- tributed promptly, and the fixes better work. If they just promise lots of action and nothing happens, the publisher takes the hit and my money will tend to go elsewhere.

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What is your favorite game that actually is; they create the game. you have played in the last 24 The publisher is responsible for how months? Why? well a game is advertised. Civilization III because I’m hooked If you buy a stinker from a pub- on TBS games! lisher, will you buy a subsequent Will you buy a game on impulse game from the same publisher? if it is connected with a license, Publisher gets three strikes with such as Star Trek and Star Wars, me, and then they are out. which you enjoy? What is your favorite game that Probably not. I pay more attention you have played in the last 24 to the designer and genre than any months? Why? association with something Quite frankly, I don’t believe in the non-gaming. phrase “favorite”—but if I had to Does the game’s genre strongly mention the game I’ve played the influence your purchase? most in the past 24 months, it would Yes be The Campaign Series of games by What is your favorite genre? Talonsoft (Take 2). This series has Turn-based strategy (TBS) and most of what I want in a military sim- war games ulation. There’s always room for improvement, of course. If you read a glowing review, will you buy the game? Will you buy a game on impulse Not likely, unless it was a game I if it is connected with a license, was likely to buy anyway, but a bad such as Star Trek and Star Wars, review might keep me from buying which you enjoy? one. Never. I won’t buy hype. ············ Does the game’s genre strongly influence your purchase? What influences your gaming I purchase historical games that I purchases the most? (Select up can learn from. to two.) What is your favorite genre? Topic, franchises, genre War game (military simulation) Do you believe the publisher If you read a glowing review, will (Infogrames, EA, etc.) or the you buy the game? developer (Blizzard, etc.) has a Actually, it depends on the greater impact on how good the reviewer. There are only a couple of game is? reviewers that I enjoy reading, and I I would imagine the developer has take their opinions seriously. a greater impact on how good a game

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Whether I would buy it or not based such as Star Trek and Star Wars, on that review is another matter. which you enjoy? Had the reviewer said good things Yes, if its predecessor was a good about the game, I might be inclined game. No, if I don’t have a previous to try a demo. connection. ············ Does the game’s genre strongly influence your purchase? What influences your gaming Yes. Certain genres I like, and oth- purchases the most? (Select up ers that I don’t like, I don’t look at. to two.) Topic, franchises, genre What is your favorite genre? Turn-based strategy—I’ve played Do you believe the publisher these since childhood and still love (Infogrames, EA, etc.) or the them the most. Shooter—I enjoy the developer (Blizzard, etc.) has a fast-paced thrill. greater impact on how good the game is? If you read a glowing review, will The developer. If my knowledge is you buy the game? correct, the developer determines Yes, I depend on reviews. If the how well the game works. genre and style match my interest, and the reviews are good, I am usu- If you buy a stinker from a pub- ally happy with my purchase. lisher, will you buy a subsequent game from the same publisher? ············ No, unless the new game is rated What influences your gaming much better than the stinker purchases the most? (Select up What is your favorite game that to two.) you have played in the last 24 Genre months? Why? Do you believe the publisher Medal of Honor: Allied Assault. I (Infogrames, EA, etc.) or the was totally committed to the game developer (Blizzard, etc.) has a from the start, until I finished the greater impact on how good the game. I normally get bored quickly game is? and then come back to a game weeks Publisher. Developers have to later. Not this one. conform to the publisher’s wishes. Will you buy a game on impulse if The quality of the game doesn’t mat- it is connected with a license, ter in the slightest to the publisher; it’s what will sell that matters.

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If you buy a stinker from a pub- it’s not that I can’t find a gem in any lisher, will you buy a subsequent genre, it’s just that I find certain gen- game from the same publisher? res conform to my idea of a gem Yes. Publishers are caught up in more than others. For example, a the moment and always will be. Just turn-based strategic game has a solid because they make a stinker now chance of me finding it enjoyable doesn’t mean they won’t publish a while anything real-time has a pretty jewel later. Publishers don’t create; solid chance of me not enjoying it. I they publish and market. You don’t have tried both and found what I like. hold them responsible; you hold the Occasionally I buy other genres but shoddy developers responsible. not too often. What is your favorite game that What is your favorite genre? you have played in the last 24 Turn-based strategy months? Why? If you read a glowing review, will Civilization III. Good graphics, you buy the game? great game play, actually challenges No. All review sites are busi- you. nesses. You get business by advertis- Will you buy a game on impulse ing. You can’t afford to honestly if it is connected with a license, review a game. Don’t bite the hand such as Star Trek and Star Wars, that feeds you and all. I am not con- which you enjoy? demning it; it’s the way the world No. I did when I was younger but will always work. This isn’t just gam- found most developers use these ing; this is any product. I didn’t licenses as a reason to make a sub- exactly just wake up and see this par game because they know there is either. It took me a couple years of a large market for just the name. See buying games with glowing reviews Star Fleet Battles (real game) vs. that were junk before I developed Starfleet Command (video game). this cynicism. Does the game’s genre strongly ············ influence your purchase? What influences your gaming Yes. Regardless of other peoples purchases the most? (Select up responses, everybody should say to two.) yes. If they honestly didn’t care, they Topic, franchises, genre would never have bought a game system and would be sitting home Do you believe the publisher playing a game with a rock and a (Infogrames, EA, etc.) or the stick. Genre matters…it’s also developer (Blizzard, etc.) has a called preference. Personally though

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greater impact on how good the What influences your gaming game is? purchases the most? (Select up The development team because to two.) it’s their job. Without them, the Genre game will be soulless. Do you believe the publisher If you buy a stinker from a pub- (Infogrames, EA, etc.) or the lisher, will you buy a subsequent developer (Blizzard, etc.) has a game from the same publisher? greater impact on how good the No game is? What is your favorite game that You cannot really say. you have played in the last 24 If you buy a stinker from a pub- months? Why? lisher, will you buy a subsequent Sub Command. Realistic, great game from the same publisher? editor, lots of scenarios, polished, and No; it is up to them to put their the love of the design team for sub- name on a good product if they want marines is evident. me to come back to them again. Will you buy a game on impulse What is your favorite game that if it is connected with a license, you have played in the last 24 such as Star Trek and Star Wars, months? Why? which you enjoy? Delta Force: Land Warrior. It was No. Most license games are poor a good year for killing terrorists. quality. Licenses tend to be pur- Will you buy a game on impulse chased by large publishers who don’t if it is connected with a license, care. such as Star Trek and Star Wars, Does the game’s genre strongly which you enjoy? influence your purchase? No, especially if it connected with Yes. I don’t like some genres, such a license because they frequently as mindless shooters. rely on the license to sell a game and What is your favorite genre? put no thought into game play. Strategy (turn or real) Does the game’s genre strongly If you read a glowing review, will influence your purchase? you buy the game? Yes; I love a good strategy game. No. It depends on what the review What is your favorite genre? says. Arcanum received glowing Real-time strategy/war game reviews, but I strongly disliked it. If you read a glowing review, will ············ you buy the game? Depends on who wrote it

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············ such as Star Trek and Star Wars, which you enjoy? What influences your gaming No purchases the most? (Select up to two.) Does the game’s genre strongly Genre influence your purchase? Yes. My personal interest in mili- Do you believe the publisher tary history makes me want to see if (Infogrames, EA, etc.) or the I could have done “better.” Also, I developer (Blizzard, etc.) has a am a solo gamer of “mature” years greater impact on how good the and my reflexes aren’t up to some game is? shooters and real-time games where With the rare exception of the the fastest mouse wins. truly innovative game engine, it is the “bells and whistles” that make What is your favorite genre? you buy and keep you playing. War games. I have been lucky to be able to “advance” over the years If you buy a stinker from a pub- from books and model soldiers to lisher, will you buy a subsequent and GDW map and coun- game from the same publisher? ter games to PC-based games where Yes, games are not yet commodi- I don’t need an extra room in the ties. Each game stands or falls on its house to battle Waterloo, etc. own merit, and you don’t buy the brand; you buy the game. If you read a glowing review, will you buy the game? What is your favorite game that Yes, if it is in the genre I am inter- you have played in the last 24 ested in. I ride motorcycles, but a months? Why? glowing review of a touring bike will Medieval: Total War. The mix of not make me swap my Supersports. I strategy and tactics was right, and decided a number of years ago what I the engine and graphics gave you a wanted in biking, and the same goes feeling of involvement. As a solo with gaming. gamer, you need some help in driving your imagination and immersion in ············ the game to keep you playing it. What influences your gaming Will you buy a game on impulse purchases the most? (Select up if it is connected with a license, to two.) Topic, franchises, genre

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Do you believe the publisher imagination, yet it seems to work. I (Infogrames, EA, etc.) or the also get a lot of pleasure “outside” developer (Blizzard, etc.) has a the game (for example, by watching a greater impact on how good the soccer game you are constantly game is? thinking of how you could integrate I think the developer has a greater the players you are watching into influence. The original ideas, con- “your” Championship Manager cept, design, and implementation are team). The online community is also critical factors. If these all come terrific, meaning there is a lot more together, then a game will almost that can be discovered by surfing the certainly be a good game. Alterna- web. A close second would be Euro- tively, if the developers fail in any of pean Air War. This game has also these areas, the game is also likely to captured my imagination for a num- be a failure, irrespective of the input ber of reasons. It is relatively simple, from the publishers. but has a great immersion factor. If you buy a stinker from a pub- The flexibility it offers is also ter- lisher, will you buy a subsequent rific—you can adapt the game to game from the same publisher? your needs or tastes. A huge sup- Yes, I am willing to give a pub- porter base is what makes the game. lisher a second chance, although I User mods have been critical in will be a lot more wary. I would cer- extending the game’s life. I think the tainly wait to see some reviews of ability to modify a game is an impor- any future games. A bad experience tant factor in judging whether it is a will rule out buying a game on blind success. It ensures that the gamer is faith, but I wouldn’t automatically not restricted to the developer’s never buy from the same publisher vision for the game. again. Will you buy a game on impulse What is your favorite game that if it is connected with a license, you have played in the last 24 such as Star Trek and Star Wars, months? Why? which you enjoy? Probably the Championship Man- No, in my experience, games with ager series of games. Realism is the licenses can be extremely poor. The key to this—the games feel so close use of a license is no guarantee of a to reality and immerse you in the quality game. A poor game can ruin world of managing a soccer team. It the enjoyment you have from the does this without lots of graphics or particular franchise in question. I audio cues; a lot is left to the prefer to wait for reviews and the judgment of fellow fans.

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Does the game’s genre strongly Do you believe the publisher influence your purchase? (Infogrames, EA, etc.) or the Yes, I rarely buy games to experi- developer (Blizzard, etc.) has a ence the latest graphics or sound if it greater impact on how good the is not in the genre I like. These game is? games will only have a limited Developer appeal—once the “wow” factor is If you buy a stinker from a pub- gone, there is nothing of substance lisher, will you buy a subsequent left. Purchasing games based on the game from the same publisher? genre is as close as you can get to a Yes, it’s the developer that counts. guarantee that the game will hold some lasting appeal for the gamer. What is your favorite game that you have played in the last 24 What is your favorite genre? months? Why? Turn-based strategy and/or war Europa Universalis, different topic games. I like the fact that these from earlier games but quite realistic games rely more on your ability to and extremely replayable. think than your reflexes or ability to click quickly. These games offer the Will you buy a game on impulse most scope for your imagination to if it is connected with a license, play a part in your enjoyment of the such as Star Trek and Star Wars, game. I do like a variety of genres which you enjoy? though, including simulations and Never sports. Does the game’s genre strongly If you read a glowing review, will influence your purchase? you buy the game? Yes Yes, but only if the game is one What is your favorite genre? that normally attracts my interest, Turn-based strategy or some either because it is of a certain genre real-time if it has enough strategy in or I had independently developed an it. So no Command & Conquer, but interest in the game. some Europa Universalis, Tropico, or ············ Railroad Tycoon. Sometimes RPGs. What influences your gaming If you read a glowing review, will purchases the most? (Select up you buy the game? to two.) Yes, I trust totally the reviews of Publisher/developer Pelit (a Finnish magazine). ············

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What influences your gaming such as Star Trek and Star Wars, purchases the most? (Select up which you enjoy? to two.) No, I am not an impulse buyer. Genre, publisher/developer First I visit the home sites of the Do you believe the publisher games that have my interest. Then I (Infogrames, EA, etc.) or the follow the development path and developer (Blizzard, etc.) has a read previews and reviews. If they greater impact on how good the are good, I buy the game. game is? Does the game’s genre strongly Both. For publishers, some houses influence your purchase? throw out their games too early; the Yes, I am buying only turn-based result is the lack of quality and many games. patches. Developers do the main What is your favorite genre? design of the game. Turn-based war games or strategy If you buy a stinker from a pub- games. I prefer to think and plan a lisher, will you buy a subsequent long time, before taking my turn. I game from the same publisher? have a board war game background. Yes, but I will take my lesson and A good computer game is, for me, a think twice about it. Everybody board game that has several features could make a mistake (even a that a normal board game could not publisher). easily have (like real , etc.) What is your favorite game that If you read a glowing review, will you have played in the last 24 you buy the game? months? Why? No, I will buy a game if it is inter- My favorite games the last 24 esting for me (turn-based strategy or months are Call to Power II and The war game), not because some guy is War Engine (I cannot decide which is writing a review. A review is for me a better). I like good Civilization-like support for a buying decision. But games, and I like also generic war there are some other reasons for my games because with such basic war buying habits. rules you can simulate a lot of war ············ game genres (say, Ogre or Warham- mer 40k). And the best of it is they What influences your gaming are both turn based. purchases the most? (Select up to two.) Will you buy a game on impulse Topic, franchises, genre if it is connected with a license,

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Do you believe the publisher because the back stories look very (Infogrames, EA, etc.) or the interesting. developer (Blizzard, etc.) has a What is your favorite genre? greater impact on how good the Turn-based war game. The best is game is? : World at War. Histor- Don’t really know—certainly ical equipment and situations. Simu- either can screw it up. lation—European Air War—(ditto) If you buy a stinker from a pub- If you read a glowing review, will lisher, will you buy a subsequent you buy the game? game from the same publisher? Maybe—depends on if the review I tend to approach their products provides meat or only fluff. with much greater caution. ············ What is your favorite game that you have played in the last 24 What influences your gaming months? Why? purchases the most? (Select up Fallout. I actually have all three to two.) Fallout games, but now I finally have Topic, franchises the time to actually get into them. Do you believe the publisher It’s an enthralling universe with (Infogrames, EA, etc.) or the much to see and do. There are plot developer (Blizzard, etc.) has a devices to move you in certain direc- greater impact on how good the tions, but you have great freedom to game is? explore. The second game is Euro- Some publishers have a brand pean Air War, a good game made with consistent quality. really special by the after-market efforts of enthusiasts. If you buy a stinker from a pub- lisher, will you buy a subsequent Will you buy a game on impulse game from the same publisher? if it is connected with a license, Rarely. I don’t have a lot of time. I such as Star Trek and Star Wars, reinforce success, not failure, espe- which you enjoy? cially if it is a QA failure. I see those Probably not, as I don’t know of a as marketing choices that a company “license” that I am attached to. makes. Does the game’s genre strongly What is your favorite game that influence your purchase? you have played in the last 24 Yes, some genres totally disinter- months? Why? est me, although there are one or TacOps v4. Good simulation. It two new RTS that I might try out didn’t waste a lot of effort on BS 3D graphics.

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Will you buy a game on impulse If you buy a stinker from a pub- if it is connected with a license, lisher, will you buy a subsequent such as Star Trek and Star Wars, game from the same publisher? which you enjoy? No, I learn my lessons easily. No No second chances. I hate wasting Does the game’s genre strongly money. influence your purchase? What is your favorite game that No, I like realistic simulations. you have played in the last 24 What is your favorite genre? months? Why? Simulation, war game Close Combat III: The Russian Front. I love this game but I must If you read a glowing review, will qualify this by saying I usually play it you buy the game? heavily mod. I have played this game No, I don’t care for reviewers’ for years and still love it. opinions. I look for facts and then make up my own mind. Will you buy a game on impulse if it is connected with a license, ············ such as Star Trek and Star Wars, What influences your gaming which you enjoy? purchases the most? (Select up No to two.) Does the game’s genre strongly Genre, publisher/developer influence your purchase? Do you believe the publisher Yes (Infogrames, EA, etc.) or the What is your favorite genre? developer (Blizzard, etc.) has a Turn-based strategy greater impact on how good the If you read a glowing review, will game is? you buy the game? The publisher can make all the Yes, I really like to be “sold” on a difference. Companies that offer con- game. I prefer that someone else let tinued active support of their titles me know what a game is about. are the best. Companies that seem to offer the title just to make a quick ············ buck on a game and drop it into bar- What influences your gaming gain bins are the worst. Most fall purchases the most? (Select up between the extremes, but my pref- to two.) erence is companies that tolerate Topic, licenses, franchises (and encourage) mods.

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Do you believe the publisher No, a license does not guarantee (Infogrames, EA, etc.) or the quality. Again, for me, quality is developer (Blizzard, etc.) has a everything. I could care less if the greater impact on how good the game deals with Star Trek or Saving game is? Private Ryan, for that matter. If the I believe the developer has the game play isn’t there, who cares? greater impact. While a publisher can With so much garbage being released muck up a game with a rushed pro- today, buying a game based upon the duction schedule, ultimately it is up license will lead to much wasted to the developer to release a worthy money! product, with or without the pres- Does the game’s genre strongly sure/input of the publisher. influence your purchase? If you buy a stinker from a pub- Yes, over the years, I have devel- lisher, will you buy a subsequent oped certain definite preferences in game from the same publisher? my genres. For example, wargaming Yes, if the quality is there. Ulti- fascinates me, largely because of my mately, I judge each game on an interest in military history. So I stick individual basis. A publisher can pub- with the genres that reflect my lish garbage one year and release a preferences. real winner the next. What is your favorite genre? What is your favorite game that Wargaming! I love it because, as you have played in the last 24 H.G. Wells once commented, it months? Why? allows the student of military history Combat Mission (both Beyond to explore war without gore or death Overlord and Barbarossa to Berlin). (I paraphrase here). Wargaming also Why? It is a quality product with has a strong intellectual component. solid wargaming (i.e., game play) Mindless shooting is not for me. I with terrific graphics/sound. Isn’t want to play a game that engages my that the secret of every good game? mind like a tense chess match. A Good content with a pleasing presen- mental victory will always be supe- tation? It is a simple formula but one rior to a physical victory (i.e., click- that many developers/publishers fest). seem to have forgotten. If you read a glowing review, will Will you buy a game on impulse you buy the game? if it is connected with a license, If the game deals with a topic that such as Star Trek and Star Wars, interests me, a glowing review will which you enjoy? get me to buy the game 75 percent of the time. Reviews from credible

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sources carry a lot of weight with Does the game’s genre strongly me. Advertisements have almost no influence your purchase? influence on my buying decision. Yes, because I prefer strategy or ············ war games. What is your favorite genre? What influences your gaming Turn-based strategy purchases the most? (Select up to two.) If you read a glowing review, will Genre, publisher/developer you buy the game? Probably so. Do you believe the publisher (Infogrames, EA, etc.) or the ············ developer (Blizzard, etc.) has a What influences your gaming greater impact on how good the purchases the most? (Select up game is? to two.) Both, because some are just sim- Cool factor, genre ply known to produce top-quality products. Do you believe the publisher (Infogrames, EA, etc.) or the If you buy a stinker from a pub- developer (Blizzard, etc.) has a lisher, will you buy a subsequent greater impact on how good the game from the same publisher? game is? Yes, because one bad game does The guy doing the coding has the not mean they will all be bad. Also, it greater effect. If the publisher is depends largely on the developer and forcing the product out to meet a not the publisher. schedule, he is definitely decreasing What is your favorite game that the quality of the product. I believe it you have played in the last 24 is better to delay the game than to months? Why? publish something that causes the Civilization III because it is buying public to be “beta” testers. extremely different every playing, If you buy a stinker from a pub- very interesting, and just plain hard- lisher, will you buy a subsequent core fun! game from the same publisher? Will you buy a game on impulse Most probably not. It depends on if it is connected with a license, the support that the publisher pro- such as Star Trek and Star Wars, vides on its web site to correct the which you enjoy? problems with a game. No, I am not into movie-type games.

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What is your favorite game that Do you believe the publisher you have played in the last 24 (Infogrames, EA, etc.) or the months? Why? developer (Blizzard, etc.) has a I like John Tiller’s Squad Battles greater impact on how good the series because the action is fast, the game is? play time is low, and the AI is very The developer. They are the cre- good. I also liked Freedom Force for ators. The publisher is the funder basically the same reasons. and marketing tool. Will you buy a game on impulse If you buy a stinker from a pub- if it is connected with a license, lisher, will you buy a subsequent such as Star Trek and Star Wars, game from the same publisher? which you enjoy? No, absolutely not. One strike and Generally not. I find that after sale they are out. Too many bad games hit support for both these specific areas the shelves. is bad. S&S is the worst. What is your favorite game that Does the game’s genre strongly you have played in the last 24 influence your purchase? months? Why? Yes, I tend to buy only war (and Civilization III and predecessors generally non-RTS) games. The sub- Will you buy a game on impulse ject must really grab me to go if it is connected with a license, outside this box. such as Star Trek and Star Wars, What is your favorite genre? which you enjoy? War game Never. Too much of a risk. If you read a glowing review, will Does the game’s genre strongly you buy the game? influence your purchase? It depends on the subject matter It is the main factor. Strategy. and in some cases where the review Turn-based first, and then selected is found. I definitely do not buy real-time strategy. things that have been panned by What is your favorite genre? multiple reviewers. Although I have sampled all other ············ genres over the last 11 years, I keep going back to my strategy roots— What influences your gaming A-H board war games and strategy purchases the most? (Select up games from 40 years ago, anything to two.) that challenges and exercises my Genre, publisher/developer mind. PC arrival automated an enjoy- able distraction.

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If you read a glowing review, will such as Star Trek and Star Wars, you buy the game? which you enjoy? Depends on the source of review. Not if that is the sole reason. Too The more respected, the more credi- many poor games have been pub- ble, hence valuable. I have done it. lished on that hook. I would still rely ············ on previews and reviews. Does the game’s genre strongly What influences your gaming influence your purchase? purchases the most? (Select up Yes to two.) Topic, franchises, genre What is your favorite genre? Favorite is real-time historical mil- Do you believe the publisher itary simulation. Why?…for the (Infogrames, EA, etc.) or the same reason I don’t like science- developer (Blizzard, etc.) has a fiction shooters…I’m 80 years old. greater impact on how good the game is? If you read a glowing review, will The developer has more impact you buy the game? because its focus is on producing a Yes, if the review has the ring of viable product while the publisher truth and also points out some gives more emphasis to sales- weaknesses. enhancing peripherals. ············ If you buy a stinker from a pub- What influences your gaming lisher, will you buy a subsequent purchases the most? (Select up game from the same publisher? to two.) Yes, because I give more credence Cool factor, topic, franchises, to subject matter and the developer’s genre track record. Do you believe the publisher What is your favorite game that (Infogrames, EA, etc.) or the you have played in the last 24 developer (Blizzard, etc.) has a months? Why? greater impact on how good the Medieval: Total War because of its game is? beauty, replayability, excellent AI, Yes, a lot of publishers know how and the fact that it is the best game to sell games to people and what to date to allow real-time recreation people want. They make suggestions of historical and hypothetical battles. to developers on how to make their Will you buy a game on impulse game better. More experienced if it is connected with a license, developers also know what is good and what is bad in games.

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If you buy a stinker from a pub- Do you believe the publisher lisher, will you buy a subsequent (Infogrames, EA, etc.) or the game from the same publisher? developer (Blizzard, etc.) has a Yes, I really don’t pay attention to greater impact on how good the who publishes the games in the first game is? place. Yes, in this industry, a game What is your favorite game that comes from the ideas of the devel- you have played in the last 24 oper. There is very little input into months? Why? the game outside them. My favorite game is C&C: Rene- If you buy a stinker from a pub- gade. It has a good netcode, and the lisher, will you buy a subsequent game itself is very fun to play online. game from the same publisher? Will you buy a game on impulse Yes, first it would be unlikely for if it is connected with a license, me to buy a stinker. I research my such as Star Trek and Star Wars, buys pretty well. As I stated above, which you enjoy? the developer is far more important No, I have to be interested in the in making a stinker. genre, and it has to look interesting What is your favorite game that to me. you have played in the last 24 Does the game’s genre strongly months? Why? influence your purchase? Combat Mission. Hands down. I Yes, I like certain genres a lot loved Squad Leader (the board more than others. game), and it is a more realistic Squad Leader. Real tactics are pretty What is your favorite genre? effective. You don’t get much of a I enjoy first-person war games like gaminess feeling playing it. Operation Flashpoint. It is more immersive when it is realistic, and I Will you buy a game on impulse love major battles and action. if it is connected with a license, such as Star Trek and Star Wars, If you read a glowing review, will which you enjoy? you buy the game? No, a license tells you nothing If it is the right genre about the genre of a game, much less ············ the quality. What influences your gaming Does the game’s genre strongly purchases the most? (Select up influence your purchase? to two.) Yes, I get bored quickly with Topic, franchises games that are primarily reflex. I like deep-thinking games. I’m a history

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fanatic. I like to learn from my If you buy a stinker from a pub- games. I also like a deep mental chal- lisher, will you buy a subsequent lenge. The only game on my PDA is game from the same publisher? chess. Yes. I think publishers nowadays What is your favorite genre? have such a large variety of develop- Turn-based strategy, real-time ers under their wings that it really strategy, war game doesn’t matter if one single game sucks. If you read a glowing review, will you buy the game? What is your favorite game that No, not just based on one review. you have played in the last 24 There is no way to tell what preju- months? Why? dices, either way, a reviewer might Thief. The environment and the have. feeling of being there is excellent, and lighting and sounds create a good ············ illusion of the player as a thief. What influences your gaming Will you buy a game on impulse purchases the most? (Select up if it is connected with a license, to two.) such as Star Trek and Star Wars, Genre which you enjoy? Do you believe the publisher No (Infogrames, EA, etc.) or the Does the game’s genre strongly developer (Blizzard, etc.) has a influence your purchase? greater impact on how good the Not really. As long as the game is game is? good, it doesn’t matter what the The developer has the greatest genre is. impact on the game, since they are What is your favorite genre? the ones doing the actual work, cre- Role-playing and strategy games. ative and otherwise. However, the Gives you more to think about, publisher has an effect as well, since rather than just turning off all brain- they are the ones giving the money, activity and shooting everything. setting deadlines, and giving the final Though once in a while it’s good to yes or no for the game. So a patient play games like that as well. In that publisher might give the developer sense, I can’t really say any genre is good time to finish the game up better than another one. I wouldn’t properly, whereas an impatient one play only strategy games just as will cause the developer to make a much as I wouldn’t want to play rush job of the thing. first-person shooters all the time.

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If you read a glowing review, will Does the game’s genre strongly you buy the game? influence your purchase? Yes, if it works properly on my Yes. It must be a turn-based one. I computer and my budget allows for don’t like rushes; the game must be it. as realistic as possible ············ What is your favorite genre? Turn-based strategy war game What influences your gaming purchases the most? (Select up If you read a glowing review, will to two.) you buy the game? Genre I don’t look at reviews too much— only to see what kind of game it is. Do you believe the publisher (Infogrames, EA, etc.) or the ············ developer (Blizzard, etc.) has a What influences your gaming greater impact on how good the purchases the most? (Select up game is? to two.) Yes and no. The impact of the pub- Topic, franchises, genre lisher’s money is important, but the developers are responsible for how Do you believe the publisher good the game is at first. At least I (Infogrames, EA, etc.) or the think so… developer (Blizzard, etc.) has a greater impact on how good the If you buy a stinker from a pub- game is? lisher, will you buy a subsequent It seems to me the developers game from the same publisher? have the greater impact on how Perhaps, if a game is a part of a “good” a game is. They are the series and if I like it… creative force behind the game, per- What is your favorite game that forming the historical research (e.g., you have played in the last 24 Uncommon Valor vs. Pacific Gen- months? Why? eral), establishing the user interface The Campaign series from HPS (“smooth” vs. “clunky”), writing the because it is a unique series with artificial intelligence routines for real flavor. folks who can’t (or won’t) play a Will you buy a game on impulse human opponent, developing the if it is connected with a license, user documentation (e.g., “clear” or such as Star Trek and Star Wars, “obtuse”), adding features, and which you enjoy? removing bugs, etc. On the other No. A license doesn’t guarantee a hand, the publisher’s role is to move good game. the project along, which by its nature

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imposes limitations on the creative support of online forums; updates team in the form of project deadlines, and improvements). I have had board funding limits, etc., that will some- games that covered this campaign times result in a poor or bug-ridden (Avalon Hill’s FLATTOP, etc.), but product going to market, where peo- their realism suffered somewhat ple will (sometimes) wait patiently without an umpire to help implement for all the bug fixes and features that the “fog of war” effects that feature didn’t make the initial release. In a so prominently in historical accounts way, the developer is responsible for of the period. The computer handles “how good the game is”; the pub- this nicely, either as an opponent or lisher has the greater impact on as an umpire between two oppo- “how good the game could have nents. 2. America’s Army, from the been.” U.S. Army. A reasonably good If you buy a stinker from a pub- first-person shooter, you can’t beat lisher, will you buy a subsequent the price (free). This game also has game from the same publisher? outstanding support in terms of con- Yes, but only after reading a lot of tinuous updates, new features, game reviews. I generally read a lot of maps, and bug fixes, as well as sup- reviews anyway to avoid this prob- port for online forums. I had avoided lem in the first place. FPS games because my hand-eye coordination can’t compete with oth- What is your favorite game that ers (getting old, you know), but this you have played in the last 24 game seems to reward teamwork months? Why? over individual “Rambo-esque” hero- I can’t say there’s one favorite, but ics, and so it seemed more suited to two: 1. Uncommon Valor, from (2x3) my style of play, as well as reflecting and Matrix Games. An outstanding the values and behaviors that I’ve operational simulation of the fighting observed in real combat soldiers and in the Solomons and New Guinea Marines. You’ll notice the common from May 1942 to December 1943. thread: “support.” Games seem The game appears to be historically without exception to be released in a accurate (e.g., order of battle, Japa- semi-finished state, so it seems to nese logistical woes) and has the me only logical that to get the most “feel” of carrier combat as described from the game, one needs a devel- in history books (groping for the oper/publisher team that’s willing to enemy and then trusting to luck as to continue actively working to amend whether your air formations even and fix its products after the initial find the enemy task force). The release date. game has had outstanding support from the publisher (bug fixes; active

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Will you buy a game on impulse if What influences your gaming it is connected with a license, purchases the most? (Select up such as Star Trek and Star Wars, to two.) which you enjoy? Topic, franchises, genre No. Mere connection with a fran- Do you believe the publisher chise is no guarantee of quality. A (Infogrames, EA, etc.) or the good example of this is the Star Trek developer (Blizzard, etc.) has a franchise, which went through a greater impact on how good the whole series of dreary fiascoes game is? before Starfleet Command computer- Developer. These people actually ized a successful board game make the game fun to play or not fun. (Starfleet Battles) based on the Star Trek series. If you buy a stinker from a pub- lisher, will you buy a subsequent Does the game’s genre strongly game from the same publisher? influence your purchase? No, reputation will be ruined. A Yes. My hand-eye coordination good example is SSI’s last game Pool doesn’t allow me to do very well on of Radiance. the shooters and other “simulations” that require that ability, so I tend to What is your favorite game that focus on games where I can use you have played in the last 24 thinking and strategy to win instead months? Why? of relying on how fast I can click the Morrowind III—depth of play, mouse button or slap around a good interface, easy to play and awe- joystick. some graphics What is your favorite genre? Will you buy a game on impulse Turn-based strategy and war if it is connected with a license, games (war games being a subset of such as Star Trek and Star Wars, turn-based games like chess). which you enjoy? No. Many “license” games in the If you read a glowing review, will past have been mediocre releases. you buy the game? No, not if there’s only one review. Does the game’s genre strongly I will review several online sources influence your purchase? before I’ll buy a game. If they’re all Yes. Personal preference to spe- pointing in the same direction, I’ll go cific genre, due to fun factor. ahead and buy it. What is your favorite genre? ············ Turn-based strategy; this genre appeals to my creative thinking and planning to the execution side of my

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intellect, with the reward of seeing a What is your favorite game that grand strategy come together. you have played in the last 24 If you read a glowing review, will months? Why? you buy the game? It’s a close call between Uncom- Yes, these reviews are a good indi- mon Valor and Europa Universalis II. cator of the game’s fun factor as it The same reasoning applies to both. was played by a gamer such as I’m a fiend for tons of behind-the- myself. scenes detail in an elegantly pre- sented game. Both have lots of ············ options and are fairly open-ended. What influences your gaming Basically letting me do what I want, purchases the most? (Select up that type of game stays on the com- to two.) puter for a long time. A couple Topic, franchises, genre games I bought outside of my usual genre were Independence War 2 and Do you believe the publisher Black & White. Independence War (Infogrames, EA, etc.) or the was great, Black & White horrible, developer (Blizzard, etc.) has a but a couple more examples of the greater impact on how good the kind of thing I like. I’ve had a hanker- game is? ing to buy Battle Cruiser for the I mostly pay attention to the longest time but haven’t, given the developer because they actually absolutely awful reputation of that make the game. There are some fellow that’s in charge over there. publishers, however, that have a good reputation. I only buy EA Will you buy a game on impulse sports games because they have if it is connected with a license, been solid in the past, for example. such as Star Trek and Star Wars, I’ll also occasionally buy a game which you enjoy? from small publishers/developers No, especially considering how that I don’t necessarily need bad most licensed games are. I will (Schwerpunkt, Battlefront, Matrix) buy a game on impulse if Sid Meier, to “support the cause.” Gary Grigsby, or Norm Koger had something to do with it. But in those If you buy a stinker from a pub- cases, it usually turns out well. lisher, will you buy a subsequent SimGolf, for example, just looked game from the same publisher? horrible. It depends on the type of publisher.

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Does the game’s genre strongly If you buy a stinker from a pub- influence your purchase? lisher, will you buy a subsequent Yes. Mostly because over time I game from the same publisher? have learned through the pain of an Possibly, but it will make me think empty wallet which type of game to twice. avoid. Under no circumstances will I What is your favorite game that buy an RTS, FPS, adventure, or you have played in the last 24 sports/racing (for the PC) game. months? Why? Games in the strategy (grand or oth- Uncommon Valor, Matrix games. erwise), war, simulation, or anything Very detailed but also very playable. turn based will get extra consider- Shows that you don’t need top of the ation from me. range graphics for a good game. What is your favorite genre? Will you buy a game on impulse Grand strategy. I explained this if it is connected with a license, above, but to reiterate I like the such as Star Trek and Star Wars, open-ended, conquer-the-world, which you enjoy? micro-management, keep-you- No. I would read a review first. awake-for-days-on-end type of thing. Although I must admit, I did buy the If you read a glowing review, will whole X-Wing series of games. I you buy the game? think that was because I really I only read reviews to see if the enjoyed the first game I bought game has elements I like. As to the though. “final score,” I don’t really care. So I Does the game’s genre strongly guess the answer is maybe, but only influence your purchase? as a corollary. Yes, I usually only buy strategy ············ games, turn based, or real-time. What influences your gaming What is your favorite genre? purchases the most? (Select up Strategy war games of World War to two.) II. I just think it’s so interesting. Genre If you read a glowing review, will Do you believe the publisher you buy the game? (Infogrames, EA, etc.) or the Yes, if the review goes into developer (Blizzard, etc.) has a enough detail and it says things that greater impact on how good the the game has that I am interested in. game is? Also the reviewers, for Wargamer Developer and Military Gamer, etc., are mostly interested in the same games as I am

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and are therefore better than the experience will I decide if the full mainstream magazines who just version is worth purchasing and generalize. playing. ············ Does the game’s genre strongly influence your purchase? What influences your gaming Yes purchases the most? (Select up to two.) What is your favorite genre? Genre WWII squad-based, real-time com- bat. Pretty focused, I know. I would Do you believe the publisher love to see a revival of the older (Infogrames, EA, etc.) or the Atomic WWII games, like the V for developer (Blizzard, etc.) has a Victory series. I would love to see greater impact on how good the what these games do with today’s game is? technology (especially for multi- No. Certain publishers put out player TCP/IP support). Can you better games but are still prone to imagine having online battles where putting out a stinker now and then. It multiple players are controlling doesn’t really make a difference. whole battalions and regiments? If you buy a stinker from a pub- If you read a glowing review, will lisher, will you buy a subsequent you buy the game? game from the same publisher? No, but I will try the demo. Maybe…I am leery of getting suckered twice though. ············ What is your favorite game that What influences your gaming you have played in the last 24 purchases the most? (Select up months? Why? to two.) Close Combat 4 and Close Combat Cool factor, topic, franchises 5. I continue to play these two games Do you believe the publisher to death! Why that series ever got (Infogrames, EA, etc.) or the discarded is beyond me. developer (Blizzard, etc.) has a Will you buy a game on impulse greater impact on how good the if it is connected with a license, game is? such as Star Trek and Star Wars, Publishers. Although they do not which you enjoy? make the games, they pick and No. I have thrown away far too choose what is worth publishing and much money on crap. I now play the as a result of these decisions there demos, and only after a good are some publishers I like better than others.

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If you buy a stinker from a pub- methodical and tactical thinking of a lisher, will you buy a subsequent strategy game. game from the same publisher? If you read a glowing review, will Yes. They do not actually make you buy the game? the game. I will however think twice No, but depending on the source about buying a game from the same of the review it may greatly influence company. my judgment of the game. What is your favorite game that ············ you have played in the last 24 months? Why? What influences your gaming Battlefield 1942. It is an amazing purchases the most? (Select up game that mixes both action, tactics, to two.) and strategy. And with the open Genre, publisher/developer nature of the scenarios, the replay- Do you believe the publisher ability factor is through the roof, not (Infogrames, EA, etc.) or the to mention the rapidly developing developer (Blizzard, etc.) has a mod community. greater impact on how good the Will you buy a game on impulse game is? if it is connected with a license, I would believe the developer such as Star Trek and Star Wars, would have greater impact due to its which you enjoy? influence in game design, playability, Yes, but only from the Mech- and realism (on the assumption the Warrior series because I have come publisher is providing only financial to trust their game creation over and marketing guidance). several years. If you buy a stinker from a pub- Does the game’s genre strongly lisher, will you buy a subsequent influence your purchase? game from the same publisher? No, I enjoy a variety of games No—the publisher is obviously ranging from RPG, strategy, war not committed to providing quality game, FPS, simulation, and even games. some sports games. What is your favorite game that What is your favorite genre? you have played in the last 24 It would have to be a tie between months? Why? the action-packed adrenaline-pump- ANGV—real-time simulation, ing hours of an FPS and the graphically good, good AI

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Will you buy a game on impulse The developer has a bigger if it is connected with a license, impact, as they are responsible for such as Star Trek and Star Wars, what goes into the game. The pub- which you enjoy? lisher just tries to sell copies. No, but I will be favorably predis- If you buy a stinker from a pub- posed to purchasing a game based on lisher, will you buy a subsequent a familiar, well-liked license. game from the same publisher? Does the game’s genre strongly Yes. Just because one game is a influence your purchase? flop does not mean the next one will Yes. I purchase only strategic, his- be. tory-based games with a preference What is your favorite game that for real-time strategy games. you have played in the last 24 What is your favorite genre? months? Why? Real-time strategy Computer World in Flames. I play If you read a glowing review, will the board game and enjoy it greatly, you buy the game? and although it is not complete, the If the reviewer bases his review PC version does cover WWII across on similar game play criteria to the entire world. I enjoy grand strat- which I use to evaluate the play- egy with corps or divisional level ability of a game, then his review combat and movement would affect my purchase. The ulti- Will you buy a game on impulse mate review would be from a friend if it is connected with a license, with whom I’ve played. Normally such as Star Trek and Star Wars, the more the reviews, the more con- which you enjoy? fidence I have in the game panning Maybe, depends on the previous out. version/quality, but before I buy I ············ always look for reviews and previews to help me decide. What influences your gaming Does the game’s genre strongly purchases the most? (Select up influence your purchase? to two.) Yes, if a game is a turn-based Topic, franchises, genre WWII war game, I’ll buy it. I will at Do you believe the publisher least always look at turn-based (Infogrames, EA, etc.) or the games, and any WWII game or for developer (Blizzard, etc.) has a that matter any tactical games will greater impact on how good the get my interest. game is?

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What is your favorite genre? What is your favorite game that I prefer turn-based war and strat- you have played in the last 24 egy games. These are 85 percent of months? Why? my purchases. I buy others for down- I have to say Operation Flash- time or for a distraction. point. An excellent campaign, with a If you read a glowing review, will logical line of events from one sce- you buy the game? nario to another. Bad squad leader Maybe. Much still depends on the and armored scenarios, but the basic subject and how the reviewer dis- infantry scenarios are very good. cusses the game. Often reviewers Will you buy a game on impulse focus on looks and not the depth of if it is connected with a license, the game. such as Star Trek and Star Wars, ············ which you enjoy? No, as a fanatic boardgamer I was What influences your gaming close to buying Squad Leader, but purchases the most? (Select up didn’t as a result of reading a review. to two.) Conclusion: Reviews have a large Topic, franchises, genre impact on me. Do you believe the publisher Does the game’s genre strongly (Infogrames, EA, etc.) or the influence your purchase? developer (Blizzard, etc.) has a Yes. The sense of realism is greater impact on how good the important. It doesn’t have to be his- game is? torically accurate, though—Op The developer certainly has the Flashpoint is a good example of this. greater impact. A good example is What is your favorite genre? Operation Flashpoint. With that Simulations (mainly flight and game, a previously unknown devel- tank) as well as turn-based strategy oper produced an excellent title. (the Steel Panthers series is still a If you buy a stinker from a pub- favorite) lisher, will you buy a subsequent If you read a glowing review, will game from the same publisher? you buy the game? Generally I would say no, but As stated above, I probably will. some usually good publishers have released real stinkers—for example, ············ SSI with their Luftwaffe Commander.

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What influences your gaming Does the game’s genre strongly purchases the most? (Select up influence your purchase? to two.) Yes. It’s the main influence. I love Genre wargaming and it’s the kind of game Do you believe the publisher I spend my time on. No other. (Infogrames, EA, etc.) or the What is your favorite genre? developer (Blizzard, etc.) has a War game, turn-based strategy, greater impact on how good the RTS game is? If you read a glowing review, will Yes. Production is very important. you buy the game? Not as much as design, but yes No. I try to read more than one enough to provide a good look to the review and then look at the mini- final game. mum requirements. If you buy a stinker from a pub- ············ lisher, will you buy a subsequent game from the same publisher? What influences your gaming Yes, I have done it. Many times purchases the most? (Select up the publisher repeats the factors that to two.) make a game a good one (same Promotions, genre designer team or genre). A good Do you believe the publisher game may be the link to very good (Infogrames, EA, etc.) or the sequels and a good engine too. A bad developer (Blizzard, etc.) has a one is usually the last mistake. greater impact on how good the What is your favorite game that game is? you have played in the last 24 I think (hope) that the developers months? Why? are trying to make the game as per- Stronghold. It is a very good mix- fect as possible before releasing it, ture of RTS, adventure and sim-style while the publishers are hurrying the game. developers to complete the game in time for the deadline (we can always Will you buy a game on impulse patch it later…). if it is connected with a license, such as Star Trek and Star Wars, If you buy a stinker from a pub- which you enjoy? lisher, will you buy a subsequent Not necessarily. If it’s the genre I game from the same publisher? like, maybe. But not any action or Maybe, if it has good reviews and adventure game just because it’s a great demo, but I won’t queue on based on a license I enjoy. the day it’s released.

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What is your favorite game that stinker and are thus forced to say you have played in the last 24 it’s a great game…remember months? Why? Daikatana? Sid Meier’s Civilization III. It ············ really makes the hours fly away. (Just another turn…) It’s fun, addictive, What influences your gaming changing, editable, and so on. purchases the most? (Select up to two.) Will you buy a game on impulse Genre if it is connected with a license, such as Star Trek and Star Wars, Do you believe the publisher which you enjoy? (Infogrames, EA, etc.) or the No, not before reading reviews developer (Blizzard, etc.) has a and, if possible, playing the demo. greater impact on how good the I’ve learned that some companies game is? spend more money on the license Developer—they are they ones than on the game…. that make the game! Does the game’s genre strongly If you buy a stinker from a pub- influence your purchase? lisher, will you buy a subsequent Yes, I wouldn’t buy a game about game from the same publisher? knitting because I’m not interested It depends. I’m not too bothered in that. about who publishes or develops the game. I’ll judge each game as it What is your favorite genre? comes. Oooh, it’s a mix with first-person shooters/sword wielding, (combat) What is your favorite game that flight simulators, real-time, and you have played in the last 24 turn-based strategy games. I like months? Why? games where you get to build things, Masters of Orion II. It’s a great cities, armies, characters, or blow blend of strategy and tactics, with them to pieces. technology and design included. If you read a glowing review, will Will you buy a game on impulse you buy the game? if it is connected with a license, If the review is exclusive and pub- such as Star Trek and Star Wars, lished before the game is released, which you enjoy? I’d be alerted because the reviewer I’d buy a game on impulse but not might not be allowed another exclu- because of its branding. sive if they say that the game is a

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Does the game’s genre strongly winning formula. Thus, a purchaser influence your purchase? will know what they are getting Yes. I like strategy games and not before they hand over the cash for much else. the next title. What is your favorite genre? If you buy a stinker from a pub- Strategy—turn based lisher, will you buy a subsequent If you read a glowing review, will game from the same publisher? you buy the game? Yes. I hate to say it. The reason is No, not based on the review. I’m that the game offered a genre that I more interested in screen shots. You was interested in. It was usually can tell a lot about a game from the based upon an earlier game that was UI. great, and they jazz up with graphics and forget the game play. Perhaps ············ next time they will get the mix right. What influences your gaming What is your favorite game that purchases the most? (Select up you have played in the last 24 to two.) months? Why? Topic, franchises, genre Panzer General. I have every sub- Do you believe the publisher sequent title but for pure game (Infogrames, EA, etc.) or the play—forget the graphics—this is developer (Blizzard, etc.) has a the best. This game is almost pure greater impact on how good the strategy—yes, a limited AI, but game is? enough. I have played many others, Publishers, because they can but I have a DOS boot disk just for afford to give a title additional this game. resources that other companies may Will you buy a game on impulse not be able to supply. Also, they will if it is connected with a license, attract the best talented coders, such as Star Trek and Star Wars, graphic artists, etc. They also have which you enjoy? an idea on what options gamers want Yes, but generally it would have to in a game, but this is limited to the be discounted or specific to a title genre that they produce. While SSI type that I like. Generally, role- would produce great war games playing games associated with a based around game play and average license attached to TV shows cannot graphics, Blizzard produces RTS match what the show provides. A with high energy graphics, simple graphic of Spock just isn’t the same, game and strategy concepts—the especially when the voices are differ- basis of this is that they stick to a ent. I am more likely to buy on

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impulse when purchasing for another What influences your gaming as a gift—the more famous the show, purchases the most? (Select up the greater the appeal. to two.) Does the game’s genre strongly Genre, publisher/developer influence your purchase? Do you believe the publisher Yes, these games cost a lot of (Infogrames, EA, etc.) or the money. My interest mainly is in developer (Blizzard, etc.) has a strategy-type games. First-person greater impact on how good the shooters—no matter how graphic— game is? involve a simple plot. I play them but No, anyone can have a good idea put them away. Later when I see or make a great game (Big Time them collecting dust on the book Software rings a bell), but after find- shelf, I can think of the wasted ing a developer that does well, I will money. This reinforces my decision at least give them a chance and try to stick to what I know what I will the new demo…. play, not just like. If you buy a stinker from a pub- What is your favorite genre? lisher, will you buy a subsequent I like multiple genres—turn-based game from the same publisher? strategy and real-time strategy war Yes. No one bats a thousand. games. While they align to my job as Some outfits do better than others… a soldier—I think they relate to more so I will look more closely at their why I became a soldier opposed to games, but no one is perfect. the fact that is the job that I do. They What is your favorite game that make me think, plan—yet no real you have played in the last 24 consequences. months? Why? If you read a glowing review, will Combat Mission: Barbarossa to you buy the game? Berlin. It’s historical based, no bugs Yes, but this is more of a support (few bugs), great editor, and makes role. If I want a game, a review can for lots of re-play ability. be the final justification to buying it. Will you buy a game on impulse A review attacking game play has a if it is connected with a license, big effect. But a bad review does not such as Star Trek and Star Wars, hurt my decision if it is clear that the which you enjoy? reviewer does not understand the No. I have been playing PC games genre. for ten years… ············

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Does the game’s genre strongly Will you buy a game on impulse influence your purchase? if it is connected with a license, Yes. I just like strategy games, such as Star Trek and Star Wars, can’t help myself… which you enjoy? What is your favorite genre? No. I have only bad experiences Strategy/war games… with that. If you read a glowing review, will Does the game’s genre strongly you buy the game? influence your purchase? Yes, sometimes, but not often, as I Yes. I want to use my brains when will also check out the forums… playing, and with real-time strategy games like Command & Conquer, ············ etc., it’s almost impossible. What influences your gaming What is your favorite genre? purchases the most? (Select up Turn-based strategy and real-time to two.) strategy (I don’t mean click-fests) Genre If you read a glowing review, will Do you believe the publisher you buy the game? (Infogrames, EA, etc.) or the Depends on its genre, etc. I won’t developer (Blizzard, etc.) has a buy certain games even if they get greater impact on how good the 99/100 reviews in every magazine. game is? Developer…the publisher is not ············ doing the game; they’re just super- What influences your gaming vising and giving deadlines… purchases the most? (Select up If you buy a stinker from a pub- to two.) lisher, will you buy a subsequent Topic, franchises game from the same publisher? Do you believe the publisher Yes. Everybody makes mistakes. (Infogrames, EA, etc.) or the What is your favorite game that developer (Blizzard, etc.) has a you have played in the last 24 greater impact on how good the months? Why? game is? Medieval: Total War, a game that No, a good game is a good game, is so deep that I will never be able to no matter who makes it. play it through. I like strategy games If you buy a stinker from a pub- that are realistic and require lisher, will you buy a subsequent thinking! game from the same publisher? Yes. All games are different.

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What is your favorite game that (the rules, mechanisms, etc.) is you have played in the last 24 sound, the game stands a good months? Why? chance of being a winner. Good Uncommon Valor—excellent graphics and sound are necessary game, good support too, but ultimately second in impor- Will you buy a game on impulse tance. I guess the developer if it is connected with a license, develops the game engine, while the such as Star Trek and Star Wars, producer dictates how much glamour which you enjoy? and glitz should be added to it. Yes. Only if the game is good. If you buy a stinker from a pub- Does the game’s genre strongly lisher, will you buy a subsequent influence your purchase? game from the same publisher? Real-time strategy is garbage. I Why not? But I should add I never never even consider buying buy a game on impulse. real-time strategy games. They are What is your favorite game that all the same. you have played in the last 24 What is your favorite genre? months? Why? Turn-based strategy—actual strat- Shogun: Warlord Edition. It com- egy (thinking) involved, not just click bines a simple and elegant rule set and dragging. with a lot of freedom of choice for the [I wonder if this guy ever actually player. At its level of abstraction, it played an RTS game.—author] seems fairly realistic. The good graphics and sound get me in the If you read a glowing review, will right mood. It is the kind of game you buy the game? that gives the impression of being a Not always, depends on game labor of love. ············ Will you buy a game on impulse What influences your gaming if it is connected with a license, purchases the most? (Select up such as Star Trek and Star Wars, to two.) which you enjoy? Topic, franchises, genre No. At least I cannot remember having done that. I usually read a lot Do you believe the publisher of reviews on the Internet, see what (Infogrames, EA, etc.) or the kind of following a game attracts, and developer (Blizzard, etc.) has a finally decide if it is something I want greater impact on how good the to buy. game is? I expect the developer to have the greater impact. If the game engine

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Does the game’s genre strongly What influences your gaming influence your purchase? purchases the most? (Select up Yes, it does. Barring a few “one- to two.) night stands,” I typically end up with Cool factor flight simulations, turn-based strat- Do you believe the publisher egy, and war games in the medium to (Infogrames, EA, etc.) or the hard-core realism range. That is usu- developer (Blizzard, etc.) has a ally the kind of game I look for and greater impact on how good the read about. game is? What is your favorite genre? Yes, as they have the resources I guess ultimately I want a game and the money to really make a game to make me think, but it should not good, both in development and game play out in a completely logical way. design. Plus, they know what sells If it were that logical (á là chess), and what doesn’t by the response of personally I could not see it as a consumers who buy it. If they like it, game but only as a competition. The they’ll be hooked! random processes and the fog of war If you buy a stinker from a pub- make war games entirely different lisher, will you buy a subsequent from chess. Also, I have an interest game from the same publisher? in the history of war, its technical, Yes, just because one game is not political, and human aspects. Flight up to par, it might just be who simulations, strategy games, and war worked on the game and how long games usually cater for at least one if they spent developing it. The next not more of these aspects by provid- game out might be great—just have ing some sort of test lab. Neverthe- to wait and see! less, I enjoy this because ultimately I see these games as just that: games. What is your favorite game that you have played in the last 24 If you read a glowing review, will months? Why? you buy the game? Steel Panthers III. It is a great war It certainly is a bonus to a game if strategy game that is realistic, keeps it receives glowing reviews. But it you hooked, and is fun to play. Plus also depends on who wrote the you get to blow things up! It also has review, for what (Internet) magazine, an editor, so you can design your and what exactly the reviewer liked/ own battlefields and the game stays disliked. I review the review and fresh. then decide what to make of it. Will you buy a game on impulse ············ if it is connected with a license,

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such as Star Trek and Star Wars, the publisher is important in terms of which you enjoy? marketing and distribution, it is the Yes, especially some license that I developer that shapes the game’s am a fan of. I’ll buy the game just to identity and ultimately its success or see how it compares to the TV show failure. Big publishers like EA bring or movie… a wide variety of games to the mar- Does the game’s genre strongly ketplace—some good, some bad. influence your purchase? The consistency of performance, Yes, I tend to like strategy games either good or bad, is linked to the that challenge your mind, not unlike developer. I believe it is more impor- some shooters or action games that tant to look at who is the developer. I are just mindless challenges and bor- am more willing to have “brand loy- ing after a while! alty” to a proven developer than to any given publisher. What is your favorite genre? Turn-based strategy. It is very If you buy a stinker from a pub- challenging, it stimulates your mind, lisher, will you buy a subsequent and it makes you think, sometimes game from the same publisher? several turns ahead! I also like RPGs Yes, I would. In my opinion, most for the same reason. of the larger publishers deal with a variety of developers. As stated pre- If you read a glowing review, will viously, these publishers team with you buy the game? both good and not-so-good develop- Yes ers. The publishers are middlemen. ············ It is the consistency of the developer that matters. I am willing to try a What influences your gaming new or unproven developer, yet by purchases the most? (Select up the same token, I would shy away to two.) from a proven bad developer. Topic, franchises, genre What is your favorite game that Do you believe the publisher you have played in the last 24 (Infogrames, EA, etc.) or the months? Why? developer (Blizzard, etc.) has a I would say the entire Campaign greater impact on how good the Series (West Front, East Front II, game is? and Rising Sun) by TalonSoft in its I believe that the developer has a various incarnations. The Campaign greater impact on how good a game Series uses a proven game engine is. It is the developer, not the pub- that has been improved with time. lisher, who brings the creative and There are a myriad of third-party intellectual talent to the table. While scenarios and mods available, an

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extremely high replay value, and Does the game’s genre strongly there are plenty of sites that cater to influence your purchase? the Campaign Series and capitalize Yes, it does. I tend to stay away on the Play By E-Mail and Head to from twitch games and first-person Head aspect of the series. shooters. I love real-time strategy Will you buy a game on impulse because of the challenge of managing if it is connected with a license, the entire battle as a whole, all at such as Star Trek and Star Wars, once. I love turn-based strategy which you enjoy? games because of the thought and Yes and no. Certain licenses are planning that must go into the game connected with proven developers, play and the ability to play human while others are not. For example, opponents via head to head or PBEM the AD&D license owned by Wizards play. I will take a gamble and pur- of the Coast is associated with Ubi chase either a real-time strategy Soft and Black Isle. Ubi Soft turned game or a turn-based strategy game out the biggest stinker that this from an unknown or unproven devel- license has ever known when they oper/publisher just because of the produced Pool of Radiance: Ruins of genre. On the other hand, I will stay Myth Drannor. Bad game engine, bad away from other genres that I am not interface, totally unbalanced game interested in, no matter how popular play. This game did a great injustice the game/series or how great the to the AD&D license. On the other reviews. hand, there is Black Isle. Black Isle What is your favorite genre? produced the Baldur’s Gate series, I love turn-based strategy, real- the Ice Wind Dale series, and time strategy, and war games more Neverwinter Nights. All of these than any other types of games. I like were great successes. Outstanding war games in general, WWII war game engine, excellent interface, bal- games in particular. Turn-based or anced play, and gripping story line. real-time strategy, it really does not On the other hand, in regards to Star matter. In real-time strategy games, I Trek, I will buy any Starfleet Com- am a big Sudden Strike, C&C, mand title unseen. Interplay has Warcraft, and StarCraft fan. In turn- consistently done an outstanding job based strategy games, I am a big in conjunction with 14 East and TalonSoft Campaign Series and HPS Taldren to produce an excellent Squad Battles series fan. Turn-based series. strategy games are great because they lend themselves to head to head or PBEM play. It’s great to be able to pit your skills against another human

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instead of against the computer AI. Do you believe the publisher Real-time strategy games are great (Infogrames, EA, etc.) or the because you have to approach the developer (Blizzard, etc.) has a battle problem as a whole, all at once. greater impact on how good the Multiplayer gaming is a plus also. game is? The new generation of WWII first- The publisher. They bring a cer- person/vehicle shooter games is tain feel or ambience to the game very interesting also. Games like that is unique to each publisher. It Battlefield 1942, Medal of Honor: simplifies choices for the buyer, Allied Assault, and GI Combat are knowing what to expect from any intense because of the feeling of one developer. being immersed in the battle, and If you buy a stinker from a pub- these games tend to be historically lisher, will you buy a subsequent accurate and have an authentic feel. game from the same publisher? If you read a glowing review, will Yes, depending on the genre. A you buy the game? bad FPS publisher may be a great Not necessarily. Again, it depends RTS publisher. on the genre, license, and developer. What is your favorite game that Certain genres I tend to stay away you have played in the last 24 from due to lack of interest. I’m not months? Why? really into twitch games or first- Medal of Honor: Allied Assault. person shooters. Certain licenses Realism. Nobody has a weapon that have a great deal of appeal (Star will fire 100 bazillion laser-guided Trek, AD&D), while others don’t exploding, heat-seeking projectiles at (Star Wars…I love Star Wars as a aliens from the planet Trug. Gimme movie series, but I don’t care for Star something based somewhere in the Wars as a gaming license). Finally, realm of possibility, please. the developer makes or breaks a game. Rave reviews about a game by Will you buy a game on impulse a bad developer will not motivate me if it is connected with a license, to make a purchase, no matter how such as Star Trek and Star Wars, glowing the review. which you enjoy? No. Not an impulsive guy. ············ Does the game’s genre strongly What influences your gaming influence your purchase? purchases the most? (Select up Yes. FPS with tactical or strategic to two.) elements and RTS are my faves. Topic, franchises, publisher/ developer

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What is your favorite genre? What a question! Too hard to FPS, RTS answer, though I enjoy strategy/war If you read a glowing review, will games over all others. you buy the game? Will you buy a game on impulse Yes, depending on the reviewer. If if it is connected with a license, I feel they are too subjective, I’ll find such as Star Trek and Star Wars, another review. Dispassionate obser- which you enjoy? vation is what I look for. No. The Star Trek license is an ············ excellent example of the possibility for a horrible product. It’s in the What influences your gaming detail, not the name. purchases the most? (Select up Does the game’s genre strongly to two.) influence your purchase? Topic, franchises, genre Sure, I prefer games that make me Do you believe the publisher think. For me, that’s the challenge. (Infogrames, EA, etc.) or the What is your favorite genre? developer (Blizzard, etc.) has a I’ve dabbled in and purchased all greater impact on how good the of them. Strategy (of all types) gives game is? me the most satisfaction. Real time Publisher. It appears that no mat- can be incredible but there are plenty ter how good the content, how deep of worthless efforts that do nothing the programming, how successful for the hobby. the effort, it all comes down to the whims of the publisher and what If you read a glowing review, will they foresee for the product. It’s not you buy the game? always good for the hobby, but it’s Possibly, I may seek out a second how things work. opinion from a competing magazine. For me, it’s not different from buying If you buy a stinker from a pub- anything else. You get what you pay lisher, will you buy a subsequent for, but I only pay for what I want. game from the same publisher? Yes. Even bad publishers have ············ linked with excellent developers to What influences your gaming produce a fine product. purchases the most? (Select up What is your favorite game that to two.) you have played in the last 24 Topic, franchises, genre months? Why?

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Do you believe the publisher I have particularly enjoyed Max (Infogrames, EA, etc.) or the Payne. It was amazingly easy to mas- developer (Blizzard, etc.) has a ter, and there were a bunch of new greater impact on how good the features that made it particularly game is? worthwhile and distinguished it from Occasionally. It, of course, all the rest of the FPS genre. There was depends on the publisher’s/devel- an actual plot, and while the story oper’s previous record of success. line was linear, it never really For example, I would trust anything seemed like it was. coming from Blizzard. They have an Will you buy a game on impulse extremely good lineup, not a bad if it is connected with a license, apple in the crop. I might not pur- such as Star Trek and Star Wars, chase it, depending on the genre, but which you enjoy? I would know it’s still a good game. Probably not. It has been my However, I would be a little more experience that franchise-related skeptical when considering some- games are mostly money-makers and thing from a “bargain bin” company wouldn’t exist without their parent such as Activision. They’ve had a idea. Take Harry Potter, for instance. few OK hits, but the majority of their Would that game have ever been games are not worth looking at, and made if there were no books? I think so a little more research would be not. Licensed games have a short necessary. That takes up my time, so shelf life and an even shorter devel- I would probably not buy any more opment time. Enough said. games from them. Does the game’s genre strongly If you buy a stinker from a pub- influence your purchase? lisher, will you buy a subsequent Yes, mostly for the fact that when game from the same publisher? I purchase a game I am “in the It really depends on what the mood” for a particular genre. Some- other game is! In general terms, it times I shy away from a certain really wouldn’t matter too much genre, but it’s usually based on what because the publisher isn’t the one I want. programming the game, and they have little effect on the overall qual- What is your favorite genre? ity (Contradiction: WarBirds, pushed That’s a tough question! :) to an early release from Wal-Mart Actually, I might have to go with two. pressure on publisher). I really like RTS games, especially when they’re particularly realistic What is your favorite game that and offer a wide range of features and you have played in the last 24 nice graphics. They can also be months? Why?

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played as a mindless shooter or as a between, while with quantity, you drawing-you-in, tactical simulator. get a new game every month. I’m also a big fan of RPGs, but not If you buy a stinker from a pub- the MMORPGs. I’m practically in lisher, will you buy a subsequent love with games like Baldur’s Gate II game from the same publisher? and Diablo II, and I can’t really even Yes, some games are better than tell you why. I love seeing who—and others. what—you’ll encounter next, solving puzzles, and putting all the pieces What is your favorite game that together to come to a gripping you have played in the last 24 conclusion. months? Why? Hearts of Iron. This game has If you read a glowing review, will grasped the timeline that it was in you buy the game? and held it firmly. You find yourself in Sometimes, and it depends charge of a nation during one of the whether I was going to buy the game darkest times in history, and in many or not. If I was planning to, and I see instances, you make a rather large a good review for it, I will definitely impact on world history (well, at go ahead with the purchase. How- least in the game). ever, if I was not planning to, and I see a good review, then maybe I’ll Will you buy a game on impulse play a demo and look into it a little if it is connected with a license, further before coming to a decision. such as Star Trek and Star Wars, which you enjoy? ············ Yes, well, I’m a Star Wars fan. What influences your gaming Does the game’s genre strongly purchases the most? (Select up influence your purchase? to two.) Yes, some things are more fun to Topic, franchises, genre me than others. Same with every- Do you believe the publisher body I suppose. (Infogrames, EA, etc.) or the What is your favorite genre? developer (Blizzard, etc.) has a War games are more likely to greater impact on how good the catch my eye than any others. game is? If you read a glowing review, will Yes, all companies are competing you buy the game? with each other, and some will work Yes. Reviewers, at least in many harder to create high-quality games, instances, have to give an honest while others will believe in quantity opinion of a game, at least if they and price. A high-quality game will want to keep their job. cost more and will be fewer and far

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············ Does the game’s genre strongly influence your purchase? What influences your gaming Yes, I like variety and specifically purchases the most? (Select up look for certain genres that cover to two.) what I don’t have a lot of. Topic, franchises, genre What is your favorite genre? Do you believe the publisher All, I like them all. They all have a (Infogrames, EA, etc.) or the place as games and strategic/tactical developer (Blizzard, etc.) has a challenges. greater impact on how good the game is? If you read a glowing review, will Ultimately, the publisher. Devel- you buy the game? opment can determine potential No, I want to research the game “hows,” but that won’t matter unless more or sample it if possible for the publisher is behind the project myself. 110 percent. ············ If you buy a stinker from a pub- What influences your gaming lisher, will you buy a subsequent purchases the most? (Select up game from the same publisher? to two.) No, there’s enough variety in Cool factor, genre games to where loyalty to one house is not necessary if they disappoint Do you believe the publisher severely. (Infogrames, EA, etc.) or the developer (Blizzard, etc.) has a What is your favorite game that greater impact on how good the you have played in the last 24 game is? months? Why? Any publisher or developer brings Just for the play of the game, all something to the table. Whether it the WizKids products—the combat makes the game better or not is in dial system is great and could really the eye of the gamer. A majority of enhance the wargaming hobby. people may buy a game done by EA Will you buy a game on impulse simply because they like what if it is connected with a license, they’ve done in the past. In my case, such as Star Trek and Star Wars, there are a couple of companies which you enjoy? where I’ll follow this “buy now, ask No, the game has to be good too. later” attitude—Blizzard and most monogamously Ensemble Studios.

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If you buy a stinker from a pub- Does the game’s genre strongly lisher, will you buy a subsequent influence your purchase? game from the same publisher? Most definitely. I know what kind I might, although I’ll do a hell of a of games I like and don’t like. I’m lot more research than I usually way, way more likely to buy a real- would before buying it. Once I’m sat- time strategy over a flight simulator. isfied I’m not wasting my money That is, unless there’s something the again. Then yes I would. game is offering that nothing else is. What is your favorite game that What is your favorite genre? you have played in the last 24 I’ve got a few of them, but based months? Why? on my favorite game, I’d say the top I’ve had many favorite games in of the list is real-time strategy. Oth- the last two years, but the ones that ers would be online war games, rise above all the rest for me would role-playing games (if they’re done have to be the Age series from right), shooters, and a few sports Ensemble. At the moment, I’m games at the end of the ladder. I’m hooked on the newest installment, sure I’ve missed a few, but those are Age of Mythology, but before that it the major ones. went all the way back to the original If you read a glowing review, will Age of Empires. I enjoy lots of differ- you buy the game? ent genres, but RTS has always been Not unless the glowing review has the one I favor the most, and the Age a whole family of glowing reviews series just does every one of them so following it. Just because one well, outdoing themselves every reviewer likes it doesn’t mean the time. Not to mention as RTSs go, next is going to. If one of my friends these are probably the most says, “This game rocks!,” there’s balanced. bound to be at least a few others who Will you buy a game on impulse think it sucks. I try and listen to if it is connected with a license, reviewers who have steered me such as Star Trek and Star Wars, right in the past, as well as the which you enjoy? reviews of the ones who haven’t. Nope. Unless it’s already a series ············ of games that I’ve liked flawlessly every time, I won’t buy anything on What influences your gaming impulse. Especially because of a TV purchases the most? (Select up or movie license. In my opinion, to two.) TV/movie games are often stricken Topic, franchises with flaws, so I would pay attention before I bought.

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Do you believe the publisher ············ (Infogrames, EA, etc.) or the What influences your gaming developer (Blizzard, etc.) has a purchases the most? (Select up greater impact on how good the to two.) game is? Promotions, genre Developer—publisher only looks at marketability Do you believe the publisher (Infogrames, EA, etc.) or the If you buy a stinker from a pub- developer (Blizzard, etc.) has a lisher, will you buy a subsequent greater impact on how good the game from the same publisher? game is? Yes—publisher doesn’t do the Yes. I think that a developer has a game, just pushes it degree of skill in a particular area and What is your favorite game that you can rely on that skill if they are you have played in the last 24 developing a particular style of game. months? Why? If you buy a stinker from a pub- Tigris & Euphrates, but for com- lisher, will you buy a subsequent puter gaming, Age of Wonders II. It game from the same publisher? gets Master of Magic right. Yes—if it looks good and reviews Will you buy a game on impulse say it is good. Or the demo is good. if it is connected with a license, What is your favorite game that such as Star Trek and Star Wars, you have played in the last 24 which you enjoy? months? Why? No. A license doesn’t impress me. Steel Panthers: World at War— Does the game’s genre strongly this has so many different options to influence your purchase? play with and has near endless Yes. I need to specialize. There is playability. It’s also free. simply too much out there. Holding Will you buy a game on impulse to a few themes lets me compare and if it is connected with a license, learn more. such as Star Trek and Star Wars, What is your favorite genre? which you enjoy? Turn-based strategy—closer to No. Just because it is connected the games I used to play FTF with a license doesn’t mean it’s any If you read a glowing review, will good. I will take a look to see if it you buy the game? sounds interesting, but it doesn’t No. No one publishes anything but mean I will buy it. good reviews, so I don’t even bother to read them anymore.

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Does the game’s genre strongly The publisher has a much greater influence your purchase? impact on how good the game is Yes. I enjoy particular genres and because of the time constraints they not others. So, I will be looking for put on the developers. The develop- that particular type of game. I do try ers are not controlled by the all types of games, but I will primar- Christmas season. The publishers ily be looking for the types I prefer. are in this to make money, not for the What is your favorite genre? love of the game. Turn-based or real-time strategy. I If you buy a stinker from a pub- like these games, as they require you lisher, will you buy a subsequent to think about what you are doing. game from the same publisher? There is a bit more than just blasting Yes. One can always hope they away mindlessly, although the will have learned something. How- destruction factor in any game is ever, I will read the reviews carefully always enjoyable. It’s more enjoyable before I purchase another from them. when you have to work for it. What is your favorite game that If you read a glowing review, will you have played in the last 24 you buy the game? months? Why? No. I will only buy a game if it Medieval: Total War! It has every- suits my playing tastes, even if it got thing—strategy, tactics, and an a glowing review. If I was considering interesting subject matter. buying it in the first place and it got a Will you buy a game on impulse glowing review, then it might push if it is connected with a license, me further to buy it, but I don’t buy such as Star Trek and Star Wars, every game that gets a glowing which you enjoy? review. I have done so in the past, but I ············ have slowed down, as I have more games than I currently play. What influences your gaming purchases the most? (Select up Does the game’s genre strongly to two.) influence your purchase? Genre Yes. There are certain types of games that I like and many I don’t Do you believe the publisher like. (Infogrames, EA, etc.) or the developer (Blizzard, etc.) has a What is your favorite genre? greater impact on how good the War game, turn-based strategy game is?

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If you read a glowing review, will If you read a glowing review, will you buy the game? you buy the game? Probably, depending on if it was No. I prefer to see a variety of something I was interested in. actual players’ opinions. ············ ············ What influences your gaming What influences your gaming purchases the most? (Select up purchases the most? (Select up to two.) to two.) Topic, franchises, genre Topic, franchises, genre Do you believe the publisher Do you believe the publisher (Infogrames, EA, etc.) or the (Infogrames, EA, etc.) or the developer (Blizzard, etc.) has a developer (Blizzard, etc.) has a greater impact on how good the greater impact on how good the game is? game is? The developer has the greater The developer. If a game is good, impact. then it is good, no doubt about it, and If you buy a stinker from a pub- it’ll get good reviews and such. lisher, will you buy a subsequent If you buy a stinker from a pub- game from the same publisher? lisher, will you buy a subsequent Yes game from the same publisher? What is your favorite game that Yes, because people screw up all you have played in the last 24 the time. months? Why? What is your favorite game that Civilization III you have played in the last 24 Will you buy a game on impulse months? Why? if it is connected with a license, Steel Panthers: World at War such as Star Trek and Star Wars, because I like wargaming and it is which you enjoy? the kind of wargaming I enjoy, beside No, except for MechWarrior/ its free. BattleTech Will you buy a game on impulse Does the game’s genre strongly if it is connected with a license, influence your purchase? such as Star Trek and Star Wars, Yes which you enjoy? I don’t know; this question is hard What is your favorite genre? to answer. Turn-based strategy, war game

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Does the game’s genre strongly What is your favorite game that influence your purchase? you have played in the last 24 Yes because nobody who likes to months? Why? play Counter-Strike would go and Europa Universalis II—originality buy a puzzle game about Counter- and depth Strike. Will you buy a game on impulse What is your favorite genre? if it is connected with a license, War game. I like war games such as Star Trek and Star Wars, because it puts me as the com- which you enjoy? mander in chief of a group of men. I No; these games trade more on must care for them, but yet do my the “franchise” than the substance of duty. It’s very fun. Besides since I’m what is an interesting game. into war histories, it’s about the easi- Does the game’s genre strongly est way to reenact many of the influence your purchase? famous battles of the world. Yes; I can’t buy them all, but I If you read a glowing review, will know what appeals to me. you buy the game? What is your favorite genre? Maybe if the game is about topics No absolute, but ones that you I like or genres I like have to think about and that immerse ············ you in their virtual world. What influences your gaming If you read a glowing review, will purchases the most? (Select up you buy the game? to two.) Yes, particularly if there are many Topic, franchises, genre glowing reviews and the game’s genre suits me. Do you believe the publisher (Infogrames, EA, etc.) or the ············ developer (Blizzard, etc.) has a What influences your gaming greater impact on how good the purchases the most? (Select up game is? to two.) Publishers because of build quality Topic, franchises, genre and reputation Do you believe the publisher If you buy a stinker from a pub- (Infogrames, EA, etc.) or the lisher, will you buy a subsequent developer (Blizzard, etc.) has a game from the same publisher? greater impact on how good the No. Leopards seldom change their game is? spots. In some cases, yes. Some vendors have a history of releasing quality

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games that install and run out of the Yes. I won’t buy a game if it box, while others release a piece of doesn’t look interesting. junk. The prime example I’d use is What is your favorite genre? Fallout from Interplay—it was amaz- Turn-based strategy, especially ing at the time that it would work as hex-based board game style games. installed from the CD. Contrast that with Battlecruiser from Take 2 If you read a glowing review, will Entertainment; the game advertised you buy the game? as better than sex. Indeed. If it appears the reviewer is credi- ble, this will influence my buying If you buy a stinker from a pub- decision. lisher, will you buy a subsequent game from the same publisher? ············ No. After the Battlecruiser deba- What influences your gaming cle, I have actively avoided Take 2 purchases the most? (Select up products. to two.) What is your favorite game that Genre you have played in the last 24 Do you believe the publisher months? Why? (Infogrames, EA, etc.) or the Civilization III. Hours of play, developer (Blizzard, etc.) has a plenty of variety. Gives one time to greater impact on how good the consider strategy, unlike first-person game is? shooters or real-time strategy Producer. Based on the previous games. titles they have created, you come to Will you buy a game on impulse expect a certain quality of their soft- if it is connected with a license, ware to be the same, if not better. such as Star Trek and Star Wars, They have the resources to help which you enjoy? players via services that they have No. Perhaps when I was younger, and the staff to create good quality but I have been burned way too products on a regular basis. many times by license-based games If you buy a stinker from a pub- (especially early Star Trek titles). lisher, will you buy a subsequent Now it’s read the reviews first before game from the same publisher? dropping $50 on a new game. Yes. If a publisher creates a terri- Does the game’s genre strongly ble game, I would have to give them influence your purchase? one more chance to see if they learned from their mistake(s). How- ever, only one chance…

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What is your favorite game that game. They both usually put out as you have played in the last 24 much junk as they do good stuff. months? Why? If you buy a stinker from a pub- Medal of Honor: Allied Assault. lisher, will you buy a subsequent Very stable, very fun (multiplayer). game from the same publisher? Medieval: Total War…simply a lot to Yes, it all just depends on the do and a lot to think about without game. If one game was bad, it doesn’t the real-time factor. mean that any of the other games Will you buy a game on impulse they make are bad. if it is connected with a license, What is your favorite game that such as Star Trek and Star Wars, you have played in the last 24 which you enjoy? months? Why? Yes. If the game sounds interest- Max Payne. It had an awesome ing enough and it’s what I enjoy… story line and did for computer why not? I impulse buy a lot. games what The Matrix did for the Does the game’s genre strongly movies. By far the best game play of influence your purchase? a third-person shooter of all time. Yes Nothing has matched it yet. What is your favorite genre? Will you buy a game on impulse Turn-based strategy if it is connected with a license, If you read a glowing review, will such as Star Trek and Star Wars, you buy the game? which you enjoy? Yes, but only if several reviews are No, I always go for the game or consistent the game play instead of the license. In fact, most of the license games ············ have quite a few horrible games to What influences your gaming their names. purchases the most? (Select up Does the game’s genre strongly to two.) influence your purchase? Cool factor, genre No. I buy what I like, and that’s Do you believe the publisher just about everything. (Infogrames, EA, etc.) or the What is your favorite genre? developer (Blizzard, etc.) has a I like all of these types of genres, greater impact on how good the but by far war games are the most game is? enticing to me due to the fact that I don’t even look at who the devel- they are usually historically accurate, oper or publisher is when I buy a

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and you want to see if you can match What is your favorite game that up to the great leaders of the past. you have played in the last 24 If you read a glowing review, will months? Why? you buy the game? My favorites are: Ghost Recon— No, I usually download the demo it’s fun, though challenging. I prefer (if there is one). Hidden & Dangerous, but that’s out of the date range. The modding abil- ············ ity is nice. Deus Ex—good for a bit of What influences your gaming a mindless blast. Jane’s FA/18—I purchases the most? (Select up love flight sims. Being a techie type, to two.) it’s fun playing a game that needs Topic, franchises, genre you to push loads of buttons, even if you are abysmal at it. Do you believe the publisher (Infogrames, EA, etc.) or the Will you buy a game on impulse developer (Blizzard, etc.) has a if it is connected with a license, greater impact on how good the such as Star Trek and Star Wars, game is? which you enjoy? I have no idea. I would hope (in No. I bought TIE Fighter because my naiveté) it would be the develop- it was basically a flight sim (of sorts), ers. I feel they would be more likely but wouldn’t but one of the FPS/con- to be gamers and know what makes a sole-style ones, like Rogue good game and be aware of the Squadron. The franchise thing is get- gripes raised in reviews not just in ting ridiculous now. magazines, but through other Does the game’s genre strongly sources. Publishers are more likely influence your purchase? to rely on surveys and market analy- Yes. Some I enjoy, some I don’t. sis. That said, do publishers override This can be overridden by the game developers with regard to the final itself (for example, Deus Ex, Hidden product? & Dangerous are FPS), but I hate If you buy a stinker from a pub- Quake because it’s just about big lisher, will you buy a subsequent guns. game from the same publisher? What is your favorite genre? Yes. If I buy a stinker, it’ll most Adventure, simulation (flight) likely be my fault. I read reviews sometimes shooter…depends on my before buying and buy on the basis of mood. To be honest, I don’t think you that and the criteria listed in [the can have a single favorite genre or first] question. game.

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If you read a glowing review, will What is your favorite game that you buy the game? you have played in the last 24 No—reviews are inevitably sub- months? Why? jective. However, it would make me Neverwinter Nights. First, I am a look more closely at the game. huge fantasy/RPG player, and NWN ············ is a great RPG. Second, the game has allowed me to recreate some of What influences your gaming those nights sitting around a table purchases the most? (Select up with a bunch of playing pen and to two.) paper with the guys, even though we Topic, franchises, genre all live in four different states now. Do you believe the publisher Will you buy a game on impulse (Infogrames, EA, etc.) or the if it is connected with a license, developer (Blizzard, etc.) has a such as Star Trek and Star Wars, greater impact on how good the which you enjoy? game is? No. A good license doesn’t make a I believe the publisher has a good game. There have been some greater impact on how good a game very bad Star Wars games. License is is. In most cases, the publisher, who a lure, not a hook. holds the purse strings, controls the Does the game’s genre strongly pace of development either posi- influence your purchase? tively (by supporting the developer) Yes. While I have crossed genres or negatively (by pushing deadlines). from time to time, I generally stick There are a few exceptions to this. to the genres in which I have an The game “gods” who have proven interest. themselves may have more to say over the development company. Ulti- What is your favorite genre? mately, the publisher can always pull Turn-based strategy. I grew up on the plug. SSI and SSG turn-based war games for the Apple II. My first love. If you buy a stinker from a pub- lisher, will you buy a subsequent If you read a glowing review, will game from the same publisher? you buy the game? Yes, possibly. A “stinker” from a No. I will usually buy a game publisher probably means more than based on more than one reviewer’s the company is a bad publisher. They opinion. I also consult friends for may have released early to try to their feelings about a game. break even, for example. A publisher ············ with a track record of stinkers might make me think twice.

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What influences your gaming Flight simulation purchases the most? (Select up If you read a glowing review, will to two.) you buy the game? Topic, franchises, genre Perhaps…the subject matter has Do you believe the publisher to appeal to me. (Infogrames, EA, etc.) or the ············ developer (Blizzard, etc.) has a greater impact on how good the What influences your gaming game is? purchases the most? (Select up The developer. Some of the most to two.) innovative games have come from Cool factor, genre, publisher/ smaller outfits. For example, look at developer the Combat Mission series or IL-2. Do you believe the publisher If you buy a stinker from a pub- (Infogrames, EA, etc.) or the lisher, will you buy a subsequent developer (Blizzard, etc.) has a game from the same publisher? greater impact on how good the Perhaps, depends on whether they game is? get their act together and if others Different companies have different who buy the subsequent game have goals. Some are geared toward real- good things to say about it. ism, while others steer to the more user fun games. What is your favorite game that you have played in the last 24 If you buy a stinker from a pub- months? Why? lisher, will you buy a subsequent Simulations—love the machines game from the same publisher? Yes. It would be stupid to think Will you buy a game on impulse that one bad game reflects the com- if it is connected with a license, pany as a whole. such as Star Trek and Star Wars, which you enjoy? What is your favorite game that No. A license does not a good you have played in the last 24 game make. months? Why? My favorite game is Gettysburg. Does the game’s genre strongly influence your purchase? Will you buy a game on impulse No. I’m open minded and will try if it is connected with a license, any game as long as the game play is such as Star Trek and Star Wars, good and the subject matter appeals which you enjoy? to me. Absolutely not What is your favorite genre?

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Does the game’s genre strongly What is your favorite game that influence your purchase? you have played in the last 24 Not really months? Why? What is your favorite genre? Hearts of Iron. It’s hard. I’m tired I like them all; no favorites here. of little five-minute skirmishes in RTSs where you could possibly win If you read a glowing review, will with your eyes closed. HOI is hard you buy the game? and long. I’ve been playing the game Well, it depends on how many I’m on right now for the past five other glowing reviews I read. If it days and have only taken over Mex- sounds good, I try and find a demo ico, half of South America, the first. Carribean, and one province in Spain ············ as a starting point for my war in Europe. What influences your gaming purchases the most? (Select up Will you buy a game on impulse to two.) if it is connected with a license, Topic, franchises, genre, pub- such as Star Trek and Star Wars, lisher/developer which you enjoy? No. I always research a game Do you believe the publisher before purchasing it. (Infogrames, EA, etc.) or the developer (Blizzard, etc.) has a Does the game’s genre strongly greater impact on how good the influence your purchase? game is? Yes. I hate turn-based games. I think that the developer is the They are just too slow for me. It base for the quality of the game. seems you spend most of your time Infogrames has published some just waiting so you can have a five- really horrible games and some second turn. really good ones, but if a developer What is your favorite genre? does a good game, you can usually RTS, with FPS in a real close sec- believe that their games will always ond (MOHAA: Spearhead) be good. If you read a glowing review, will If you buy a stinker from a pub- you buy the game? lisher, will you buy a subsequent I need to see a good review on at game from the same publisher? least two sites or in two magazines. I Yes, because the developer is the generally check out my PC Gamer, one who affects the quality of the Gamesdomain.com, and of course game. All the publisher does is Wargamer.com. advertise, oversee, and fund.

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············ Medal of Honor: Allied Assault. I know it can get repetitive, but for What influences your gaming what I’ve paid, it has given me hours purchases the most? (Select up and hours of entertainment until I to two.) trade it in on a new version or new Genre, publisher/developer game. Do you believe the publisher Will you buy a game on impulse (Infogrames, EA, etc.) or the if it is connected with a license, developer (Blizzard, etc.) has a such as Star Trek and Star Wars, greater impact on how good the which you enjoy? game is? Yes, sometimes. But I know I I may be fooled once, but with all might be taking a chance on the cod- the reviewers on the “net” and in ing and might end up with a dog. magazines, to be fooled even once is because you rushed in to buy. The Does the game’s genre strongly publishers or developers also know influence your purchase? what makes a winning combination Yes, I’m a wargamer, but some- to a true gamer. We, the gamers, times I do venture out into the real want the meat of the game. If we are world. going to put out $70 to $80 CDN for What is your favorite genre? a game (which is still okay), then I War game. Real time and get outta need to know I’m not wasting my my way. time or my money because it will not happen twice. Some gamers have If you read a glowing review, will their preferences as to which pub- you buy the game? lisher/developer they will migrate to, I will put it on my short list to buy but when it come down to the meat and go do some research. I know of the game, the juiciest meat wins. enough about journalistic opportuni- ties and affiliations to know that If you buy a stinker from a pub- anyone can have their favorites. lisher, will you buy a subsequent game from the same publisher? ············ No! See above. Now, having said What influences your gaming that, I will read discussion boards and purchases the most? (Select up reviews to see if the publisher/devel- to two.) oper has learned some new coding Topic, franchises, publisher/ and will give them a second chance. developer What is your favorite game that you have played in the last 24 months? Why?

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Do you believe the publisher this did not faithfully follow the Star (Infogrames, EA, etc.) or the Wars genre. developer (Blizzard, etc.) has a Does the game’s genre strongly greater impact on how good the influence your purchase? game is? No. If a game is good, I will play it. I believe this varies greatly depending on the game and the rela- What is your favorite genre? tionship between the publisher and I have no favorite genre. But my developer. least favorite are console-style plat- form jumping games. If you buy a stinker from a pub- lisher, will you buy a subsequent If you read a glowing review, will game from the same publisher? you buy the game? Only if the publisher is a main- No. At most, it would make me stream publisher with titles from consider finding out more about the multiple developers. game and maybe trying a demo. What is your favorite game that ············ you have played in the last 24 What influences your gaming months? Why? purchases the most? (Select up My favorite game has been Opera- to two.) tion Flashpoint. I enjoy it mostly Topic, franchises, genre because of continued support from Do you believe the publisher the publisher featuring new add-ons (Infogrames, EA, etc.) or the and engine improvements, as well developer (Blizzard, etc.) has a as the community that exists around the game. It also features an greater impact on how good the extremely easy to learn editing sys- game is? tem that still produces pro-quality The developer should, in theory, results without the need for have the greater impact on how good advanced coding. the game is. They are the creators looking to put forward the game Will you buy a game on impulse ideas, feel, and playability. Regretta- if it is connected with a license, bly, the real world has to intrude and such as Star Trek and Star Wars, publishers frequently have to “tone which you enjoy? down” the developer’s more grandi- Most likely no. These games are ose schemes/plans to produce a almost always bad or limited and pre- commercially viable product suitable dictable. The only exception is the for a wide audience. It follows there- Jedi Knight series perhaps, and even fore that publishers have the final say as to how close the game reaches its

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full potential (i.e., how good it is). I the feel of the setting (be it Star personally feel that this is a real Wars, Star Trek, or a historical sub- shame, but games have to have com- ject, say, Band of Brothers in WWII). mercial appeal—if not, the industry I admit that in this instance it is usu- dies. ally the game blurb and packaging If you buy a stinker from a pub- that does the dirty deed in persuad- lisher, will you buy a subsequent ing me to buy. game from the same publisher? Does the game’s genre strongly No, not without a damn good rec- influence your purchase? ommendation from someone who Definitely. If I’m not interested in has actually played the second game. the basic type, the game stays on the What is your favorite game that shelf. Flight simulations leave me you have played in the last 24 totally cold, first-person shooters months? Why? don’t usually provide enough mental On the computer—Activision’s challenges—i.e., basically they con- Medieval: Total War combines all the sist of “get in there, shoot anything elements of strategy (overall cam- that moves, grab the right bit of paign), tactics (battles), and diplo- equipment, complete the job and get macy in a realistic and historical out”—once you have completed the setting. Graphics are outstanding and mission, that’s it. There is no real game play is second to none. fresh approach to take. Will you buy a game on impulse What is your favorite genre? if it is connected with a license, Turn-based strategy such as Star Trek and Star Wars, If you read a glowing review, will which you enjoy? you buy the game? Yes, unfortunately, I will and do, if More than likely if the subject the game looks to be able to capture matter appeals to me

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TEAM LinG - Live, Informative, Non-cost and Genuine! Index

101: The Airborne Invasion of Nor- cool factor, 4, 28-30 mandy, 193-194 D A demos, 67, 73 action games, 9, 15 Diablo II, adventure games, 11, 14 analysis of, 107-119 Age of Empires II, cool factor, 114-115 analysis of, 175-188 game play, 113-114 cool factor, 183-184 genre, 112 game play, 181-182 marketing and public relations, marketing and public relations, 116-118 185-187 quality, 107-110 quality, 177-178 specifications for, 109-110 topic, 178-181 topic, 111-112 ambience, 34 distribution, poor, 190-192 appeal, 3-4 importance of broad, 79 E audio, importance of, 38-39 Ekins, Kelly, on games, 202-205 Empire Earth, B analysis of, 87-98 Barrett, Mark, on games, 199-202 cool factor, 95-96 Bauman, Steve, on fun, 56-57 game play, 93-95 Bell, Jason, genre, 93 on franchising and licensing, 21 marketing and public relations, on games, 197 96-98 Bullet Time, 28, 100, 105 quality, 88-92 buzz, 29-30 topic, 92-93 creating, 66-67 F C Falcon, Jonah, on topic, 28 Clarke, Dan, fan sites, 67 on franchising and licensing, 22 fan survey, 215-221 on games, 211-212 results, 221-305 classic games, 13 franchises, 18 conflict, writing, 46-47 franchising, console games, 13-14 industry comments on, 21-22

307 TEAM LinG - Live, Informative, Non-cost and Genuine! Index ··························

pros and cons of, 20-21 M fun, marketing, 74-76 importance of, 55-56 and public relations, 3 industry comments on, 56-61 Max Payne, analysis of, 99-107 G cool factor, 105 game genres, 9-13 game play, 104 games that should have sold, 193-194 genre, 103-104 genre, 7-15 marketing and public relations, genres, mixing, 83-84 105-106 Ginger, Christina, on games, 207-209 quality, 101-102 Grammont, Steve, on fun, 57-58 topic, 102-103 Grand Prix Legends, 194 Mooney, Bill, on topic, 28 graphics, importance of, 34-37 multi-genre games, 83-84 Ground Control, 193 O H Osborne, Scott, on fun, 60-61 Ham, Tom, on fun, 59 Harry Potter and the Sorcerer’s P Stone, passion, finding, 27 analysis of, 121-131 physical stimuli, importance of, 39 cool factor, 128 poor sales, reasons for, 190-193 game play, 125-128 press, marketing and public relations, involving, 67-69 128-131 poor, 192 quality, 123-124 public relations, 72-73 topic, 125 importance of, 71-72 poor, 190 I puzzle games, 13 immersion, 33 Q J quality, 3 James, Bonnie, on games, 198 Jones, Howard, on fun, 58 R range of appeal, 3-4 K real-time strategy games, 14-15 Keefer, John, on fun, 59 role-playing games, 12 Kroll, Mario, on topic, 27-28 RollerCoaster Tycoon, L analysis of, 147-159 licenses, 14, 17 cool factor, 154-156 licensing, game play, 152-154 industry comments on, 21-22 marketing and public relations, pros and cons of, 19-20 156-158 quality, 148-149 topic, 149-152 Roper, Bill, on fun, 61

308 TEAM LinG - Live, Informative, Non-cost and Genuine! ··························Index

S survey, 215-221 salability factors, 2-4 results, 221-305 scalability, 80 of technology, 80-83 T technology, scalability of, 80-83 screen shots, using as marketing The Sims, tool, 73 analysis of, 161-175 Sim Theme Park, cool factor, 168-169 analysis of, 133-145 game play, 167-168 cool factor, 141-142 marketing and public relations, game play, 139-141 170-173 marketing and public relations, quality, 163-164 142-144 topic, 165-166 quality, 134-136 theme, importance of, 65-66 topic, 137-139 timing, poor, 192-193 simulations, 13 topic, 2 Sluganski, Randy, on fun, 57 importance of, 24-26 Smith, Ben, industry comments on, 27-28 on franchising and licensing, topics, best-selling, 26-27 21-22 on games, 198-199 U Sotos, Pro, on games, 209-211 user manuals, Spencer, Tiffany, on fun, 59 importance of, 49-50 sports games, 12-13 purpose of, 51 story, writing, 51-52 creating, 45-47 difficulty of writing, 43-44 V importance of, 41-44 Vitous, Jeff, importance to particular on franchising and licensing, 21 genres, 42-43 on games, 205-206 reasons for poor quality of, 44-45 W strategy games, 10-11 web sites, 67 strategy guides, Werbaneth, Jim, importance of, 49-50 on fun, 57 purpose of, 52-53 on games, 213-214 writing, 53-54 world creation, 45-46

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