How To Make Big Money In Game Design

By Tim Carter (15 April 2007)

In The Art of the Start, one of Guy Kawasaki's rules about starting up new things is this:

Jump to the next curve.

One commenter put it this way: "Great companies aren't created when a book retailer says, 'We're going to change the way books are sold. Instead of carrying 250,000 titles, we're going to carry 275,000.' Great companies are created when you say, 'Instead of 250,000 titles, we're going to carry 2.5 million.' Then you have Amazon."

In other words, incremental improvements are all fine, but it's the paradigm shifts that break ground and make the big bucks.

This is true in game development as well. And it can be summarized like this: jumping to the next wave in game development means creating new genres.

New genres. Entirely new gameplay experiences.

History bears this out. If you look at game genres, what you see is a flagship game followed by a ton of "me-too" titles. The flagship game, in virtually every case, commands the genre - makes tons of money. The me-tooers may do comfortably well, but they never hit the zenith the flagship ones do. Consider the following...

 
Genre Flagship Title Huge Seller?
Tabletop Roleplaying Game Dungeons & Dragons Yes
Full 3D First-Person Shooter Quake Yes
Story-Based First-Person Shooter Half Life Yes
Collectible Card Game Magic: The Gathering Yes
People Simulator The Sims Yes
City Simulator Sim City Yes
Computer Tycoon Game Railroad Tycoon Yes

I could go on but I think you get my point. The killer apps in games are the new genres and the flagship games that launch them.

Now this said, there are periods between these genres where focus in game development as a whole is oriented toward improvement. The creation of a new genre is a maneuver of lateral thinking - developing and refining it a process of vertical thinking. This is a totally legitimate undertaking, and it can be very lucrative (as most in the game industry know).

We now call "vertical thinking" linear thinking, but I use the term Edward de Bono (who coined these "thinking" terms) originally used because "linear thinking" now has undeserved negative connotations. Interestingly, De Bono used it because the whole lateral/vertical paradigm is symbolic of a primary field of wealth exploration: mining - where the lateral is the process of looking in new places for the gold and vertical means to keep digging down looking for more in the place it was originally discovered (literally, vertical - straight down).

To be fair, vertical thinking is a wholly necessary process. I think it's unfair to disparage parties who don't strike out pioneering as "stupid" or "dumb linear thinkers". If you have the gold under your feet, you're a fool to not keep digging.

I remember, during my time in The NRG Group - an Internet incubator where I consulted and did some serious game design - talking with the people who vetted new business plans. One junior executive, a calm and reserved guy, told me he was disappointed they hadn't decided to invest in a web portal for the metals industry that had come to them (this is about 2000). The portal's business plan reflected tremendous experience and knowledge of the workings of this industry, and the project seemed sound. However, the decision-makers at NRG (which is now defunct) disliked it because it was not something that was supposed to change the world (again... this was 2000! before the bottom fell out on the dot-com craze); it was just a "boring" portal for the "boring" metals industry. Well, never underestimate the money-making potential of seemingly boring things! (Also, as a game designer, never dismiss things as boring in a flippant manner. There are no boring games, only boring game designers. They told Will Wright managing a city would make for a boring game...)

However, what happens is somehow vertical thinkers develop this notion that going off looking for gold in other places, when it's "obviously" right here if you're willing to sweat and dig a little, is foolish. They say, after all, what are the odds you can discover a new genre? (Divide the number of new genres by the number of game designers: those are your odds. Slim at best.) You can see this perspective in game development when you read Tom Sloper, who dismisses any notion you can design a new game without first paying the dues of developing a name building games as they are now.

The lateral thinkers then point out that you become indoctrinated when you do this: your ability to create fresh new forms becomes contaminated by overexposure to existing forms. Perhaps the most vivid image that conveys this very real danger is from the semi-autobiographical play Long Day's Journey Into Night, by Eugene O'Neill. One character is the father, based on O'Neill's actual father. He is an actor who has built his entire career playing a single part in a one man show - a role done primarily for money, not art. The father reveals he has played this part for so many years it has creatively poisoned him. He tried to do different roles but was unable to break out of the histrionic, ham-fisted method of acting that paid so well (in the earlier part of the 20th century): the years and years spent doing "the part" have carved rutted paths through his creativity. He curses ever having done it.

Anyway, we find there are two opposing camps here. They both have their points. The new genres are the milestones, the chapter titles that usher in vastly new tracts of territory to be settled. The development of the genres are the pages between the chapters; the hard hands-on work of doing the settlement of these newly discovered lands.

What I can say to you is this: yes the odds are slim at best you may have the opportunity to help develop a new genre. The statistics are against it. However, if you know anything about statistics you will know this: the unusual happens! Lightning does strike! If a person comes up to you with a naive inflection, no experience in life and claims with swaggering overconfidence that they have invented a new genre, you can probably dismiss them. But if someone with a calm demeanor, well-educated and having done good work, experienced in life and professional in attitude approaches you and says the same thing, if you don't at least seriously hear him or her out you're a damn fool.

 

 
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