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- A Letter from
- John "The Mad Gamer" Harris
-
-
- [DAVE'S PREFACE]: LOADSTARites -- John
- wrote me an email and brings us up to
- date on the adventures of the Mad
- Gamer.
-
-
- Besides the game I'm working on
- (which is not what I'd call a major
- commercial product, heh), I've got a
- couple of game designs kicking around
- but I haven't done a lot with game
- creation lately. I created a
- Neverwinter Nights module that could
- randomly scramble dungeons, but not
- much other than that. I did have an
- e-mail conversation with (I feel like
- I'm name dropping here) Chris
- Crawford. That was a real ego booster.
-
- But in general, my philosophy of
- game design doesn't mesh well with the
- really sad "modern" game industry. I'd
- say, without exaggeration, that, like,
- 95% of games released today are simply
- not worth the time to play them, let
- alone the money. It's not an accident,
- either: the mechanics of the computer
- and videogame industry are such that
- they're even more Hollywood than
- Hollywood right now, and it's very
- difficult to get any sort of
- originality out onto store shelves
- because almost all studio bosses and
- publishers simply won't take a chance
- on anything that they see as even a
- slight risk.
-
- Modern game development is an
- extremely insular field, where
- everyone feeds off of the same old
- ideas and themes. Take Spider-Man, or
- as I like to call him, "Hyphen-Man." A
- lot of people talked about the game
- that was released when the movie came
- out, but there's probably been a least
- a half-dozen Spiderman games since
- they started making them.
-
- There are just no new ideas in
- that area. And the industry has
- calcified so throughly into genres
- such as "First Person Shooter" or
- "Roleplaying Game" that there is
- severe resistance to releasing
- anything that doesn't fit into them
- neatly. The classifications created to
- help people talk about games have
- become brick walls.
-
- What all that blather means is
- that I can't say that I see much help
- for me getting employment in the
- "mainstream" game industry any time
- soon.
-
- So I'm trying my hand at
- shareware. When I get out of school
- ([finally!]), I dunno, maybe I can
- find [some] slightly enlightened
- studio. Even if you play by their
- rules, it can be difficult finding a
- game developer job. But if that
- doesn't work I do have other skills to
- fall back on, so I guess there's no
- need to despair yet.
-
- John Harris
-
- [DAVE'S RESPONSE:] The problem is
- distribution! Say you wanted to market
- a game through WalMart. Each store
- would need four copies of the
- software. WalMart has 3300 stores, so
- you will need 132,000 copies. That
- means at least a Quarter Million
- dollars in CD-ROMs, boxes, printing,
- and shrink wrap.
-
- But it gets even messier. To create
- the game, eight people worked three
- months -- call it $60,000 -- and
- another eight management people spent
- the same time at twice the salary --
- $120,000. The corporation has
- overhead, and wants a very nice
- profit, so double $180,000 to
- $360,000.
-
- While it would seem that the price of
- design, profit, and production would
- be just $5 per box, WalMart insists
- that the distributor buys back any
- boxes that do not sell in two months
- -- which could be half the items. Now
- we are $10 "wholesale" price. So
- WalMart has $1,320,000 tied up in just
- one game. WalMart wants to double its
- investment -- but remember that only
- half the boxes will sell. The other
- half will be bought back at cost. So
- WalMart needs to either set the price
- at $30, or "turn" the inventory dollar
- over four times or more a year and
- charge $20.
-
- If the game is advertised on TV, you
- can double or triple everything.
- Effective TV advertising is a
- multi-million dollar proposition. And
- with $3 million on the line, no one
- wants to back a dud.
-
- Now with movies, one can get a super
- star (I was going to mention Arnold,
- but he's busy right now in another
- fictional role!) for $15 billion,
- which would guarantee $30 billion at
- the box office on the first weekend
- before anyone notices that the movie
- sucks. The only "super stars" software
- houses have are sequels to successful
- games. (Once upon a time the name "SID
- MEIERS" was good for something. But
- you really don't want ordinary
- programmers thinking they are
- indispensible.)
-
- Mass marketing generates profits so
- huge, plain old folk like you and me
- cannot fathom the numbers. But it
- fills the shelves with only a small
- number of items -- and cannot risk
- true creativity.
-
- I know I am "preaching to the choir,"
- but tiny outfits like LOADSTAR [can]
- risk creativity. See our new method of
- compensating authors of significant
- programs. I have developed a "no fuss"
- PC method of presenting our wares, so
- even main-line computer users can load
- and run LOADSTAR creativity and
- intelligence. What we all need to do
- is quit worrying about our so called
- obsolescence, and start talking about
- breaking the stupor of mass marketing.
-
- DMM
-
-
-