During a recent live cast, we got on the discussion of the company culture in the Game Industry. Just because studio names like Naughty Dog, Blizzard, Bungie, and more are still around, doesn’t mean that they’re the same studio when they were creating their hits. People go on to new jobs or are fired, but no matter the case, the studio changes.
And this creates an interesting and challenging topic to talk about: Just who is responsible for the success of a video game?
This week on the cast, I sat down with Colin Sullivan who is head of legal at Patreon and has studied video game law for a high level talk on some of the legal issues facing developers and the Game Industry.
Over the years I’ve had the luck to speak to developers across the spectrum in terms of success. From those who just released their very first commercial game, to experts with decades of experience working in the industry. Their success in the industry is just as varied, and I had to talk to people about how the last two to three years of their life produced a game that no one wanted to play.
Everyone wants to talk about the big successes, underdog wins, and game changers, but rarely do we hear about the failures. For today’s post, it’s time for another sobering talk about the quickest way new developers fail in the Game Industry.
Fail states in video games are something that no player wants to see happen, and yet they are required in order to create tension and allow the player to feel like they’ve won. Figuring out how much to punish the player for failing is tough, and can mean the difference between giving them the push to rise up or pushing them away permanently.