GAME OVER THREAT
TO UK DEVELOPERS
Copyright 2001 www.tombraiderchronicles.com
[ November 22nd 2001 ]
The UK
computer game industry will face extinction, says
David Wightman, if it fails to learn lessons from
Japan's developers. We arrived in Japan to find
that our collective visions of the future had
already passed through Tokyo years before.
Our
cosy dreams of million-dollar deals and 10% growth
were never going to be. Our thoughts of evolutionary
change in video game development had been blown
to pieces. Frankly, we were too late. It is obvious
that unless the UK's prized interactive entertainment
industry moves quickly there will no longer be
a market for our skills. Lara Croft and Tomb Raider
might have led the way but the Japanese have overtaken
us big-style.
Jim
Terkeurst of IC Cave, the prestigious Dundee University
games R&D lab, with help from the Department of
Trade and Industry, had an inkling that there
were lessons to be learned and organised a trip
to Tokyo. For a week, we met with the world leaders
in the multi-billion dollar video games market.
It was eye-opening. The trade mission was designed
to take experienced UK developers from their egocentric
roles in management and send them back to school.
The team,
under strict orders not to peep a word of sales
chatter, was there to meet with the undisputed
world leaders in their field, ask questions, listen,
and learn about Japanese "best practice". From
our very first meeting, the differences between
East and West were apparent to everyone. Asking
the chairman of one of Japan's largest games publishers
- one of the world's largest games companies -
a development question would get an answer as
detailed as that given by the lead programmer
of the project. Ask a programmer a marketing question
and he'd give an answer that could have come out
of a corporate relations e-mail.
It's
not brain washing, but a paranoia for progress,
and thus a deep knowledge of the company that
they work for. This kind of information and understanding
is long gone in Europe's finance centric management
teams. Lacking this kind of knowledge is suicide,
but it is commonly accepted in the UK. The Japanese
worked out a few years back that games development
is the key to their future. And everything else
is set up to support this process. Even the financing
is being improved as games-maker Konami has shown
recently by launching one of the first multi-billion
yen bonds through the capital markets to aid development.
Then
there is the time factor. A UK development company
that's been writing video games since Sir Clive
Sinclair blessed us with the ZX81 can write a
game and have it on the shelves in a respectable
16 months. A typical venture-capital fuelled upstart
development company takes from two to four years
to deliver a game.
Japanese
development schedules show that the process takes
a maximum of 12 months and is typically much shorter.
There's no less work involved, there's no more
money involved and they sell way more copies than
anyone else, so it's not a quality issue. Check
the all-time sales charts and you'll find Nintendo
at the top of almost every category, all produced
in record time. How?
Quizzing
the sleepless Satoshi Mifune, producer of Sega's
Virtua Striker series of games, brings up discussion
of "fruit going off". His need to get the product
to market before the ideas become stale is one
of the reasons why his team of 15 game producers
push so hard. It's no lie to say that each of
us on our return from Japan implemented, overnight,
many of the lessons we had learned in the previous
week, with schedules halved and quality doubled.
Our punch-drunk
programmers now have a realistic glimpse of where
the UK's industry needs to be just to stay in
the game. Teaching these lessons is crucial if
we are to compete on the world stage. If we don't
it is very possible that UK video game engineering
staff, like the film industry, will be respected
for their technical capacity, but overlooked for
anything grander than special effects, sound-stage
rental and Cockney gangster games.
|