
The video game industry needs to do a better job of giving credit where it's due, says Jason Della Rocca (left), executive director of the International Game Developers Association (
IGDA).
Della Rocca's comments came following news that
55 worker bees from Rockstar's now-closed Vienna studio weren't properly credited for their efforts on Manhunt 2.
In an interview with
GameDaily Della Rocca said:
Overall, credits are broken in the game industry. This mainly comes down to a lack of standard process, with each studio taking a different approach... To be fair, this is not just a developer thing: All stakeholders benefit from a standardized crediting process. In fact, several of the large publishers and publisher-owned studios have been involved in the IGDA's work...
The question of game industry "celebrities" is an interesting one. It makes you wonder who the celebrities would be. How would they become famous? Who would care?
...Though, that is different from ensuring that EVERYONE that has contributed to a project receives fair and accurate credit for their efforts. From top to bottom, everyone deserves their credit - not just the "stars."
Comments
Also, I know that I would not want to be incorrectly credited or refused credit for any game I worked on. They want to fix this.
In school I was a part of a game project and there was one kid who did very little for the actual game. But because he did help to flesh out the coding logic, I still credit him in that respect.
And that is the type of scenario the IGDA is trying to rectify. If you contributed a significant amout to the development of the game, you deserve to be on that credits list.
On the list of positions, testers are a part of the positions that should be credited. So if the developers had followed these guidelines when you were testing those games, you would have been on that list.
Another positive point to this, is that if a developer goes under and you are looking for a new job, you can list that developer and game as work experience without having to worry about verification. The IGDA wants to start a database for the credits for all future games that follow their formula so that easy verification can be achieved.
I find it frustrating because it vastly limits the options available to non-celebrities. Why do you think that Spore, for example, is looking to be one of the most original games in years? To put it bluntly, it's because if anyone other than Will Wright had suggested it, the publisher would not have wanted to know.
Of course we hard-wired alot of stuff into the base GUI, like two lists of credits, but since they later had access to our dev tools I can easily see them removing or amending these lists.
This shit goes on constantly in the industry - the sooner everything goes to Steam type systems and we can eliminate publishers all-together, the better.
as for breaking down credits doesn't the film industry list the ones the studio likes the most first and everythign else is filler?
ijed
Digital distro dose not work for full sized games the time it takes to build 2-5 hours of content is almost half a game now and thats 1-2 years of work and that dosent even include engine build time in some cases.
In order for digi distro to work lower prices and a more simplified setup needs to be in place looking at D2D and steam it can take as much as 5-10 just to have a game put in the online store add 5-10 more for studio profit and thats 10-25$ for a 2-5 hour game, a better balance needs to be struck between what the consumer pays and what the digital service gets, without volume in sells no on will make a profit off it.
While normal publishers are fckign loan sharks digi distro is still cutting its teeth.
Also this would not fix the Manhunt 2 issue of no credits, unless such things were worked out in a contract the main studio of a game dose not have to give credits to others that helped them, because of the nature of the game even studios would resort to publisher like tactics in order to save time, money or rep.
Altho pubs have all the power and say 8 times out of 10, all studios can do is survive off the greed of publishers as long as they can and in part thats part of the game, hollywood is no different its more polished but not be much.
so it is helpful to not be credited for a sucky game..mmm who would ahve thought :P
It's true that all companies do it differently. In my case, it may occcur that our localization team are left til the last minute for addition, and then told that the developer doesn't want to make any more changes to avoid problems, sorry! Other times, the developer might mail us early in the project and ask for a list of names to put in from the get go.
However, there are some instances in which I was glad to have been left out of the credits...Leisure Suit Larry: Magna Cum Laude...*shiver*
If the developer has other credits to their name, then being left off a bad game can be helpful. But you have to think that if the credits are inaccurate, the people truly responsible for the bad game will not be properly listed and avoided.
But as Shoehorn has said, there are games that you just don't want it to be known you were invovled. :D
Oh man, I bought my Son Halflife 2, and went round and round with getting Steam to work. First off, after buying the game it takes like 3 days to get it activated, after that it tries to patch, fails and I have to uninstall everything then after I reinstall it, Halflife - for some reason refuses to detect that Steam is running at all.
So after an hour on the tech boards, I finally remove it all once again - dig through the registry to remove all the keys in there... Reinstall once again and it did eventually work.
But then, after that our internet went down for a day while the cable company was doing some work - and lo and behold, the game can't get online to 'check' with Steam's servers and he's stuck unable to play a game we payed for yet again.
Although, in balance we bought a mod for it (yes, they *charge* you for mods) and that purchase went well.
I don't think I'll be paying for anymore 'Steam Powered' games. It's enough to pay 50-ish bucks for the game, let alone have to spend hours troubleshooting it.
It was actually an eighteen month game, small to medium, with the content being created being fairly heavy duty. Like I say, we had a inhouse team of around twenty, with alot of the art and sound done outside.
@Nekojin
As to playtesting, it usually gets names, but under special thanks. Alot of the times I've had playtesters complaining that they were only in special thanks, after all the time they spent testing.
In my experience play testers aren't the ones awake until four in the morning in the office, trying to fix a bug. Having said that I don't know how you worked, I'm just talking about the QA dep's I've worked with.
As to get fired; thats exactly the reason why I'd like to eliminate publishers, so that stuff like that only happens if warranted.
As others have said D2D and Steam don't work that well yet - I gave away my copy of HL2 (after completion) because steam was a constant ballache, just because I was unlucky enough to live in an area where only a slow connection was possible.
The IGDA wants standards and better quality of life for game developers, they just don't want to unionize it. I personally like the IGDA. They are a powerful lobbying group against development studios and publishers. Without them, the state of the industry would be much worse off.
Unions arose in a time when corporations did not listen to their employees. That does not happen as often in the game industry. The shear number of developers and publishers working with the IGDA shows that they want to come to common ground on quality of life issues for the game industry.
Steam has issues and frankly the whole buy a retail boxed game but you can't play it without the net is a reason why I will never buy into steam, online activation is bad enough but steam is just to costly for what they take away.
I refuse to touch steam but will buy a game on it used and use a hack to remove steam from it so I can enjoy the game I bought.
ijed
By the time you lower the price of the game to sell it on steam or D2D you will probably wind up with the same amount of profit out got from the project to start with, that and funding issues digi distro just can't handle it right now, now if their were 5 or 6 services it just might be enough to really sustain part of the industry.
Methinks you didn't like Paris Hilton's special treatment. Stupid bitch..
My first gig was QA. We were often there as late as the developers, because if they were fixing stuff, they needed us there to verify those fixes, and be sure it didn't break anything else in the process.
We were scheduled to be in the in-game credits, but then the publisher told us (the dev studio) that QA was to be printed in the manual, and nothing more. Kinda sucked (especially since we'd recently seen the first build to include credits, with our names), but it was better than not being credited at all.
Now, having worked on other titles since as a designer, I've found that what bothers me is web credits. Places like MobyGames and the like will omit or partially omit whole sections of the dev team. The entire dev team should get credit for their contributions if a project makes it out the door.
Taking credit for what?
And if it was an incident where many died, no one has yet as a result of Manhunt 2 being available., so shut up and go back to waiting for hearses to chase.
Ok, I retract my question. After a little research,which took all of, eh, two minutes, I got your reference and just need to ask, what the hell does a nold nazi extermination camp have to do with a 4 inch wide plastic disc?
Only problem i have with the mouzer foxin program is why do i have to pay the same for a mouzer foxin game on steam as i would for one where i can get a disk/case and game manuel? Sometimes even more!
What the fox is up with that?
But still its nice being able to chat to someone to set up a game, while being in game and not having to alt+tab the game. (sure its shift tabbing, but it doesnt sit around for 5 minutes being retarded.)
Cause nazis would want to ban man hunt 2.
Makes more sense I guess that makes more sens,e since if Manhunt 2 does as badly as most think, taking credit for it will be more like, well, taking credit for one of JT's court cases or past laws attempts
Excuse me, did you just compare a NAZI EXTERMINATION CAMP to a DVD with code written on it? Yeah, you're a real comedian. A video game you happen to dislike is totally parallel to nearly a million prisoners being horribly murdered. Very classy.
That was a huge issue back in the 80s as I remember it.
I'm too young to know much about the 80's but I'd hope it would be a huge issue whenever it would arise. I'm glad the IGDA is making a stand on the issue.
*They should really reinforce those guard tower railings. *bada bump bump tish!*
"Excuse me, but who in their right mind would want CREDIT for Manhunt 2? That would be akin to taking credit for Treblinka."
You seem to take pride in having sent pictures of gay men having sex with each other to another man, something I would not rush to take credit for. Just goes to show, everyone is different. One man's treasure is another's trash.
You mentioned the Iranian president in one of your court filings before (for whatever reason I cannot fathom). Your comparing a silly fantasy video game to horrific real life events belittles them in the same way that Ahmadinejad does. You've done this in the past, comparing GTA to a new Pearl Harbour, yourself to Paul Revere, etc.
My birth was akin to Christ's being born. Me getting my Nintendo Wii was an event of happiness akin to your son being born. Not so funny when it's an event that you care about, is it?
Well, back in the 80s, toward the beginning of the industry as we know it now, there weren't even credits for the games much less did the developers get credit for anything. The company owner's logic behind it was that the players wouldn't care who developed the game. So some developers broke off and started giving credit.
That sounds more ignorant than shady business. Perhaps it was a mixture of both.
What do you suppose is the logic behind this issue? What does R* have to gain by not properly giving these workers credit they deserve? Save money because you don't have to use an extra page in the game manual? Save the player a few seconds when they beat the game and see the credits rolling?
I'll be honest, I wouldn't think Rockstar would screw their own workers in this manner. I usually like standing up for Rockstar but dude this is a very dumb business decision. Any response from Rockstar yet?