Peril of the Producer

A lot of creative types tend to give producers a bad rap. The suits. The MBAs. The squares. Those guys who take their SACRED and HOLY capital A Art and turn it into something profane in pursuit of that almighty dollar. Those who ruin everything that was good about the original creation. Those who cause all the bad things you ever hear about that one thing you like.

But no. In truth, producers, good producers, are usually very valuable to the creation. They may not be popular. People who impact the artistic vision of the creative types aren’t usually very welcome around the bullpen.

A producer’s job is to make sure the creative work is profitable. This means making sure it’s… you know… good. Also means making sure it’s going to be palatable to enough of an audience to support its cost plus margin. Sometimes, it means changing the vision of the creative folks heading the production. Sometimes it means making sure they have the free rein and the resources to thrive. Usually, they’re in charge of cultivating the material from the beginning either selecting the base and giving it the resources to grow or coming up with the source idea itself and putting the right people in place to build that seed up. Producers can be known by different terms in different mediums. Editors are more common for written form. But yeah, these are the people in charge of making sure this thing makes money.

A good producer can make the product. A bad producer ruins it. When a producer does their job well, you will rarely ever know what they did in the final product. When a producer doesn’t, well, that’s where we get all these stories from.

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Just look at Silicon Knights. When they had a good, strong, producer, they made magic. Much has been made of the quality of their work when they were a second-party developer under Nintendo. Let free of that arrangement, their work just fell apart. An article (admittedly, published by Kotaku, so, you know keep that garbage can handy) published a few years back sees an anonymous former Silicon Knights employee credit Nintendo’s very involved producing with the reason for the high quality behind those releases.

Likewise, you know all those Kickstarter games by proven developers that seem to keep crapping the bed. Most of their problems seem to stem from things a quality producer would help them avoid. Not to say that the creative types, people involved in the development, can’t be good producers in their own right. There’re plenty who can manage both the creative and the business needs of their projects. Most of the indie successes out there can attest to that.

But, at the same time, it takes a lot to be a good producer. You need good strong knowledge of the creative process, a great awareness of your team and what they’re capable of, and you need to be able to fit everything in with an ultimate vision for the project. Without all of those, it is really, really easy for a producer to have some strong adverse impacts on the project.

Much has been made of Shigeru Miyamoto’s ability to upend the table on any project Nintendo’s working on. If he sees you doing something, and he decides you need to change, you’re changing. Miyamoto’s also got a very distinct taste in what makes a good game. That’s one of the reasons Nintendo puts out games with a very unique flavor. Overall, it seems to have been a positive arrangement for Nintendo, overall.

But if you’re going to be changing the creative vision of something, you have to be choosing the right time to do it, and make sure the team has the time and resources to follow through and implement that new vision totally. Legend of Zelda: Four Swords Adventures seems to be lacking for that. The game was originally designed as a direct prequel to A Link to the Past. In its original form, it told the tale of the war that led Ganon to the situation he was in in the middle of the SNES game.

Miyamoto wasn’t into that. He’s never been big on continuity and storytelling in games, and didn’t like the connections this game had with A Link to the Past. So he made sure the Links between the two were removed. In the end, Four Swords Adventures ended up in a completely different branch of the timeline than A Link to the Past.

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I don’t know when in the development cycle the change was made. But it was obvious it wasn’t near early enough, and once the change was made, the team didn’t have what they needed to implement it completely. In spite of having no story ties to a Link to the Past, Four Swords Adventures is LTTP as all hell. The art style mimics that of the former game, much of the music comes directly from the earlier game, and the overall feel is very, very much that of “Link to the Past callback”.

To the point that the lack of story elements and the insistence of telling a different tale caused me a huge amount of cognitive dissonance. Now, I don’t demand a great, in depth story in my Zelda games. The games are what they are, and while they do have a story, it’s not the most important part of their experience. But when you have the story actively running counter to everything the tone and atmosphere and visuals are telling me, it makes it really hard to get involved in either. Because of this change, elements were in strong conflict with each other, and it made it a lot harder to get myself involved in it.

Maybe the decision did lead to a better game. Maybe the tale about the Sealing War in Link to the Past’s backstory just wasn’t very good, and is one of those things that are better left to the imagination. Maybe the change was necessary. But it wasn’t handled effectively, and that really comes down to the producer. The change completely altered the game’s vision, and at the time it came around, there either wasn’t enough time or enough resources to make the necessary changes to the sound, art, and atmosphere to see that through. If that decision just came at a better time, or with more of a mind to what the team had to work with, Four Swords Adventures may have been a much better game for it.

Is it Next Gen yet?

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One benefit of this big life shift I’m still finding myself digging through; I’ve jumped into the deep end of the new console generation.  Aside from the 3DS and a few select releases I could pick up on last gen’s consoles, I’ve been mostly ignoring the immediate past of video games, but I’ve had to adapt to life on the second floor by replacing my old, massive CRT TV with something I could actually lift up the stairs, and now that I had a tv that could accept the signal and enough credit card rewards to get a new console for virtually free, things just lined up.  It was like God had decided that he’d been putting me through some rough times, so he’d toss me a PS4 and call it even.

For the first time in a good long while, I’ve actually been looking at the games that’ve been coming out.  Playing newly released games.  I’m in the now of videogames.  Well, at least as far as Fallout 4 reaches.  Aside from that, don’t have much of a collection.  Anyways, I’m paying attention to new releases for the first time, and I’ve not really been finding what I expected.  I’ve been through a few generation handovers in my day.  I remember, how the games are, I remember the wonder and adjustment of actually being able to do new things in your games.  Sure, every console has made better looking games, and that’s been the big selling point, but visuals only take you so far.  Where the new console generations have truly excelled is by offering the power to create new types of games, new gaming experiences.

And they’ve all had games ready within the first couple months to really highlight that.  The 32/64 bit era had Mario 64 lead the charge by making the third dimension work, and work fluidly, for the first time in a long while, followed by Final Fantasy 7 demonstrate the cinematic and storytelling potential newly available to the medium. The PlayCubeBox era had a couple of games you could point to for this, but for me, it was Pikmin, which showcased the console’s ability to compute numerous actors in a wide area, keeping the span and amount of moving parts in its RAM going in a way that was not even thought of in the last generation.  Last gen brought us both the Wii, with Rayman Raving Rabids and WarioWare: Smooth Moves bringing to light all the potential uses of the Wiimote, and the PS360, where the Xbox’s Dead Rising demonstrated the new generation’s power in being able to process and compute so many independent parts of a game in much the same way Pikmin did a generation ago.

For this generation, even after two years, I’m not sure what games we have to lean on, that truly demonstrates the new consoles’ capabilities over the old.  WiiU aside.  There’s plenty I’ve seen that takes advantage of the WiiU’s capabilities, to the point that I was rather torn as to which console to pick up.  There’s a lot of games to show the new levels of detail available with the PS4 and Xbox One, which is nothing short of impressive, but as I said, visuals only go so far in creating an experience.  I haven’t seen a lot of the new generation’s games yet, and there’s still plenty for me to consider before making any sort of judgement, but still, I find myself wondering if we truly needed a new console generation.  Visuals aside, have the new machines really expanded the tools available for developers, or could these games just as easily have ended up on last gen’s consoles?

Proper Pacing of the Video Game Narrative, Part 2

I had planned for a big, elaborate introduction here.  But then I got stressed and sick and now I’m having trouble just focusing on the screen, so nuts to that.  Here’s the 2nd part to this post, where we talk about pacing of narratives in video games.  Last time we established the differences between narrative and gameplay pacing, this time we’re talking about how to get the two to play nice together.

Recognizing Your Tools

Most mediums for storytelling have fairly standard tricks for quickly adjusting the pace of a work. Books can jump between characters to always hit the most eventful moments at the right time, expand on the description and dialogue when its time to slow things down, or merely give readers a sense of complex happenings rather than having them shown in full, depending on what rate the author’s wanting things to move at. Films can make use of montages to speed up the narrative passage of time, make a lot of jump cuts to instill a sense of speed, or linger on long shots and facial expressions when it’s time to slow things down. Comics and graphic novels have long used the space between panels to imply more things are happening than being shown without affecting the narrative flow, and used the number of panels on a page to control how fast they’re being read through. I’d say that nearly all forms of storytelling have a set of basic tools for brute-force controlling pacing, that nearly all competent creators are so well versed in just from absorbing other media of the type that they’re able to implement them without even thinking.

I don’t think, however, that’s the case for video games. At least, not so much as it is for other mediums. Storytelling has a comparatively brief history in gaming, and study into the medium’s capabilities has been lacking. They just haven’t been around long enough for creators to pick up en mass ideas of what works and what doesn’t; what tricks can be employed to mechanically adjust the narrative pace and what maneuvers have a harmful effect on the work. This is one major area that I feel designers’ constant need to look to films for cues in videogame storytelling is a huge feeling. Sure, some of the same tools might be in play, but only for cutscenes. And cutscenes should really only be used when the plot can’t be adequately served by the gameplay engine. Instead, to really advance videogames as a storytelling medium, developers are going to need to learn to use tools specific to this unique artform.

And what tools are those, exactly? Well, if I knew, I’d be off making money as a pretentious videogame auteur and this blog would be a lot more popular. Based on my knowledge of writing stories and common game structures, though, I can at least make some educated guesses.

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