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Game Plan: The Insider's Guide to Breaking in and Succeeding in the Computer and Videogame Business - Softcover

Gershenfeld, Alan; Loparco, Mark; Barajas, Cecilia

 
9780312275044: Game Plan: The Insider's Guide to Breaking in and Succeeding in the Computer and Videogame Business

Inhaltsangabe

The $20 billion computer and video gaming business is the fastest-growing entertainment medium in the worldæon track to surpass both the movie and record businesses. More than 200 million computer and video games are sold to the 140 million gamers in America every year.
Game Plan: The Insiders Guide to Breaking In and Succeeding in the Computer and Video Game Business is the first book that clearly explains how to get a foot in the door to this incredibly dynamic and exciting field.

This essential guide includes everything job seekers need to know about:

· How the computer and video game business really works
· How to break into the industry
· How to get your dream game made
· The many different jobs in the field
· Surviving and thriving in the marketplace

Three top game veterans provide all the information readers need to begin their search: Alan Gershenfeld, former senior vice-president of Activison Studios, Mark Loparco, one of the industry’s top edutainment producers, and Cecilia Barajas, an acclaimed game producer/ director and a design consultant on hundreds of games.

Game Plan also features expert advice by top gamemakers from such leading game publishers and developers as Electronic Arts, Activision, Microsoft, Midway, LucasArts, and THQ.

No matter what your background or job qualifications are, Game Plan will help you to decide which area of the video and computer game business appeals to you the most, and how to attain your goals of working in the industry.

For anyone who’s ever dreamed of one day making a game, or is simply curious if this is the field to go intoæthis book is a must-read.

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Über die Autorin bzw. den Autor

Alan Gershenfeld is a full-time writer/producer for the interactive entertainment industry and former Senior Vice President of Activision.

Mark Loparco is an interactive designer, producer and programmer and former Senior Producer at Disney Interactive.

Cecilia Barajas is a software consultant who has worked on hundreds of games, providing creative and production guidance in addition to game design.

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Game Plan

The Insider's Guide To Breaking in and Succeeding in the Computer and Video Game Business

By Alan Gershenfeld, Mark Loparco, Cecilia Barajas

St. Martin's Press

Copyright © 2003 Alan Gershenfeld, Mark Loparco, and Cecilia Barajas
All rights reserved.
ISBN: 978-0-312-27504-4

Contents

FOREWORD BY BOBBY KOTICK,
INTRODUCTION,
1. UNDERSTANDING THE BASICS,
2. THE JOBS,
3. HOW A GAME COMES TO MARKET,
4. LAYING A FOUNDATION,
5. BREAKING IN,
6. SURVIVING & THRIVING,
7. GETTING YOUR GAME MADE,
8. "SO, YOU WANT TO MAKE EDUCATIONAL GAMES?",
9. FINAL THOUGHTS,
APPENDIX 1: REFERENCES,
APPENDIX 2: SAMPLE SUBMISSION PROCEDURES AND AGREEMENT,


CHAPTER 1

UNDERSTANDING THE BASICS


Before launching into the specifics of how to break into the games business or get your dream game project off the ground, it is important to understand the basics of how the business works and who does what in the game development process. This chapter will walk you through the following two sections — each of which contain essential knowledge for anyone wishing to make games for a living:

The Platforms: An overview of the machines on which games are played and how video games, computer games, coin-operated games and handheld games are really four different, but overlapping businesses.

The Players: A description of the types of companies that make up each of these businesses.


THE PLATFORMS

The first concept that anyone interested in games must understand is that of "platforms." Platform is the term the industry uses to describe the actual machines, or hardware, and associated operating system software, upon which games are played. The games business is really four overlapping businesses broken down by the following four major categories of gaming platforms:

• Video game consoles

• Personal computers

• Coin-operated arcade machines

• Handheld gaming devices


Although we will continue to refer to all four businesses collectively as "entertainment software" or just plain "games," it is important to understand how each of these businesses is both similar and different from the others, and how these distinctions continue to evolve and blur with each new platform introduction.


VIDEO GAME CONSOLES

Probably the most important and certainly the most popular gaming devices in the world are the video game consoles. Video game consoles are single-purpose computers, connected to your television, designed from the ground up to enable the playing of interactive games. Video game consoles are also referred to simply as "consoles." Past consoles include Nintendo's SNES and NES, Sega's Dreamcast, Saturn, Genesis and SegaCD, Atari's Jaguar and 2600 along with the short-lived 3DO and Phillip's CDi. As of the writing of this book, the main consoles are Sony's "Playstation 2," Nintendo's "GameCube" and Microsoft's "Xbox."

Video game consoles have come a long way since the first major console game and machine, Atari's home version of Pong, was released. That machine was hard-wired to play only one game, Pong, and featured extremely limited processing power and memory. Since the release of the first Atari home machine, every few years a new generation of video game consoles has emerged with more power and new features.

These consoles usually cost anywhere from a few hundred dollars, when they are first introduced, to less than a hundred dollars at the end of the platform's typical four- to five-year life cycle. They are usually played in the living room or family room, about three to four feet from the television, with a six- or eight-button joypad (and other peripherals) connected to the game machine. Unlike personal computers, consoles are used exclusively to play games. They are designed and engineered to provide the best gaming experience possible. Perhaps this is the reason why the demand for game consoles has exploded over the past decade.

Although technically video game consoles are becoming as powerful as personal computers, the gaming experience on a console is quite different from that on a PC. Playing a game with a joypad three or four feet from a television is a fundamentally different experience than playing a game with a keyboard and mouse one or two feet from a computer. This may be why certain gaming genres that involve complex interfaces (such as strategy games) have made a poor showing on the console and why more "twitch" oriented genres from the early Mario and Crash Bandicoot to the sports games (Madden Football) and fighting games (such as Soul Caliber) have done better on the consoles.

The newest generation of machines offer even faster processing power and all have the capability of Internet connectivity.

The following is an overview of the key features of the current crop of video game consoles:

PLATFORM XBOX GAMECUBE PLAYSTATION 2
COMPANY MICROSOFT NINTENDO SONY
MEMORY 64 MB 43 MB 38 MB
PROCESSOR 733 MHZ 485 MHZ 295 MHZ
SOUND 256 CHANNELS 64 CHANNELS 48 CHANNELS
UNIQUE FEATURE HARD DRIVE, BROADBAND MODEM BACKWARD COMPATIBLE


Although video game consoles are sometimes referred to as "set-top boxes," that term usually refers to multipurpose boxes which sit on your television and enable not only games, but also the playing of music and movies and the offering of Internet access. Early attempts at a multipurpose box have not been successful (Phillip's CDi machine being the most recent example) because it is very difficult to make a competitive game machine which also works well for general applications. Of course, there are also lots of other complications revolving around technology, standards, government regulations and corporate turf battles that have hindered the successful launch of a set-top box.

Many people believe the most likely companies to succeed with a multipurpose set-top box are the game companies — because, in many ways, it is more difficult to make a great game machine than it is to make a machine that can play movies, music or simply connect to the Internet. In fact, some people believe the Playstation 2 may be the first step towards a Sony set-top box and that the Xbox might be serving the same strategic purpose for Microsoft.


PERSONAL COMPUTERS

Microsoft's original mission statement promised a computer in every home and on every desk in the workplace. To a great extent, it has succeeded in its mission. From virtually zero personal computers (PCs) in the 1960s, PCs are now ubiquitous. Although there are many more PCs than video game consoles, not all PCs are used to play games. This may surprise hardcore PC gamers, but the PC gaming business is actually much smaller than the video game business.

While not all PCs are being used to play games, the quest for better computer games is the single most important force in computer chip development and adoption. As Intel would be the first to admit, it is computer gamers' thirst for better graphics, faster frame rates and better multiplayer capabilities that not only drives chip enhancements but actually drives sales.

There are many reasons why the PC gaming market has not been as successful as the video game market. PCs are considerably more expensive than video...

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