Tonight, it’s Valve versus
Double Fine. Are you ready to find out which is the better studio!?
If
so, you’ve come to the wrong place. Just because the Internet is filled with
stupid articles like “Which video game character has the best cleavage?” or
“Our Top 10 top-10-lists List” doesn’t mean I shouldn’t worry about quality
control. If you’re interested in comparing apples to oranges, I suggest you try
bartering at a local farmer’s market.
This
past year, I’ve been following the release/development of various new video
game IPs that…“interest” me. Some of are the IPs seem awesome, other IPs, not
so much, so I began looking into the development of these new IPs and how the
studios develop them. I thought it’d be interesting to compare the studios’
different creative processes and creative outputs, and see what I can learn
from the exercise. I’m looking at Double Fine and Valve specifically because:
1)
They’re pretty
open how they get their ideas and develop them.
2)
Both companies
are financially successful and creative juggernauts that try to own their own
IPs, yet they develop their sequels/original IPs very differently.
3)
They produce
games in so many tones and genres that it is next to impossible to predict what
kind of game they will be developing next.
Valve
Corporation is a video game developer located in Bellevue, Washington. Valve
seems to get the majority of its ideas from their 100% time initiative and from
the young game development community. Google has something called “20% time,”
where employees spend 80% of their work time working on their assignments, but
the remaining 20% time is spent working on whatever they feel will make the
company better. A lot of Google’s ideas came from 20% time, like Gmail and Google
News. Valve took the radical concept of 20% time and quintupled it. At Valve,
you aren’t given any assignment to work on, as the company doesn’t really have
any formal vertical hierarchy. You decide what your time is best spent working
on to help the company/product be the best it can be. This can mean being a
modeler on a project instead of a network programmer, it can mean working with
other people to add a feature to an already released game, or it can mean
convincing people in the company to make a new product with you.
Another
big source of ideas for Valve comes from the young game development community.
I write “young” because Valve isn’t looking at normal studios like Irrational or
Naughty Dog, but rather Valve is looking at the modding community and student
developers. Quite a few of Valve’s hit products had mod origins: Team Fortress
2, Counter-Strike, Day of Defeat, Alien Swarm, and Dota 2. Valve sees good
ideas and passionate, talented teams, hires the team, and gives them more
resources to expand the original concept. Valve also looks very carefully at
student games. At a Digi-Pen student showcase, Valve saw a student project
called “Narbacular Drop,” a 3D puzzle game where you control a fairy that can
create 2 portals and travel through them to complete objectives. Valve was
impressed, invited the students to Valve HQ to present their game, and, halfway
through the presentation, Gabe Newell, the managing director of Valve, hired
them. The team, along with a few other Valve employees, created Portal. Another
student project, called Tag: The Power of Paint, a first person puzzle game
where different colored paint gave the player different ways to explore and
solve puzzles, also impressed Valve, and they hired part of the team and
integrated some of their ideas into Portal 2 in the form of gels.
Double
Fine Productions is a video game developer located in San Francisco, California.
Unlike Valve, Double Fine has various ways of developing their games.
Originally, Double Fine made big retail games that were designed top-down. They
were Tim Schafer’s dreams realized by his development team. They worked this
way to produce Psychonauts, a psychedelic platformer, and Brütal Legend, a
heavy metal-inspired open world action game with RTS elements. Twice during the
long development of Brütal Legend, Double Fine had Amnesia Fortnight game jams.
For these Amnesia Fortnights, the company would forget what they were doing for
two weeks, people would pitch their ideas to Tim Schafer, the CEO and Creative
Director of Double Fine, he would pick the four best ones, and the big Brütal
Legend team would break down into four smaller teams and make those smaller
games. Originally, it was just an exercise to recharge their creative
batteries, but the Amnesia Fortnight games would go on to save the company.
Double
Fine’s deal for Brütal Legend 2 fell through, and with nothing else available,
Tim Schafer selected the four best AF prototypes and shopped them around to
publishers, and the games were picked up in a matter of weeks. Those prototypes
eventually became Costume Quest, Stacking, Iron Brigade, and Sesame Street:
Once Upon A Monster. With the help of an angel investor, Steve “Dracogen”
Dengler, Double Fine was able to port the first three games to the PC and they
were able to get the publishing rights to Psychonauts on the PC. Not only did
Amnesia Fortnight keep Double Fine in business, it allowed them to expand. As
Tim Schafer puts it, “we can try these things without totally committing ourentire company to it and putting all our bets on one thing. And then ifsomething works out, we can go grow that branch, or we can retreat and say thatwas a nice effort." Double Fine can now do more kinds of games and pursue
different ways to make games, like trying out mobile games, free-to-play games,
and funding through Kickstarter.
Double
Fine was unable to find a publisher to back a point-and-click adventure game
they wanted to make, so they attempted to find funding through Kickstarter.
They were so successful, not only did they make over 8 times the amount of
money they were looking for, Double Fine’s Kickstarter project actually broughtKickstarter a lot more backers to their site.
So
what does all of this stuff mean? For starters, Double Fine and Valve (as far
as I can tell from publically available information) are much more effective in
turning things produced in their game jams into commercial products. Insomniac
Games has held two idea jams, where employees gathered on the office roof and
brainstormed a bunch of game ideas, which wound up becoming far too complicated
for a game for them to make. In Ted Price’s words, “it was a complete waste of
time.” In May 2011, Lionhead senior management allowed the developers two daysto make some tiny games. As of now, none of these games have been fleshed out
and released as downloadable or retail games. Also, thatgamecompany have had afew 24-hour game jams, but while the team that made these games are very small
and only had a small period of time to work, their games probably will not
become their next game. Some other companies have had success with internal
game jams, but only under certain conditions. Bethesda has annual game jams,
but one year, management said that all of the game jam things produced had torelate back to Skyrim. Quite a few of the things in that game jam actually
wound up being integrated into Skyrim, like Kinect shouting and being able to
become a vampire. Media Molecule has done two game jams: the first one wasn’t
very successful, but the second one was because management imposed a constraint
of having a “paper world.” Tearaway came from that game jam.
Still,
in terms of the number of things produced in game jams that end up making money,
Double Fine and Valve are the best. Double Fine, with 2 Player Productions,
actually produced documentary episodes chronicling this year’s Amnesia
Fortnight and sold copies of the prototypes developed. Valve, I forgot to
mention, that in addition to having 100% time, also had their own game jam
called Directed Design Experiments back in November 2007, where Gabe Newell
essentially shut down the company for five months and turned it into a creative
playground. Some of the results of this experimental playground included AI
that acted differently based on the players actions and environment that later
went into the Left 4 Dead series and Portal 2, blob technology that also went
into Portal 2, and a time manipulation game idea that, while deemed too complex,
Kim Swift took the idea and made Quantum Conundrum with Airtight Games and
Square Enix.
Comparing
Double Fine and Valve, while Double Fine is an entertainment company that uses
technology, Valve is a technology company that creates entertainment. Double
Fine is a studio that is auteur driven, but also has a shared vision in the
teams. If you read interviews/watch the Amnesia Fortnight interviews, the ideas
came from the team lead and the other team members expanded that idea into a
game. Valve is very effective add improving their existing product (ex. Portal
2 Perpetual Testing Initiative and Portal 2 as a teaching tool, Left 4 Dead DLC
packs, and all the billion updates to Team Fortess 2) and very good at tech
stuff (ex. Source 2, the Steam Box, Wearable Computing), but the company needs
a direction in their high concept when creating games. Looking at their list of
games (excluding Half-Life and Ricochet) that are neither sequels nor Source
versions nor remakes, the ideas originated somewhere else: Team Fortress
started off as a Quake mod, Counter-Strike and Day of Defeat were both 3rd
party mods of Half-Life, Portal’s main gameplay mechanic was originally a
student project, Left 4 Dead was originally developed by Turtle Rock, Alien
Swarm was an Unreal mod, and Dota was a Warcraft 3 mod. Valve hired/bought the
developers and expanded the concept. I’m not sure if it’s because of Valve’s
flat hierarchy where they can’t force someone to work on a project, or if it’s
because they’re more inclined to tech/software than art, but it seems that if
you want to successfully make a game at Valve, you need something that already
exists, like a mod or a student game, that everyone can rally around and form
opinions on, and then begin developing/acquiring talent from there.
Another
big difference between Double Fine and Valve is that Double Fine is…um…fine
designing all sorts of games, but Valve has a set philosophy for their games.
For starters, Valve isn’t interested in traditionalsingle player games anymore. Gabe Newell has said “it’s not about giving up on
single player at all, it’s like saying, we actually think that there’s a bunch
of features and capabilities that we need to add into our single player games
to recognize the socially connected gamer.” Gabe has also said that Valve movedpast an episodic model of games (Half-Life episodes 1 & 2) and now viewindividual games as a service. For example, under its belief of games as a
service, Team Fortress 2 has received hundreds upon hundreds of updates. But
this poses a question: can all games be services, or should it depend on the
kind of game? Stacking is a wonderful game, but does it need more puzzles, and
given its sales, could a studio like Double Fine even afford to make it a
service? And how about Half-Life? It’s a story driven single player game. How
do you make that a service and make it work for a “socially connected gamer”?
Is it merely a case of making it a service if enough people want it, like
whether or not a pilot should get a full season order, or will I have to enjoy
my movies in the forms of HBO mini-series?
Oddly
enough, I think Double Fine is the more pragmatic company of the two and Valve
is a company that’s so successful that is stuck in the bubble. They’re a very
smart and creative company, but look at Steam Greenlight, a service where the
Steam community can vote which games can get on Steam: it’s a system where the
majority votes for the lowest common denominator trash. Inside Valve, democracy
works very well for them, but it only works for them because they’re filled
brilliant and responsible developers, whereas the Internet is does not require
you to be intelligent or self-managing to use.
Both
studios are very different, and while Valve is much (much, much, much) more
financially successful, both studios are booming in an environment where many
studios are struggling to be financially stable, creatively challenged, and even
own their own IP. Come back next month to see me compare the recent creative
output of Blizzard to the creative output of that hobo I met in D.C. that talks
to himself. The results might surprise you.
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