Poor communication is holding back industry, says

Snipehunter's picture

Poor communication is holding back industry, says
GameCity organiser
- The inability of publishers and platform holders
to communicate with companies outside of the games industry
is holding back the entire market, according to GameCity's
Iain Simons.
[GamesIndustry.biz news]

Speaking of poor communication, from the title of the article link, I was expecting a sane conversation about how communication on large teams is always a problem that retards innovation, kills creativity and prevents decent quality control. Unfortunately, as the rest of the text of the teaser implies, that couldn't be further from the truth...

…Which is a real shame. Communication is a HUGE issue in the industry (this is likely true in every creative industry, but I only know games). Here's a primary example:

I was working on this game, in the past, where there were 3 versions of the player tutorial. Each version was supposed to cover the exact same things, but do so with a slightly different story bent. My team and I took one of these tutorials and 2 other teams each took one of the remaining tutorials to produce.

My team and I sat down; we talked about how to pull it off. I brought in preliminary map sketches I'd considered and explained what the requirements we had to teach were. We then got to work turning those into real designs we could make together. This is good, the preliminary map sorta looked like kool-aid man, Oh yeah! (which is bad, in case you didn't get that).

So here's the deal, remember how I mentioned that I explained which requirements we had to teach the player to my team? Yeah, well, apparently the other two teams didn't get that far in their own pre-production meetings on their maps. As a result my team implemented a teaching tool that the other two teams did not.

That's poor Communication on their part, but it affects everyone, even my team - which did the job right. You see, it was an important lesson we had to teach players - that the world could kill you if you weren't careful. We set up the tutorial for it, and then we rewarded players at the end of it, so the heart ache of dying, or almost dying at the hands of the world would at least be paid off with sweet, sweet loot at the end of the ordeal. Players would wander off thinking, "damn, I'll watch myself out there, but at the same time, sometimes I might need to get through dangerous terrain to get to the good stuff, I'll keep that in mind." Well ok, they probably don't think in Beaver Cleaver's voice, but you get my point - they learned the lesson and learned that sometimes it's worth the risk, all in the same process.

Unfortunately, as I mentioned, mine was the only team to do so. So, flash forward a few months and we've shown the game to some players and they bitch that my version of the tutorial is "broken" because there's this part where the environment is dangerous, and the other tutorials don't have this part. These poor players are suffering from the same miscommuniction as the devs that screwed up the other two tutorials in the first place. but it gets worse. People who had since forgotten they gave me the order to teach this lesson in the tutorial, then decided the players were right, my tutorial was "broke."

Flash forward a few more months and one member of my team quietly informs me, "Hey you know that tutorial bit with the dangerous environment? Well, I know you can't go back to the tutorial now, but I wanted to let you know the project director made me cut it." So now, the game ends up not teaching this vital lesson in any of the tutorials. I guess it's easier to break a single tutorial than to fix 2 broken ones... Worse, the one tutorial that wasn't broken is now singled out as the "broken" one.

The sad thing all of this could have been avoided had the teams involved just communicated properly, the way mine did. (not that I'm tooting my own horn, I blame my team for being so on the ball, not me). Still, these other teams did not... Poor leadership, probably. Whatever their reasons, they don't change that the game in question ended up with inadequate tutorials, which in turn means players are going to be increasingly frustrated later on down the line when these mechanics are used to leverage gameplay and they have no clue how they're supposed to respond...

You see the poor communication on the dev side translated to the game itself communicating poorly with the player. But hey, that's the industry, I guess.

What's the motto again? "It's better to ask forgiveness than permission"

- Snipehunter

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I have a fairly good

I have a fairly good guestimate of what game you are talking about. I agree with you 100%. I was one of the few who thought that your tutorial needed no change beyond adding on elements of the game that needed tutorials badly. These were added on much later on in a sort of haphazard way, but they would have been much better in a all encompasing tutorial.

Plus there were several awesome elements in your tutorial that they should not have gotten rid of.

I do not mind tutorials [that you can skip willingly] that teach you all of the basic mechanics about the game. It anoys me when you have some skill/function/item use that is never explained to the new player, thus leaving the use of that only to more experienced players to take advantage of over the newer players.

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On the topic of communication, i was reading the postmortem column of Gamasutra [excellent by the way, i highly reccomend you read them]. And communication within development is usually picked as one of "things that went wrong" topics for most of the games. Things llike: Poor communication between the gaming audience and game makers, poor communication between teams themselves, etc. They would loose touch with eachother and the people the games were designed for. Thus they would waste time, resoources, and make useless game tasks/functions that they would have to throw out at a critical time

"Watch out for falling coconuts!"

Snipehunter's picture

Communication is defiitely an industry-wide issue

Yeah, poor communication is definitely an industry-wide issue. I have never worked at a studio that didn't have, at the very least, difficulties with cross-departmental communication. This lack of communication is the source of the old industry truism:

Artist: I blame code
Coder: I blame design
Designer: I blame art
Producer: Marketing drop the ball
Marketer: What? I own a ferrari and two homes. I did fine.

Teams tend to have cliques in them and those cliques tend to be based in departments (for example, it's easier for a designer to know the other designers; they're all in the same boat.) Cliques are exclusive, of course, so when the cliques form so do the barriers that prevent good communication.

Some folks say "strike teams are the answer!" but it's not true. Teams that use cross-discipline strike teams, that all work closely together, still have the same problem; the difference in that the cliques form around the strike teams instead of in departments.

*sigh*

I think good management is the key to good communication. Companies need to have light, agile, knowledgable management teams with industry experience who can steer their teams through problems easily. These are your leaders, your heroes. If you can keep the team positive and get them to trust a single strong producer then they won't clique up. Instead, the whole team will become one large clique forming around the producer and when that happens, your game shines.

- Snipehunter