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  • 2 months ago
We sit down with former Blizzard Chief Creator and Bonfire Studios founder, Rob Pardo, at GDC to discuss the critical challenges facing the gaming industry. He covers the recent surge in layoffs, the unsustainability of the AAA model, and why the development team is more valuable than the game itself.

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00:00Hey you have to lead with vision but listen to your players right it's not like let the players
00:06guide where the experience is going because I think you're going to end up with a bad outcome
00:09that way like I sometimes will you know use the old Henry Ford quote you know if you give people
00:14what they say they want you'll give them a faster horse. After a successful GDC keynote discussing
00:19the surge of industry layoffs we sat down with former Blizzard chief creator Rob Pardo to discuss
00:25further lessons learned from a game development career the current struggles in the game industry
00:30his new studio bonfire and much much more. What challenges is the game industry facing?
00:37The theme I was trying to bring across I think in my talk was just you know like how difficult
00:43it is
00:44to create like original games that last a long time and I think the overall theme is just you know
00:51how
00:51much of it needs to come from the team and through the team kind of collaborating and building the game
00:56and personally I think the game team is more valuable than the game itself so treasure that team
01:02nurture that team give them the autonomy to keep taking care of the players because the thing that
01:09made the game special in the first place was the people who built it. Yeah which I think is sometimes
01:15not the way it gets talked about enough you know I think people say that especially developers will
01:19say it but same time they'll still want the for sure development plan of how you get there
01:27not in a lot of these other companies so a lot of ways I'm a bystander like everyone else is
01:32but I think you know what's kind of happened over the years as you know we've really had such a
01:38rise in
01:39independent studios especially the smaller indies and you're you know seeing so much success now you
01:44know even when you go to the game awards now it's usually these smaller independent studios that are winning all
01:49game awards right and I think on the upper end of the industry you know kind of I don't even
01:54know
01:54what letters we use anymore but I'll just say AAA you know at that end you know things have gotten
01:59more expensive the teams have gotten bigger and typically I think the products have become more
02:05derivative too and I think a lot of that just because because common sense if you're going to invest a
02:10lot of money on a really unknown project you're better off mitigating some of the risk through doing
02:16something in an existing franchise or a sequel or things like that but it does over time become
02:23you know kind of unsustainable and I think that's what AAA has really been grappling with a lot you
02:29know and you know and unfortunately those are the teams that have very big head counts so when they
02:35make a mistake it turns into you know pretty uh pretty big layoffs sometimes which I think is really
02:42really unfortunate what makes getting a foothold in gaming so challenging you know I don't know if
02:48it's any one thing you know I think nowadays the industry has grown so much there are so many studios
02:55but I would say the observation I had was you know for a number of years there was just a
03:01lot more
03:01capital flowing in the games industry and I think it really enabled a lot of people to start studios
03:09um but they weren't necessarily funded to get all the way through development and because there were
03:14so many studios I think it also meant that everyone's kind of fighting for the same talent
03:19so so I think there is just a bit of a bubble you know kind of a time period you
03:23know I think for us
03:24you know we funded kind of before all that investment capital came in and I think we're we knew it
03:30was
03:31going to take a long time so we tried to make sure we had investors that were in it for
03:34the long haul
03:35but I just think there's a lot of developers that weren't able to raise enough or get enough
03:41talent to be able to get all the way to the finish line. Can you tell us about your new
03:45game?
03:47It's been pretty exciting since we finally revealed the game officially which we did back in September
03:52so and then we haven't really been public again since just next best so it's kind of like our next
03:59kind
03:59of moment to bring the game back out there and see see you know what happens when we have it
04:04running
04:04for an open demo you know and I think I think we just learned a ton especially as a team
04:10you know
04:11like we have it was a team that hasn't shipped the game together before you know we have a lot
04:15of
04:15veterans from different studios and you know we definitely have some veterans from like the live
04:21service team like Overwatch but we also have a lot of people that um you know I just don't think
04:25have ever had to run live service yet even though they're really experienced game makers so kind of
04:30having to have that service up getting the players you know kind of uh giving us telling us all the
04:36things that they like or dislike you know starting to get customer service tickets I think that was just
04:41such a great learning in general you know and I think at a very high level you know I think
04:46we
04:47you know we found out there's you know a variety of performance and uh stability challenges that we have to
04:55take on which you know again I don't know if that's abnormal at this point in development but it was
05:00I think really good for us to get all the feedback because it's it's hard when you just have your
05:03own
05:03team with your own systems like you don't really know until you have that variety of pc systems so I
05:09think we learned that we also uh kind of relearned something we know our game is um you know pretty
05:14challenging to learn there's a learning curve to it and then we also learned on the other side we had
05:18some
05:19players that um you know played for you know literally over a hundred hours you know and that's
05:25in a nine day period fall back we have to find a way out where do you draw the line
05:37with player feedback
05:38oh yeah so I could probably do a gdc talk just on this topic um I mean I you know
05:44I came up as a game
05:45designer at blizzard during the old days of the battle net forums so I'm very very familiar with
05:51getting unfiltered feedback um and you know you sometimes have to grow a little bit of a thick skin
05:56and I would say some developers you know I'd have to advise them you know maybe you don't want to
06:00be
06:00on the forums right um but I love it and you just have to kind of learn how to filter
06:05it you know and
06:06to answer your question a little bit like uh kind of a phrasing principle I've been using inside the
06:11studio is hey you have to lead with vision but listen to your players right it's not like let
06:18the players guide where the experience is going because I think you're going to end up with a bad
06:22outcome that way like I sometimes will you know use the old Henry Ford quote you know if you give
06:27people what they say they want you'll give them that faster horse so players don't necessarily know what
06:31they want but they'll tell you if they're having a good time you know and they'll tell you if they're
06:36not you know and oftentimes I think players and developers do this too uh they'll give you the
06:41solution to a problem they haven't named yet right so like oftentimes you have to you know dig a little
06:47deeper and really try to understand where they're coming from or observe the behavior not just listen
06:52to the feedback but observe the behavior because oftentimes I think the behavior is the truest form of
06:57feedback is going to get right um but you have to listen to the player you can't ignore them you
07:02know and I think if you do that then you know maybe you're going to make more you know an
07:07art style
07:07video game or something that's fine but if you really want to make it you know an experience that's
07:12going to resonate with players then you have to be on the front lines what does success look like
07:16and what's unique about Acura honestly it really depends on what outcome you know at the end of the
07:22day you know it's like we were funded by investors as well so we need to be able to create
07:27a sustainable
07:28business I think you know we've tried it really hard over the years to keep the studio at a reasonable
07:33size so that you know if we go out and you know we end up with you know kind of
07:39a minimum or moderate
07:40sort of success then we should be able to keep on investing in the game and growing it and I
07:44think
07:44especially with these uh competitive games sometimes it takes a while to build your community you know but
07:50at the same time you know if we totally face plan and fail then you know we'll probably have the
07:57same challenge a lot of us to use yeah I mean I think it was unique just because um we're
08:03starting
08:03a new studio so so much of the process when used wasn't like some process I used in the past
08:08I think
08:09it was um just the process that felt like it was making sense as we were figuring out who we
08:13were going
08:14to be as a company and what kind of product values like we're going to stand behind so you know
08:19kind of
08:20did this thing where everyone got to uh pitch ideas in the company and you know we really encouraged
08:26everyone to do it and some of the ideas were silly some of the ideas were kind of cool they
08:31were all
08:31over the map you know with kind of a variety of them um and then we just kind of went
08:35through a
08:35process where we kind of whittled that down into a smaller group and then spent more time in those
08:40ideas as a team and then eventually kind of settled on the one that really was most suited to this
08:46particular team you know which gets back to another one of my core beliefs with game development
08:51you know it's like when I've seen the best success it's the team is making something that not only are
08:57they truly passionate about building but they're also just well suited developing either through
09:02their skills or through things that they their experience in the past what challenges come with
09:09changing genres you know I wouldn't say it will never work we actually had some of those experiences
09:14blizzard I just think you have to be very intentional if you're going to make a pivot like
09:19that you know because I do think um if you just want to move people because you're kind of viewing
09:26you know all developers equal than their craft then yeah you might end up with a lot of misfits or
09:31people that are not even wanting to build that game you know but with that said though you know it
09:36doesn't mean like people can't grow new skills or new experiences if they're really excited about that
09:42journey and you know self-aware about where they have to grow but I don't think it usually works
09:47out though you're just moving people around on a spreadsheet for more in-depth dev interviews
09:52check out our Embark Studios production director Kyle Braga video discussing resetting balancing and
09:58future plans of our creators and for all things pc gaming subscribe to pc game on

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