How game development is like a steakhouse

by Dan on April 20, 2010

I was over on Facebook today talking with the accurately named Gamers Against Bobby Kotick and Activision, and we hit on part of a discussion that I think a lot of people are having in the wake of the Infinity Ward situation: How can you preserve the developer’s need for creative freedom from the publisher’s desire to make money?

I think too many people assuming that this is an either/or situation, that those goals cannot co-exist. But a Tasty Dan Amrich Food Analogy™ will prove that they can.

At Activision, the publisher/development relationship is pretty simple. Activision foots the bill; the developers follow their muse. There are a handful of studios under the Activision umbrella, decentralized and doing their own thing their way, and they each have creative freedom.

Yes. They have creative freedom. As proof to this claim, I submit Exhibit A, which is all their games. Please note how a Treyarch game is not the same as a Vicarious Visions game, and how Neversoft does things differently than High Moon Studios. Each studio is autonomous, yet still reporting back to and working with the mothership.

When a game is in development, Activision’s producers work with the developers, saying “here’s what we’d like” or “can you change this,” and discussing the decisions along the way. The publishers make helpful suggestions and give the devs what they need to get the job done. But the game vision, the way the game experience unfolds, all the heavy lifting and asset creation and gameplay and all the sensory stuff that you personally connect with when you play game — that comes from and is executed by the developers.

You know, just like a restaurant.

Thanks to John P. for the image of Houston's Steakhouse. (Click it.)

I see the publisher/developer relationship very much like going to a steakhouse. You show up and you’re handed a menu; before you came in, the chef wrote that up to say “These are the dishes I am proud, qualified, and eager to make you today.” Maybe the chef has a signature dish upon which he built his reputation. And you say “Great, these all look very tempting — but I have questions. How big are the portions? Are those ingredients in season? And can I have it with beets instead of parsnips?” And the chef can answer those questions, but when the heat is on in the kitchen, he is the one making the meal. You are merely asking that he respect your deadly parsnip allergy. You are, after all, footing the bill for the meal.

Now, does that substitution of beets for parsnips constitute a lack of creative freedom for the developer? If you ask for a dish most of the way he wants to prepare and but a little bit your way, I don’t think his creativity as a chef is being infringed upon; you’re the customer, and it’s reasonable to ask for your meal without some elements and with some other elements. And so the chef says, okay, I can see what you’re asking for, and he does his best work…and he gets paid for it. He gets to make your food his way — creative fulfillment — and he gets paid for doing what he is obviously very passionate about and good at doing.

Beets. Thanks to Katrin A. for the photo. (Click it.)

This kind of flexibility, where the person footing the bill has input into the product but the person making the product has the majority influence on how it turns out, happens every day in restaurants around the world. The game world is no exception to these kinds of lopsided collaborative arrangements; it’s just at higher stakes than, um, steaks.

I am not suggesting that any portion of this delicious analogy applies to any specific situation. I do not know the particular details of what is stored inside Infinity Ward’s refrigerator and I do not know the nature or intensity of Activision’s requests for different side dishes or “recipe improvements.” Maybe on some games, it’s not just beets and parsnips, but from my experience, I think the cases where someone walks into a steakhouse and asks for so many alterations that it ceases to be a steak at all are exceedingly…rare.

So that’s my point, and my understanding of game development: The creative decisions lie with the developer, even if the publisher has some say about them.

  • blasto

    Of course, in a real steakhouse, if a chef makes a meal that everybody loves and brings the steakhouse over a billion dollars…..they get to keep their job.

  • http://oneofswords.com/ Dan (OneOfSwords)

    Unless the chef is taking some of the recipes over to a rival steakhouse and doing his best to hide it, because they know it violates their employment agreement with the first steakhouse. If that turns out to be the case, then they don't get to keep their job.

  • blasto

    But Then the fired chef can go make money for the rival steakhouse.

  • http://oneofswords.com/ Dan (OneOfSwords)

    This is why I almost hope it goes to court, so that both sides can tell all. And like I've said, you are asking the right question: Why would Activision want to fire them? To me, it just indicates the severity of the problems and suggests the truth is pretty damned serious stuff.

    But as you said, we may never know the truth. A settlement would almost certainly come with a quiet clause.

  • GHKazoo

    You're assuming that the publisher keeps away from the 'meat' of the meal. But, is that always true?

    Perhaps the chef's signature dish is some carefully prepared chicken dish, and the customer 'suggests' it might be better made with a pork chop. The chef either compromises his standard or loses a customer (and possibly a job).

  • http://oneofswords.com/ Dan (OneOfSwords)

    I actually addressed that very point in the next-to-last paragraph. There might be arguments about what's on the menu, but that's before the restaurant even heats up the ovens. And I believe those instances of “why don't you make your signature dish with another main ingredient” are rare. Possible, but not probably.

  • GHKazoo

    Granted. But the entire point of your blog was to discuss the Activision/Developer relationship. You can't just remove a point of contention by waving at it in the final paragraphs. Do you have justification for it being a 'rare event?'

    I believe I read somewhere that IW was being pressured to make more WWII games (or something like that). I'd say that was getting into the meat of the dish.

    Or, to continue your analogy, it's having the chef decide to move on to bigger and more interesting meals, but the customer keeps trying to force him to make the same ol' entrees.

  • http://oneofswords.com/ Dan (OneOfSwords)

    Do you have justification for it being a common event? There are too many examples to list because what I am describing is the norm — but immediately, Blur comes to mind. “We'd like this game to ship late 2009.” “Okay.” They go to make it. “We need more time. We can do a better job.” “Okay.” The publisher listened to the developer, and the game was better for the extra time and effort.

    IW hasn't made a WWII game for several years. If that was a disagreement at the time, not only is it four years ago (!), but it was clearly one that Activision yielded to the developer about.

    So…there's two instances of the developer having more creative control than the publisher. I'm glad we agree!

  • GHKazoo

    No. :) I do not have justification for my point of view. But, I wanted to know yours. I do know it happens… I've purchased games where it happened. But I can't point to an ATVI instance.

  • http://www.google.com/profiles/craig.wagner SpiralGray

    Interesting article, but I'm waffling on how accurate it is.

    One point Hugh made in the recent podcast I think really hit the nail on the head. Activision took a risk by fronting a LOT of money for IW to create games. That gamble paid off, the games were successful, and Activision benefited from the gamble. It could have turned out the other way, and Activision would have been out all that money. Do you think Vince and Jason would have said, “Oops, we f***ed up. We're going to pay you back our salaries for the last three years.”?

    This is what annoys me about this situation. Everyone jumps on the Vince & Jason bandwagon without even giving a passing glance to looking at the other side of the situation. That's not me giving Activision a free pass, that's annoyance at everyone else giving Vince/Jason a free pass. People complain that Activision is “greedy.” If you think for a second that this situation wasn't created by Vince & Jason's greed then you need to get out more.

  • http://oneofswords.com/ Dan (OneOfSwords)

    For the record, this post was inspired by the IW situation, and I did wind up drawing some explicit parallels in the comments, but it was not really supposed to be a commentary on that situation.

    But as a result of that situation, some people seem to think that Activision “tells the devs what to do” and I just want to put out there that it's hardly that one-sided. The publisher has the money so the publisher has input, but, from the relationships that I have seen over the years, they leave the developers to develop as they see fit more often than not. They all agree on the goals — even if the goals were brainstormed by the devs in the first place — but the developers choose how to achieve them, if that makes more sense.

    The article can only be as accurate as my opinion. :) This is how I see it, and it's based on the various dev/pub relationships I've seen, here and elsewhere, over the years. I'd usually get straight answers when I said “How much input does your publisher have?”

  • TURbo

    For the Infinity Ward budget of MW2, I read in LA Times http://articles.latimes.com/2009/nov/18/busines… that it cost $50 to 60 million to make, and another 150 million for marketing and advertising. I'm pretty sure Infinity Ward did not have $200,000,000 to produce and market MW2. So Activision spent 1/5 of a billion dollars before the game made over 1 billion dollars.

  • MrAnthonyDR

    TUrbo you are correct. And also, +1 to the guy who said “If you think for a second that this situation wasn't created by Vince & Jason's greed then you need to get out more.”

    I've come to my usual conclusion on this subject, Activision is neither wrong nor right for Firing, then filing litigation against these guys.

    What would you have done, as head of activison, having spent 1/5 of a billion, if your two guys then started sneaking information over to EA or some other rival because their heads were getting bigger as each copy of MW2 got sold?

    1) Youd be pissed. 2)Youd fire them 3)You'd want to recoup any cost you possibly could.

  • OmegaRedSix

    Dan, I think you could apply the Publisher/Developer relationship to the same way the Producer/Director relationship for Movies happens. The Director is hired because his creative vision is valued for the project at hand, while the Producer is looking out for the interests of the Studio and making sure that the Director has what he/she needs to get the job done.

  • http://www.cheapcheapgeek.com Karl

    This is why I prefer that development studios stay independent. They have a financial stake in if a game does well. They can go in different directions if they believe in them strongly enough but then it's up to them to find new financing or a new publisher. But I can understand why many prefer the security of being owned by a major publisher.

  • enslaved

    Exactly… it is just very illogical for Activision, which is a muti-billion dollar company, to save $36M by firing its best men who are talented, creative and have contributed billions and probably billions more in the future. Most average joe out there don't use their logic imo…

    Think about it this way, your friend helped you gain $1M of fortune, and he/she asked for an iPad or $500 in return, Would you tell him/her to f*** off?? risking your friendship and risking another $1M that your friend could make you in the future??

    Are Activision that dumb? Are Bobby Kotick, Thomas Tippl, and other Board of Directors that dumb to pull such a move?? It is just Illogical…

  • GHKazoo

    Illogical, yes, unless Activision is correct in that they became more of a threat than a help. If those two were doing wrong things and courting EA (as Activision suggests), then they need to be stopped before they can do additional damage.

    I don't like the way Activision has done a lot of things, but they are neither dumb or illogical.

    Perhaps time will tell more of the real story.

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