TALKING TURKEY - October 1995

There aren’t many things this most immature and juvenile of industries can be said to universally agree on, but of the microscopically small number, the one that absolutely no-one will give you any argument on is that bad games are a bad thing.

They’re bad for magazines, who are forced to tell their readership depressing things about their machines, perhaps leading them to become disillusioned and stop buying both the mags and the games. They’re bad for retailers, who get landed with a pile of unsellable stock, which they’re then forced to offload at ludicrously low prices, which of course also eventually raises consumer resistance to paying full price for new releases. They’re bad for their publishers, who find themselves investing tens of thousands of pounds in games which turn out to be stinkers and don’t sell, losing the publisher a small fortune and landing it with a bad reputation which can take a long time to shake off. They’re bad for *other* publishers, who also have to bear the once-bitten-twice-shy feelings of badly-burned punters who’ve just forked out 50 quid on someone else’s dog and aren’t too keen on risking it happening again. And, as if anyone cared, they’re bad for consumers too, who blow the price of three albums, a couple of good books, three trips to the cinema and a bag of chips afterwards (and yes, it does sound like a lot when you put it like that, doesn’t it? Let’s hope they don’t realise, eh?) on a single game that’ll provide them with maybe 10 or 20 minutes of poor-quality entertainment before being hurled into a corner in disgust, accompanied by a firm determination to go and buy a cheap pirate copy the next time.

All this, of course, raises an important question. If duff games are such a bad thing, how come so many of them get made? Why is quality control in the (hhnnggh) ‘interactive entertainment’ industry so much worse than in any other comparable one? And don’t say it isn’t - when was the last time you read a novel full of basic grammatical and spelling errors? Or bought an album riddled with bum notes (Sonic Youth fans are excused here), or bits when the bassline inexplicably disappears for 30 seconds in the middle of a track? Or watched a movie suddenly go black-and-white halfway through reel 2, shortly before snarling up completely and failing to finish altogether? Exactly.

And that’s only half of the story, of course - there are games which simply don’t work properly (hello, Frontier 2), and way too many of them, but there are far more which function correctly, but are just awful games in the first place. How does it happen? And why doesn’t anyone seem to notice? And most importantly, how the hell do we stop it?

So, first things first. How do crap games happen? They happen because the increasing corporatisation of the computer games business means that fewer and fewer people who actually play, or know anything about, games are involved in producing them. Grandly-titled idiots in suits who are fond of hilariously admitting in CTW’s own Hot Seat that they never play games, create ‘product’ by sticking together a few tried-and-tested ingredients - get a license, do some FMV sequences, slap a load of gore in and maybe cobble together a slight variation on last year’s game engine at the last minute if there’s still time - then get it ‘tested’ by a load of 14-year-olds paid in sweeties and comics. This might have worked in the 8-bit and 16-bit markets, where the target audience was 9-year-old Mighty Morphin’ Power Rangers fans with impressionable parents, but as the industry desperately tries to sell itself to the high-disposable-income Generation Xer, it doesn’t seem to have realised that it’s going to have to alter its working practices accordingly. I predict a very rough 1996 for a lot of game companies who are currently and conspicuously failing to spot the blindingly obvious fact that their intended consumers are now a much older, much more cynical, much less gullible crowd.

Secondly, why doesn’t anyone seem to notice? This is a much easier one to answer, and potentially a much more damaging area to address. The problem with the British (especially) and European games press is that there’s so bloody much of it. The huge number of games magazines covering any format means that it’s very easy for advertisers to find somewhere else to take their business if one magazine prints a less-than-fawning review of one of their games. Even the biggest mag publishers are susceptible to this kind of thing (I won’t name the senior figure at Future, not there now, who once offered me a terrible game from a middle-sized company to review, but only on the understanding that it scored at least 70%), and the pressure on the smaller ones must be all but unbearable (see Rise Of The Robots in the chart below).

This is a powerful example of the workings of a free-market economy, but also the single biggest barrier to the establishment of decent quality control in the industry. Most game publishers still see magazines as a branch of their PR department, rather than a service to the magazine’s readers (who are, of course, both parties’ customers), and the depths of ludicrous sulking they can resort to in the face of the odd bad review would astonish anyone from any other consumer market’s press beyond belief. Indeed, most software company PR people appear to have come directly from the books of Paranoiacs’R’Us, convinced as they are that there’s always some other, more sinister reason for you having just slagged their game off, apart from the unglamorous and incomprehensible one that you think it’s rubbish and that your readers ought to know about it lest they should waste a big chunk of their hard-earned and precious cash on it. (The lack of almost any reliable criticism in the games press also deprives retailers of any worthwhile buying guide, which in turn leads to them being able to exercise very little quality control in the titles they stock. This, of course, leads us back to the overstocking and drastic price-slashing mentioned earlier, and the whole vicious circle continues apace.) The stories I could tell just from my own personal experience are almost endless, but until the industry grows up to a sufficient extent to be able to put a brave face on professional criticism, like the music, cinema and book industries do, the chances of anything improving are minimal in the extreme.

And now, the bit on the chat show where I plug my new book. How do we stop crap games from happening and screwing up the industry for all of us? Well, in a business where even magazine writers are fond of pointing out how sad it is to play games, and how they’d never dream of it because they’ve got girlfriends and drink beer and everything, there still remain, lurking in the background, a few people who really like computer games. (Wankers, eh?) Not including myself, I can think of maybe six, in the entire industry. Which is pitiful in itself - go on, go for an interview on Empire some time and start off by saying that you think films are for sad losers, and see how keen they are to employ you - but of those, just one is actually employed by the games industry in a capacity where anyone listens to a word they say. (Respect to BMG, of all people). Is it just my imagination, or is this perhaps wrong in some way? Maybe some far-off day in the future, we could live in a world where publishers get games checked out by real, actual, grown-up game players - people who, God forgive them, actually CARE if level three’s a bit too tough, or if the power-up system doesn’t work as well as it could - BEFORE they’ve spent so much money on hype that they’ve got to release the damn thing whatever happens. To see if they were, you know, good games.

Or is that just a stupid idea?

ACCIDENT WAITING TO HAPPEN 1

Rise Of The Robots (Time Warner/Acclaim)

As if there could be any other. This truly dismal effort was remarkable in that it actually did manage to attract almost universal critical panning, with the odd notable exception. (And how come nobody ever did take the likes of Amiga Action to task here? I mean, 92%? It makes you embarrassed to work for a games magazine at all.) A game which was clearly never playtested at all, or where the playtesters were either utter morons or totally ignored, being released anyway, accompanied by one of the biggest hype campaigns in living memory. "Ah," say Time Warner, "but it sold loads. It must, therefore, have been good." Wrong. It sold loads because it was extremely heavily discounted by desperate retailers, and, therefore, achieved nothing other than pissing off a larger number of potential future consumers than a less successful title might have done. (And Heaven forbid that there might be some kind of lesson to be learned here about the potential sales to be found in halfway-decent games at the same kind of lower prices, incidentally.) You clowns.

ACCIDENT WAITING TO HAPPEN 2

Frontier 2 (Gametek)

And this doesn’t need much explanation either. A game which crashed and burned almost immediately upon loading on almost any combination of PC equipment, but took weeks and weeks of extremely shoddy customer relations from Gametek (and read the letters page of practically any PC games mag around the time if you think I’m exaggerating) before disgruntled purchasers actually got a game which worked in something approaching the way it was supposed to. Again, can you imagine the same thing happening with, say, the new Blur album?

ACCIDENT WAITING TO HAPPEN 3

Sensible World Of Soccer (Warner Interactive)

Now SWOS was slightly different, in that it actually was a very good game. But massive commercial pressures forced it to be released before it had been properly and fully tested, with the result that unhappy punters besieged the Sensible Software switchboard (and I should know, because I was manning it) with angry call after angry call, as more and more bugs became apparent in the game. Eventually everything was sorted out with a free update disk, but at the cost of some seriously annoyed game buyers.

AND WHILE WE’RE HERE...

...if you doubt that this is in immature industry, ponder this. The music industry proudly trumpets its sales, awarding silver, gold and platinum discs for set numbers of records bought by Joe Punter. The box-office receipts for any movie can be found in any national newspaper every week. But have you ever tried getting a software publisher to tell you something as simple as how many copies of a game they’ve sold, far less how much money it’s actually made? Anyone would think we had something to hide.