Reaffirming Design

Core Talent Games And Other News

By Tim Carter (1 Feb 2009)

I'm still chugging away, working on stuff that reaffirms the importance of design in game development. To that end, a busy fall and early winter. Here's what's up...

Core Talent Games

I'm CEO of a startup, Core Talent Games Ltd, (CTG) dedicated to free-agent, project-based game producing. In a nutshell we are adapting the film model to game development. The key word is "adapting" - not pasting the film model directly on to game development.

We launched in early fall, and attended GameON: Finance - a conference on finance for the game industry - here in Toronto.

We are game design talent. One of our partners is a designer in San Francisco (worked at some of the gamedev studios out there). One a designer-programmer outside of Toronto (has done indie wargames through Matrix Games). Plus, we are just adding an entertainment accountant who knows how to structure film deals.

Our early response: some earnest attention and tire-kicking from game industry veterans - have some meetings lined up for GDC.

One high up veteran said there's been a lot of talk about bringing the film model to game development, but you guys are actually doing it. Well, there's a lot of parties doing it, too, or trying to. We're trying to bring the whole talent scouting, packaging and "screenplay development" thing into games (which, for the life of me, I've never been able to understand why the game industry does not do).

As of this writing, we are closing in on our first option deal with a name designer and speaking with others - but it's all very hush-hush.

GameON: Finance

Great conference.

A  thing that leapt out was an incongruity between messages among presenters.

First, Wanda Meloni, intelligence-gatherer on the game industry from DFC, reporting that the coming game industry was about "content, content, content" and "Content is King". (Other stats from her presentation here...)

This followed by Canadian venture capitalists and angel investors saying, "We don't invest in content."

That is they might as well say, "We don't invest in what is now driving the game industry."

What's wrong with this picture?

Basically, it's an old story. Canadian money people see games as "high tech". This is also the attitude of a lot of educational groups toward games: tech, tech, tech. (That and social networking.)

Admittedly, tech is important. But tech alone is about quarter of any game project. The other three quarters are art, producing and (my favourite) design. Design I feel is the most misunderstood - it's like directing in film, very intangible. Because you can't measure it (like you can the framerate of an engine, the essential look of art assets, or the production scheduling of producing), its value is ignored, downplayed or otherwise not given attention. But design is fundamental. That old saying, even if you lose your car keys in the dark, sometimes you look under the streetlight because the light is brighter there - but the keys ain't there, they're in the shadows. Design happens there - lighting the shadows to find the keys.

Anyway, game content content content is new genres, new narratives, new essential ways of playing (aka interfaces). New design.

If you have an idea for a game, in Canada you can get scientific R&D funding for it, provided you're making a new game engine or something tech-oriented like that - not just a "mere game". (But there are enough engines out there to licence, why bite off that monster to chew?)

I've been in senior university faculty discussions where technology developers talk about how their new research project "can be applied to games", but in the next sentence make it adamantly clear they do not play games - viewing games almost with a veneer of contempt over their perceived frivolity. Again, what's wrong with this picture? (Yes, many games are frivolous, but you can say that about movies, books, music, et cetera. It's not an excuse to put down a medium. Me: I think games are going to revolutionize the way societies debate and make key decisions. But maybe that's just me...)

So what's going to happen to an industry (i.e. Canada's) that puts all its investment eggs in the tech basket at a point when tech is losing traction as a driving factor (there is a glut of game technology out there)? Short answer: it's going to miss the boat.

However, this may just be a symptom of top-down command-style investment (like the kind you expect from government committees). Certainly, there must be private investors out there who invest in new content made by Canadian game developers. Think BioWare (oh wait... they're owned by Americans now...). Well, I'm sure there are a few other examples.

However, to be sure, investing in content is risky. (Though wanting to get into the game industry as an investor but also wanting to avoid that risk brings up the "looking under the streetlight" point again...) To facilitate investing in pioneering game content, we've set up Core Talent Games - to mitigate risk by us scouting out good content (designs) early, then packaging projects in slates.

Okay, rant's over. You get my point.

XFunc Design Work

I will continue my design work through XFunc. Indeed, I'm negotiating with some parties to do some interesting new serious games.

Since Core Talent Games' model gels with the whole XFunc prospect (a focused game design supplier who is detached from any given technology platform), I can bring XFunc projects into the CTG pipeline and package them with external providers (programming suppliers, engine and middleware, art suppliers, other designers as required), and probably also raise money that way (though not under the CTG design submission goals - i.e. working with clients on a supplier and/or partnership basis instead of taking total ownership of a submitted design for a good contract, which is what CTG does).

In the meantime, I've been continuing my design consulting work on the pandemic game out of the US.

Stay tuned for more updates.

 
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