How 2K Killed Irrational Games
hackernoon.com
hackernoon.com
I worked at Irrational Games / 2K Australia from Freedom Force right up until shipping Bioshock 2. I was a team lead, producer, and even ran the Australian office for about year before I left to make Neptune's Pride.
To me there is nothing really controversial in this article. Running big studios full of people with big personalities is really hard. People didn't get along. Things fell apart.
This person is obviously unhappy, but I'm not suggesting there is a major scandal here.
That statement is very generic. Could you please elaborate on this?
Rather than stay and do a bad job, I decided to leave and let others step up and have a go.
Glad I did becuase I rediscovered my passion for games and had some success in Neptune's Pride.
I'd love to buy you a beer and have a chat at some point. Do you go to the monthly Pizza and Pixels [1] events?
Looks like they've moved it to a location that's inaccessible for me, but I'll work something out.
I worked at an isp which serviced their CBR office with a 128k isdn then upgraded to a "2 mbit" PAPL link (a niche product where you used 2 or 4 pairs of directly connected copper which bypassed the exchange).
A quick search brings up a PDF of a contract with NSW RMS (formerly RTA). I wonder if that's supposed to be public.
Looks like it was a slow, dedicated link to the exchange, still in use right up to 2009. Ah, Australian Internet.
If you work in a team you must play it. It is guaranteed to end in tears (In a hopefully good way). https://np.ironhelmet.com/#landing
I used to love playing VGA Planets (and Stars!) is this in any way an evolution of that genre?
Thus, I heard about the termination of his studio (or scaling his team back to ~15 people-- whatever) with dismay and utter confusion. As far as I knew, he made successful game after successful game, culminating in his whole team getting canned. So that's why I was interested in the story linked above, truthful that it is or not.
I realize that things like:
> People didn't get along. Things fell apart.
and
> Ken Levine got tired of it.
might well tell the whole story...but I guess it leaves me wanting more (particularly since you imply that there was more).
That's not necessarily true.
Bioshock Infinite in particular was "disappointing" compared to projections:
http://www.p4rgaming.com/take-two-in-retrospect-ken-levines-...
2K posted losses in the hundreds of millions in the year leading up to Bioshock Infinite's release (Bioshock would have been a significant percentage of that) and continued to lose money in the year of its release:
http://www.gamesindustry.biz/articles/2013-05-13-bioshock-in...
People often ignore that these games may cost over a $100 million to develop and the same again to market (Bioshock Infinite ads were everywhere). Selling 5 million copies might only net $100 million back again (after taxes and other distribution costs).
Typical Hollywood Accounting is when companies make up overhead figures. But in the games industry the costs seem too transparent to be able to get away with posting fictious overheads as most of the cost is dominated by marketing and salaries.
The market has only a specific size. If you sell as many games as the most successful games ever you really can't expect more. Besides, Bioshock Infinite had no special message, it was utterly trivial in that respect. The article is a joke on both fronts: That the sales projections must have been overblown since they indeed regarded the millions of copies sold as disappointing, and that they thought the story with its twist was great writing.
I was trying to illustrate the point that Bioshock Infinite's early sales were disappointing. Early projections had 2K selling 3 million copies in the first month:
http://www.gamesindustry.biz/articles/2013-03-06-bioshock-in...
But it actually sold less than a million:
http://www.gamespot.com/articles/npd-bioshock-infinite-march...
and only hit 3.7 million after 3 months.
HOWEVER... Don't cry a river for 2K. Bioshock Infinite eventually sold 11 million copies, becoming the biggest Bioshock game:
http://www.gamesindustry.biz/articles/2015-06-01-bioshock-in...
That happens not only in the gaming industry. An approach that works on the small scale may not work on the large scale. If you are small you are forced to take care about your product, customers and employees (maybe not in this order). If you are at a big corp you have to deal with people who only care about company politics and the ego-game, even if you do not care about these things.
While the Borderlands 2 and most its DLCs have been really fun and great value for the money, the pre-sequel has left me wary of the 2k shenanigans around the franchise. Won't make the mistake of pre-ordering again.
It's also should be noted that Ken Levine is somewhat known to be hard to work with, there was a fall out with Vivendi/Sierra and there were issues with employees leaving Irrational after having fights with him (you can find various posts on industry forums) which also lead to Nate Wells (Executive Art Director) leaving Irrational for Naughty Dog.
What was wrong with Freedom Force? City of Heroes, it was not, but it was a fun little game. It also had a great modding community before the cease-and-desist orders from Marvel started.
Scored well critically, too: http://www.gamerankings.com/pc/340353-freedom-force/index.ht...
P.S.
The link is for the original game, FF vs the 3rd Reich was released in 2005.
I can't get on board with you regarding Freedom Force, though. While some of the levels were a bit tedious, the character customization and feel of the game was superb. I can't think of another superhero game since (at least, outside of the MMO realm) that allows you that degree of freedom (no pun intended).
FF was a decade too early; had it come out in 2012 it could have ridden the Avengers wave.
The highs and lows are what make life intresting. Be passionate about what you do and give it your all. Make it personal. Give a damn. It's the only way to live.
Unless you have equity (and even then it must be a large amount), you are a cog that can be replaced at will, trading X hours per week of your life that you won't ever get back for your currency of choice.
Give a damn and make it personal: about your growth, your compensation, and your career path. If you want passion, work towards financial security and then work on something fulfilling, where you control your destiny.
No one is looking out for you but you.
Source: 15 years in tech, also watching a friend lose everything (EDIT: friends from 80+ hour weeks, job and house when let go) when High Voltage Studios (a game studio in Illinois) started its decent into failure
Are saying is that unless you can afford to start your own company you should not care about what you do all day every day?
Absolutely agree that you need to be thinking about your own growth and compensation, but let's be honest, your growth probably going to happen inside somebody elses company, I don't think you should let that hold you back on enjoying every day and trying to be the very best at whatever it is that you do.
I would argue you should not put off passions for some future day. Life is short. Be passionate today.
I dont know how your friend "lost everything" when High Voltage went bust. Did he go to jail or something?
I think part of it's the big money up front, free perks(food & drink), and all the positive energy that the founder/founders tell the employees. It seems like family--kinda. It seems like a dream come true.
Then your not. A bigger company buys yours, and heads roll. Then the real world rears its ugly head. You are being interviewed by a kid.
Since the barrier to entry is not great--there's usually someone to fill your shoes. The ego is not killed though. You had a really good run. You have skills. You start to regret all those pep talks you gave people. I seen some turn to drugs to fill the void.
I have seen twenty somethings go from the fast food industry to pretty good jobs. Their attitudes changed. They aren't cynical about the "system" anymore. They have a great time at work. They work hard. Some save that money, but a lot of it is just blown. The cute girlfriend worships him. It all seems kinda easy, but hard enough to not worry. "No one can do what I do, or as well." There's company dinners. The awards. There's trips to Europe, with LDS steeped into the luggage. Fun times! Life couldn't be better.
The company quietly losses money, and it's back to just getting by. Too many become homeless.
I really believe unless your the Rock Star Programmer; save your money because their will be a time when the parties over. In this industry, it seems like it's in your late thirties.
I hate to be that guy, but I'm tired of hearing, "I used to be a programmer." from a homeless person. Don't think she will stick by you either. Don't estrange the people you once knew when you get that shiny job. Don't let the "haves, or rich kid's father fill your head with stars, and cliches. He has a huge bank account to fall back upon. He has assets to fall back on. He will take care of his kid, but you are expendable.
Where are all these homeless programmers located?
A few post on Hacker News, occasionally.
Is this really happening? I can't imagine someone good enough to make big bucks suddenly go this bankrupt. Even if you are in SF, you could buy an airplane ticket to some extremely cheap place, do some consulting or freelancing and get back on your feet in no time.
It's perfectly possible to be passionate about a company and being part of building its products and making sure that you've properly financially and professionally insulated against failure or calamity.
The OP said dont make your job your life, which I think is bad advice because 40 hours a week is a lot of hours to just piss away.
edit: actually, I just re-read what he wrote and is said, dont make your _company_ your life. which I kind of agree. I will amend my original.
For example, Southwest has never had layoffs: http://fortune.com/video/2016/01/26/southwest-airlines-no-la..., as have several other companies: http://money.cnn.com/2008/12/09/news/economy/no_layoffs/
If your passion is hinged on your company's success there's a decent chance that is going to end poorly for you.
Indeed - be passionate about the work you do - but that may or may not have anything to do with the company that you work for.
I've had jobs where I very much enjoy and am passionate about the work I do but did not necessarily buy into the company culture or vision. These companies were instrumental in my career growth but ultimately not the right fit for me, but I have absolutely no regrets about my time with them.
On the flip side, I still know plenty of "koolaid drinkers" that are still at these companies (or have been laid off by them) and I can objectively say that many of their careers have not progressed since I was there. I know: different strokes for different folks. Maybe they value stability over career progress and that's okay.
Let's just not pretend that the best way to grow a person's career is to attach yourself to someone else's company that doesn't necessarily have your best interest in mind.
If you pin your hopes and dreams on the actions of executives above your pay grade, then you're setting yourself up for disappointment. Don't get emotionally invested in stuff that you can't control.
When you're hired to do a job, do it as well as you can, and then go home with the emotional energy to spend on your friends/family/hobbies.
Developers are not drones, especially game developers you aren't writing tax software.
Now creative personal, can be "unsettling" from that perspective, it might be not that extreme in the video games industry as on the theater-stage, but from the CEO-medieval perspective, the constant fluctuation of signals might seem like betrayal and back-stabbing.
Reaction would be the exactly wrong approach- getting more involved and keeping a tighter control on everything, resulting in content, where the more "extreme" fluctuating personal is leashed. Now the resulting product would miss the extremes, which is exactly what attracts the audience in the first place.
A number of reasons, I think. Our terrible internet, the lack of support from the state governments (and the lack of _understanding_ of our industry for those governments that are trying; see: QLD), an investor base that (after spending the last 7 years navigating it) appear to be desperately afraid of B2C start-ups, and don't quite get B2B start-ups either... the list goes on, really.
Not going to stop me trying, though!
Part of 2K Australia's problem was that we grew very big when the Aussie dollar was low, then when it came back up we were a very expensive studio. We had very little turnover and a lot of well paid, senior developers made us look even more expensive per head.
We were working closely with 2K China who were a lot cheaper per head.
We always had the impression somebody far up the chain would be looking at the spreadsheet and thinking about where they want to invest further. It may have been our imagination.
In fact, now that I think about it, probably the opposite was happening because a lot of effort when into growing the Marin Studio in California which I'm sure would have been even more expensive per head than us.
Then they try to introduce business practices that only work in the U.S. and consequently fail. I've seen it time and time again.
Ripping out existing support and sales structures and adding U.S.-centric ones that piss off local customers and lost them sales.
Management hoisted that we had to do stand ups over video chat daily. It was done 9PM EST, and 5AM their time. The time was picked to match my managers PST schedule. There was also the weekly backlog grooming, biweekly poker plannning, etc.
Working with that team, a European Sales team and on site European vendors. The two things I've seen is our meeting culture grates on them. Secondly my American team mates, I don't want to say looked down. But consistently commented, on lack of devotion and effort of other counterparts.
Disclaimer: I work for PwC's Nifty Forms team, which helps SMBs in Australia with these programs.
Very similar to the Australian film industry, really.
Is "units" normalized to full price or something where "copies" just total games sold even at sale price? That is the only guess I could come up with.
I actually quite liked the game. The problem I think is that there was a market mismatch with that title.
XCOM 2012 caught a lot of flak for it being too different from the 1994 original. Only brilliant execution made it possible for it to succeed.
An XCOM TPS (Which is what Bureau is, to a degree) is just too much of a stretch, most of XCOM's audience are not that open minded unfortunately.
I believe that ultimately the aforementioned market mismatch was too difficult to overcome, even without the publisher's interference and micromanagement.
So I actually liked it, but because it was so poorly made technically I never bothered to Finnish it. Maybe I'll force my way through it one day, because of the story and atmosphere, but it's frankly one of the worst pieces of gameplay I've ever tried.
I'm a bit late to the party here, but this is where "Let's Play" videos on YouTube are really great. You can get all the bits you want without any of the frustrating gameplay. The trick is just to find a YouTuber you can stand for the duration of the video (Nerd Cubed is one of my favourites, but he would be an acquired taste).
I believe XCOM 2012 got a lot of flak prior to its release because 2K at first announced an FPS game called "XCOM". After lots of delays and a pretty cool reception from gaming press and fans, there was an announcement from Firaxis that they were also making an XCOM game, this time a TBS. The TBS, when released, got almost universal praise, and sports a heft awards list.
Most of those games are in the phase where people who never played them buy them because they got interested in them. So it means it's not a huge, but at the same time stable influx of sales, since there are always people interested in good classic games. So selling them as wide as possible only brings them additional profit.
Everyone else will just buy it on Steam.
That's not even factoring the risk that you are now releasing a super easy to pirate version.
It doesn't seem that illogical to me that a publisher might forgo a DRM free version considering cost and risk.
That's only for games really seriously infested with DRM. There perhaps, it takes some effort to weed out that stuff. But it's really the most recalcitrant cases. Usually it doesn't take any substantial effort.
> Let alone future support if you plan on issuing patches down the road.
That's unlikely. They might issue updates such as add-ons / expansions and other missing stuff. But they wouldn't issue bug fixes and etc. For instance EA are now releasing their games like Dragon Age: Origins on GOG. They offered their expansions there after the release as a "patch", but they wouldn't make any bug fixes and etc. Such games are way past their production cycle. Clearly EA don't mind extra sales coming from such games. Though quite a lot are still missing.
> That's not even factoring the risk that you are now releasing a super easy to pirate version.
So you are saying they shouldn't sell those games because what, pirates already pirated and still pirate them? That's ridiculous. It's simply saying - we can have more sales, but we shouldn't. That release has no effect on piracy whatsoever. If anything it can actually reduce it, because some might pirate cracked versions because they are DRM-free.
You're suggesting that takes no effort?
By the way - patches don't just mean actual gameplay patches. Patches also means compatibility with future operating systems, drivers, and hardware that you can't possibly know anything about today.
What kind of build? The most they'd need to do is to repackage it. And really GOG do it on their own, so all they need to do is to provide the game to GOG. There is no build involved for such older games.
> Patches also means compatibility with future operating systems, drivers, and hardware that you can't possibly know anything about today.
Those don't depend on distributors, they are universal. I.e. if they are doing it on Steam, they can use it on GOG as well.
It doesn't matter. It's an extra build. That means extra testing and QA resources. Have you heard of regression bugs?
> Those don't depend on distributors, they are universal. I.e. if they are doing it on Steam, they can use it on GOG as well.
Maybe. Maybe not. Either way it's another build to support. You won't know until you test it.
If they can't handle trivial packaging (tarball) or consider it an insurmountable effort - they should switch to some other business. Again, such older games don't get allocated QA and other resources normal production cycle games do. They get very minimal treatment. GOG do that QA for them actually. And if there are major problems, GOG either fix it on their own, or they reject those games if they can't fix some very major bugs. In result their versions actually tend to work better than Steam ones. Such companies like EA or 2K on the other hand aren't likely to go and fix bugs in their old releases.
If 20,000 already requested a game on GOG which they sell for around $10-$15, you'll get way more than $5,000. How much sales that would be can of course vary from game to game, but I don't think Bioshock games are in trouble of not being bought.
It's all a bit more complicated than you make it sound.
It's not extra money if it costs them more in development time than they'll make in profit.
No, like I said - it's a risk that needs to be factored. You're making it sound like DRM has no affect whatsoever.
Yes - pirates will still crack DRM and pirate games, however, that's a hell of a lot different than downloading a binary and having it run with no modifications whatsoever.
To suggest that DRM doesn't at least somewhat thwart mass piracy is ridiculous.
> Yes - pirates will still crack DRM and pirate games, however, that's a hell of a lot different than downloading a binary and having it run with no modifications whatsoever.
You miss the point. Once it's cracked - that's it. It's pirated forever since, and no further DRM would stop that. So again, not releasing it DRM-free means some sales will be lost and there is zero risk in such release.
> To suggest that DRM doesn't at least somewhat thwart mass piracy is ridiculous.
It doesn't. It actually is shown to increase it, especially for older games. Some most obnoxious DRM like Denuvo is shown to slow it down, just by the mere fact of placing draconian restrictions on usability, but even that is being cracked eventually. However such older games we are talking about don't use this trash most of the time.
I don't agree with this. To acquire a cracked version of something you have to research and understand the channels in which pirated material is released - this means having the basic technical competency to do things such as download a torrent or run a game crack.
I know people that cannot or will not put in the time to do this and will simply purchase the material instead.
If, however, it was simply a binary to download this would not be an issue.
To suggest that DRM is completely useless is inaccurate. Even if it is just a hurdle, it does have an effect.
Which is trivial, since nothing stops first knowledgeable pirates from applying those cracks and releasing cracked versions ever since. Downloading such games is trivial, you can either accept the inevitable, or pretend there is no elephant in the room (pirates providing easy to use DRM-free versions).
Business wise however, you can get more sales by releasing it DRM-free, because not only those who avoided the game because of DRM would buy it, but some of those who pirated it before, would buy it as well. It's good there are sensible studios who realize that and release even their new games DRM-free.
> To suggest that DRM is completely useless is inaccurate.
It's not useless, but it's not used for increasing sales. It's useful in a crooked sense, i.e. its purpose is always bad.
I'd guess you might see something like that show up for the remastered edition in a year or two, since "doing it while remastering the game" would be the time that might make the most sense for that.
This is why DRM is a fact of life. Adjust or do without.
Nonsense. Number of people stopped by DRM for such games is zero, because it's broken already. Do the rest of the math. As I said, it's not about the money, they are losing money by not selling it DRM-free. It's about some irrational fear of admitting that DRM is garbage and isn't needed.
The number of people stopped from pirating the thing is effectively zero. The number of people willing to pay for a DRM free version demonstrably exceeds that.
Buying a studio 9/10 is the end of its existence in any meaningful way.
Large publishers able to keep employees even if they have months between different projects. Still they move people around their subsidiaries and projects a lot since in game development most of staff only work on certain part of project for limited time.
So closing isn't always mean someone was fired at all and in same time any acquired studio might be soon only exist on paper since all people might be working in different studios on different projects.
The sad part is that the real people who made these great games will see none of this continued income.
"...Now to correct one thing, what keeps 2k and Take 2 afloat is Rockstar Games. They produce multimillion dollar games that go on to produce over 700 million dollars from their online mode alone. Their games are the top sellers in their years and even decades. Firaxis Games as of now is a failure of a studio. Years back yes they did develop the wildly successful Civilization 5 which went on to sell over 9 million units and Xcom Enemy Unknown that went on to sell over 3.4 million units. [1] Then they developed Beyond Earth which tanked at 1.4 million and Xcom 2 at .8 million, a game so bad by even it’s supporters admission it needs mods to be playable. Civlization VI is off to a rough start and will probably match Beyond Earth. It hasn’t even broken its first million yet.
Given how poorly they are doing, my money on the next studio closure is going to be them if they are not overhauled instead. I have no clue how their capacity to develop has declined so fiercely but sadly it has. On to your question as to how a game can sell 1.7 million units and not be profitable. I’m going to break this down for you, on console sales the publisher only gets on average $27 for every $60 sold. Digital is more profitable at 70% of total sales. For that 1.7 it turned out $45.9 million, give or take a few million. After development and marketing the fact it sold significantly less than Borderlands 2 is why it is considered a failure. You sold 14% of what Borderlands 2 did.
Worse and I am going to give you the consumers perspective on this, the game is god awful. For starters it story is loaded with virtue signaling, but that’s only a minor annoyance. What truly cans it is the fact it is either the Pre Sequel is canon or 2 and the books are canon. That’s how atrociously written the presequel was. Even the voice actor of Handsome jack sounded miserable spewing out those out of character lines. The game was received so poorly that within months it was being bundled with Borderlands 2 to desperately sell units.
While I understand that development on The bureau wasn’t your fault it also was atrocious. I must say I loved their original version of the game that was first shown off. The final red flag for the games low quality should have been the YOLO trailer, but sadly I still purchased it, much to my regret.
Autralias other projects aren’t exactly well recieved. At best they are controversial, Bioshock 2 is hated by half the community at least, CodShock was an embarassment that alienated the entire original audience for the game and came with a story only the greatest of idiots thought was intelligent that ultimately damage the continuity of any future Bioshock games going forward in the manner of public perception. It sold well on the hype of Bioshock in the Sky, instead it was Call of Duty with color. I understand that people put a lot of passion and work into those games, but that doesn’t make them by default good or profitable.
Thanks for giving us insights into what transpired though. Even if they are through tinted lenses it is always great to see insights into what transpires behind closed doors inside the industry."
AC and Civ up to 3: It felt to me like there were always multiple paths to victory, allowing me to do strange and crazy strategies that I enjoyed.
Civ 4: Felt as if they made it into a turn based RTS, it became too rigid and build-ordery.
Civ 5: I agree with you on the tiles, it felt very limiting and difficult to move units.
Beyond Earth: What a joke. I think I played it for 1-2 evenings before I gave up.
Civ 6: I'm not even going to bother.
Now, I think with Civ 4 they tried to emphasize online play a bit... which to be fair, is not a bad motivation to have. The only problem is that emphasizing online play will impact offline play.
The game runs horribly. Loading times are literally 10x+ more than that of it's predecessor, on SSD.
They've patched it since, but it is still bad. And last patch was June 30.
No idea about profitability, but it was a great game.
Personally, I really enjoyed Bioshock Infinite including the so-called "Twist" ending. I did not see it as a Twist since they very obviously foreshadowed it. But to each their own.