This is not a game dev problem. This is a company that has excellent game dev talent but is run by Harvard MBA types who aren’t gamers problem.
This is not a game dev problem. This is a company that has excellent game dev talent but is run by Harvard MBA types who aren’t gamers problem.
Steve Jobs:
"It turns out the same thing can happen in technology companies that get monopolies, like IBM or Xerox. If you were a product person at IBM or Xerox, so you make a better copier or computer. So what? When you have monopoly market share, the company's not any more successful.
So the people that can make the company more successful are sales and marketing people, and they end up running the companies. And the product people get driven out of the decision making forums, and the companies forget what it means to make great products. The product sensibility and the product genius that brought them to that monopolistic position gets rotted out by people running these companies that have no conception of a good product versus a bad product.
They have no conception of the craftsmanship that's required to take a good idea and turn it into a good product. And they really have no feeling in their hearts, usually, about wanting to really help the customers."
since there is no metric for good product, only sales or funnel size - product will be shaped in a way to increase sales/TAM/funnel size - from here you get messaging as vague as it gets (like nonsense from WeWork: "create a world where people work to make a life, not just a living" - to increase audience size/TAM to maximum)
Like "Engineering", "Marketing" encompasses a bunch of roles — growth marketing is generally handled by one person or team, messaging by another person or team, etc., all hopefully working in concert toward common goals under the CMO.
(Good) Product Marketing folks have extremely close relationships with the teams who are architecting and building the product, and care very much about the kind of craftsmanship Steve was talking about.
That said, the function has increasingly merged with Product Management because GTM is critical to Product Strategy.
In the B2C space, it's hard to drive product lead growth simply because the economics are much more difficult (eg. Selling a product vision to an enterprise who will sign a multi-year contract is easier than changing the mind of millions of consumers).
As such, it's much more cost efficient to concentrate on Growth Marketing because product input and stakeholdership is simply too diffused.
* Stop all updates for 3 years - including balance updates
* Announce this is necessary for PvE rewrite
* Release Overwatch 2 without PvE with f2p Battlepass monetization model - change to 5v5 instead of 6v6
* Shut down all Overwatch 1 servers with the release of OW2
* Announce PvE is cancelled
Overwatch is pretty casual. It is tuned for spectacle, and the abilities work out such that most reasonably non-bad players get a steady trickle of moments where they get to be the “star” for a scene.
It isn’t really a core problem, just a different type of game.
StarCraft 1 has had no balance updates in over 20 years, and the game is doing great.
StarCraft 2 has had no balance updates for like a year or two, and it was slowly killing the joy of the game for everyone who bothered to suffer through it.
StarCraft 2 was designed to be a game where the meta has to be shaken up occasionally; StarCraft 1 ended up more like chess: if you tweak a rule once in a century (or the Internet-equivalent of a century), it's big news.
Different games, different needs.
Meanwhile: Fighting Spirit
For games like Rocket League, CSGO, Overwatch, Apex, etc. The teams are even no matter what (skill aside). Meta still exists however, as anyone who has played multiple years of any of these games sees. Expected attacks, combos, and preferred approaches change over time as people discover weaknesses to the existing metagame and exploit them.
Not to say Rocket League has vastly changed in the last 8 years (I've played for 5 of them), but it's definitely different and a little updated.
Edit: Not to mention Rocket League rotates special game modes regularly for this purpose as well.
Cries in StarCraft 2
It's not about MBA vs not. He's just shit.
Mighty No. 9 Biomutant
The list goes on
Remember that Overwatch came from Project Titan, the megaproject designed to be the MMO successor to World of Warcraft. When their design goals failed, they shipped a modified PVP portion as Overwatch, and they intended to ship the MMO in pieces, with the story mode and skills system as massive components.
Overwatch 2 was them trying Titan again, and failing.
https://news.blizzard.com/en-us/overwatch/23952480/director-...
I'm inclined to believe that the incredible talent that used to be at Blizzard is long gone by now. Most of the original devs have their own studios or work at other companies by now.
If the Harvard MBA types are so detrimental to a gaming company, why don't we see any or many widely successful gaming companies who are run by dev types rather than MBA types?
Publicly traded companies tend to use greedy algorithms when making decisions.
There are plenty of dev (or really, artist driven) type companies, some may argue with my choices, but I would say Bethesda, Epic Games, id Software, and Double Fine. Bethesda and id are now owned by Microsoft, so there is a possibility that market forces will seep in over time.
This is going to piss people off, but that's because people who sink huge portions of their spare time and energy into video games do not become CEOs. "Getting high on your own supply" doesn't set you up for professional exceptionalism.
Elsewhere, there are plenty of game studios that have product-focused CEOs who are gamers and care deeply about creating memorable experiences, with the playtime to prove it.
Which is why I think we should massively restrict the amount of digital poison corporations are allowed to pump into their veins.
I've seen execs tell the rest of the company that a four day work week isn't reasonable while working four days themselves.