Most Video Game Artwork Will Never Be Seen
aftermath.site
aftermath.site
This is actually a pretty big problem. My cofounder and I run a small video game studio and we worked with our lawyers to figure out how to protect artists as well as the company in a way that seemed fair. What we came up with was a general blanket rule that if an artist's work gets used in any public way (promo materials, game launch) then they can use that work immediately for their public portfolios. In the situation where it's not released we have end dates in the contracts for when they can use their work in their portfolios.
Do you see this case being prohibited as the norm for other studios? (the cited section only talks about art "locked away in vaults")
> In the situation where it's not released we have end dates in the contracts for when they can use their work in their portfolios.
That's actually quite charitable, but IMO understandable how difficult this is for larger companies. After all your company paid for that product of work, which also reveals parts of your creative process.
Imagine Ford paying someone to make five car-designs, ending up using one of them and ultimately losing full control over the remaining four...
Which is how things used to work. The Isuzu Impulse was originally a design for Audi and then BMW by Giugiaro which was turned down, and Giugiaro then reworked it a bit when Isuzu came asking for a new design. Originally the Cizeta V16T was a Lamborghini Countach replacement, before Lamborghini turned it down and Moroder bought the rights to it. The Chrysler minivans of much fame were originally a Ford design from 1972 called the Ford Carousel that Henry Ford II told Lee Iaccoca to buzz off with... Which he did after a minor rhinoplasty to the thing. And they were a smash hit that was half of the equation that saved Chrysler in 1983 and left Ford almost dead.
Ford: we're not moving forward with those four car designs because they're not commercially valuable.
Also Ford: you can't tell anyone else about those four car designs because they're so commercially valuable.
Also me: I will put up one of them, the other four I will put in my vault for a later time.
The Artist: Then you only own one of the paintings, give me back the others!
Yeah this isn't a valid comparison in the slightest. Artists using work for their public portfolio doesn't mean that they can use the work for other employers or in other contexts. Not sure how you made such large leap here.
But in reality it's not really a problem. Sure, you absolutely cannot take past contracted work that never saw the light of day and put it in a public portfolio without permission. Rightly, no team wants any part of the creative process leaked, except when the people at the top choose to.
But this still leaves:
1) A public portfolio of stuff that was actually released by the companies (final video game clips, movie clips, etc.)
2) A public portfolio of personal material -- projects of your own, designed to showcase your talents at their absolute best
3) A private portfolio of unreleased stuff that you can selectively and judiciously show in private interviews, when it's not competing (e.g. show your Dove soap ads to Snickers, don't show them to Dial soap)
And that generally works quite well. Especially your personal portfolio of material (#2) -- everything you work on professionally is often compromised by top-down direction. But when you create stuff that's 100% yours, it allows you to show your unique gifts in the best possible light.
I have work for major big brands that I suspect would land me more clients but I can't even mention the relationship. I signed the NDA, so it wasn't a surprise, but it is frustrating that the power imbalance allows that.
Maybe it's more like, it doesn't matter how correct you are unless you can afford a good lawyer. The infinite monkey theorem is not applicable. Lawyers who make the bulk of their money from being on the suing side (or not necessarily suing, just being hired to be able to sue) rather than the defending side are not monkeys randomly pressing keys on their keyboards.
Then again, not everyone's threat model for "getting sued" is the same.
Lots of devs have hobby projects in part to generate work that they own and therefore can show to others.
In the 3rd expansion and ever since then, end game content has been tuned to be a lot more forgiving and to require less people. There are still complex and rewarding fights, but ramping up the difficulty is "opt-in" generally speaking.
This is likely one of the reasons the game remained so successful for so long. Prior to this mentality shift, it was very common for end game MMO content to only be seen by a small minority of the players.
This was accurate, and would make seeing a Jedi in the game world the coolest thing imaginable, but it was a disaster for the finances of running the game.
Obviously, EVERYONE wants to be a Jedi. So they re-tooled it so that anyone could. Eventually the whole game was replaced with another MMO that was set in the ancient ages when they were common.
> Over 90% of the studio work I've made over my career is locked away forever
Speaking as a developer, my "locked away" rate is probably >99.9% on a line-by-line basis. Glad to see the concept artists faring better, I suppose.
Point is, if i work on code, i refactor and refactor and try to make it perfect even though it already worked and wonder how many people working on games spent a ton of time on a scene in a game or background or sprite to get it perfect and no one pays attention. I have a friend who plays Super Mario Bros all the time just to beat it and has NEVER seen world 5, 6 or 7 because he always uses the warp zones (i am not implying those are breathtaking worlds, if they were he would be missing out).
Random-ass-guess here, but my mind throws up the "Surface Tension" level in Half Life. [0]
I think about this same kind of thing with regards to the company I work in. We create video hardware and so much of the development knowledge will be lost to the sands of time. This is inevitable but a sad part of any large creative undertakings.
NOTE: System16 is a treasure trove of information in general, but it looks like their main landing page at https://www.system16.com has some kind of hijack ad situation going on? The links below seem unaffected.
Konami was kind of the poster child for bespoke hardware; they're famous/infamous for seemingly every single game having some kind of weirdo bespoke hardware iteration: https://www.system16.com/museum.php?id=5
Sega had a more typical approach. They would typically have a minimum of several games per arcade system, and sometimes dozens: https://www.system16.com/museum.php?id=1
But, even then, there are lots of variations to the rule. Taito operated more or less like Sega, but (to choose one at random) you might see things like this where one game on this particular board (Cadash) was equipped with a faster CPU than the others: https://www.system16.com/hardware.php?id=652
There are some fun exceptions to what I've written though: truly one-off hardware.
Namco's Thunder Ceptor, with its mode7-ish backgrounds... in 1986! https://www.system16.com/hardware.php?id=523
Gaplus/Galaga3 had its own board for some reason: https://www.system16.com/hardware.php?id=518
Pole Position I and II (essentially the same game) had its own hardware: https://www.system16.com/hardware.php?id=515
I think a lot of Midway's late-80s/early-90s boards (let's say, NARC through MK) tended to evolve from game to game.
I just thought of this conversation when I saw this video this morning!
https://www.youtube.com/watch?v=Ei1RJ19IriU
it runs through a variety of Sega Model 2 arcade system games. theoretically there were about a dozen "Model 2" games.
buuuuut, as the video details, the "Model 2" moniker refers to an entire generation of Sega arcade boards and there were significant hardware upgrades and new chips added throughout the lifetime of Model 2. with the result actually being something close to bespoke per-game hardware.
also there's this hilarious (to me at least, from an engineering perspective) look at the extremely unique Popeye arcade hardware, with three different graphics chips each drawing different layers on the screen. that was some bespoke-ass hardware
This is when you put on your Assange mask and start saving documents to leak later. Capitalism is going to eat itself, along with all of our technical and institutional knowledge, unless people put that continuity of expertise before the company or even their own jobs. One of the many Boomer habits that we simply cannot carry on into the future is, "Retiring without passing on what we know because it's less trouble and more job security."
Games are a consumer product meant to widely available and a big part of them is visual spectacle. Some of the visuals designed in creating that product are kept secret. I see the apparent contradiction, but the lede of this article calls that "one of the greatest injustices."
You what mate?
The obvious example of this same thing in literature is Tolkein, who invented whole alphabets and languages but only included tiny fragments of them in his published works (prior to his death - obviously his estate has been releasing everything remorselessly).
Or an example from a totally unrelated field, there are lots of cases in say maths where you have to do a bunch of work to choose a value but that's considered "scratch work" so gets removed when you submit the final version. So everyone sees your epsilon-delta proof of a limit for example, they see your brilliant choice of delta but the work you put into finding the delta isn't part of the proof. The proof just shows that choice of delta makes the proof work for any epsilon. Noone reading it gets to know how you figured that out, because that's not what a proof is for.
In the case of games, the artwork that isn't released is part of the worldbuilding and refining the concept for the game. It's absolutely not wasted effort even if it's never seen by anyone outside the dev team.
Some are even pushing to claim ownership of all art made during employment. That's blatantly a move to repress the employee's negotiating power.
This case isn't even explicit collusion. It's a "That's just the way it is, kid. Deal with it." implicit collusion.
I can relate. Once, say, 10 years have passed, the only people who care about that code I wrote for a job 10 years ago would probably be me, and I'd like to be able to do with it what I want.
I wanted to argue that art leaks are great for the community, even if they harm the company. But I remember reading how the HL2 beta leak tanked morale at VALVE, and arguably if the team's morale is hurt, that ultimately hurts the community too.
Still at some point the culture there shifted and people who had been working on Episode 3 released their art, storyline etc (though some later regretted it).
As a developer, I wouldn't ever consider submitting proprietary code I may still have from a previous or current job when applying for another job (not least because that may leave a bad impression of how I handle confidential stuff). Why should this be different for artists?
Or open you up for criticism and litigation for any number of reasons.
Revealing stuff that’s been done isn’t free.
I've worked on projects that are available on the market and I can't even point at it and suggest I had anything to do with it, or the companies involved with making it.
No, I am not being snarky. Actually artists are special: it's one of the few job where portfolios matter much more than education, and as much as (or more than) interviews.
found https://www.creativeuncut.com/ instead
So most great photos will also never been seen. I remember Boston Globe from years ago with great photo content that really captured the vibe of so many places and people in the news.
These days news means boring propaganda PR pictures or tiny images with artifacts, very weird. It's like we're not as close to the actual world as we were 10+ years ago.
Probably also about licensing, but it's stupid because most photos won't end up as "pressphoto of the year" or whatever they are saving their HQ versions for.
Some of it may be useful internally. But a lot of it sounds like wasted work.
and some deeper inability to flip it to oneself that results in shit takes like that. 'is whatever that I'm creating that remains unseen - a "wasted work"? should I be stopped from creating "waste work"? is that what I would like?'
100% of the code typed, or 100% of the assets created also include all of the code/assets not used/visible in the game.
You'd rather prefer to "only ship the code written which is actually reachable by all possible code paths when running in production" ?
With art, you often need to produce a looooooot of preliminary and intermediate work to achieve the final product. This isn't wasted work, as the grandparent poster seems to think.
It's similar (admittedly, not identical) in many regards with code. Each line of code stands a high chance of being revised or deleted as we iterate and get our code to a working state and then continue to improve it in the future. Those intermediate steps aren't wasted; they're how we get to where we're going.
It'd be most efficient for time/cost reasons if we only ship to production code which is actually used in that build.
However, intermediate steps, or additional debug/test/migration/whatever code is required to get to the final state. You probably don't want to ship debug stuff into production.
Therefore, of the total quantity of code written, somewhat less than 100% is useful in production.
Therefore, you don't want to ship 100% of all code written to production.
> "how can we make it so that 100.0% of the code I type is shipped in the final product?"
This isn't necessarily desirable; but phrased slightly differently perhaps reflects more about production efficiency:
"how can we make it so that 100% of the production code is the only code I typed?"
"how can we make it so that 100% of the production
code is the only code I typed?"
We certainly want to eliminate as many unnecessary steps as possible.But much of that intermediate work iteration is inseparable from the discovery and refinement process.
To answer your question literally, "how can we make it so that 100% of the production code is the only code I typed?" would only be possible if you moved all of that discovery and iteration and refinement out of the coding loop or whatever.
This is also what I consider to be one of the reasons why Austrian economics is silly. They call this work "malinvestment". Making mistakes is part of the process and not some unfortunate distortion of it.
It's sad to see this happen in a year but this is literally the first thing I thought about when I read the headline.
To paraphrase Lenny Bruce:
What do you mean "we" kimosabe...
Even the content that made it into the game will never be seen by most users, as most buyers of a video game will never complete your game. But if the ending is not satisfying for those who complete it, they will impact the buying decisions of those who never play through it anyway.
And on top of that:
Before the introduction of Trophies in console games there was no way for game developers to know how far their buyers actually played the game before they stopped and moved on.
I looked at Dark soul and only 31.5% got to Anor Londo(on PC), its crazy because that's barely half the game, there is still a lot of high quality content including some of the stuff that made it so famous left to be experienced.
My reasoning is that its a massively popular game that was played again and again by all sorts of peoples, that became renowned for their collective efforts to explore every nook and cranny(including cut content still in the files!).
But despite this unusual efforts the completion rate is low like many other big profiles games.
What's even more interesting: Almost the same stat applies for the PS3 (27,2%) and the PS4-remastered (28%) release.
--> Something caused 72% of all players to NOT complete this game, on BOTH generations of the console. That's a metric you would file as opinionated if your playtesters would tell you that...
So 7% of the people that bought this game (and being a console game, it never was part of any bundles) started it up and then did nothing.
A game is just distraction for most people, especially as the economy is cratering and other priorities come up.
There are just so many other factors that determine this, unrelated to the game's actual merit.
Cave Story is one of my favorite games ever and I never quite beat that final level. I remember trying it about 10-15 times and then just getting busy with something else in life and I never went back to it.
And I'm okay with that! It was still a wonderful experience! The fact that I only made it 99% of the way through really says nothing about the game itself.
The bigger concern for me is getting to the end of games I actually enjoy. What normally happens is something comes up in life that stops me from playing for a few weeks, and then when I try to pick it up again, I've forgotten how to play!
For my playthrough, I thought certain sections were more annoying than before, but not to a noticeable extent. Besides, an okay set of levels in a FromSoft game is still way ahead of most games.
When I was a kid I put in my best effort to play through games (well, at least before piracy) because they were relatively expensive that had to be "bought" through begging and good grades. Being physical copies there was also a cost to keeping them.
Nowadays I am more likely to just buy a few year old game that I was interested in for like $5 and leave it in my digital library for if I ever have the time to play through it. Only to usually just go back to Factorio.
Question is whether the ratio of completing a game was ever any different.
I invested alot of time in some games also as a kid, but I also remember lots of games I actually enjoyed but never finished...
Even content that made it into a movie won't be seen by people who didn't watch the movie to the end. And it won't be seen by people who didn't watch the movie at all.
So what? Who cares?
That's because a lot of gamers will get it in a bundle, discount or as part of different passes. Those aren't the core audience that would even be expected to finish the game.
Similarly, I'd bet that "most people" these days don't finish Lord of the Rings books. Luckly we didn't have product managers telling Tolkien to not finish writing the books while looking at statistics saying that "most people don't finish books".
Similarly there are lots of books I started reading and never finished, and plenty of TV shows I started and dropped at some point. Even some few movies I started and never finished. And that's ok. But unless they are highly recommended I don't start TV shows that were canceled, and similarly a bad ending is a score against me ever purchasing a game or book. There is a good chance the show or game will lose me before I ever get there, but why would I set myself up for a bad experience in case I do like the product enough to get that far?
How is this different from any book, movie, or other form of entertainment?
Case in point: I have not yet watched Game of Thrones, but much of my momentum to watch it was stymied by fan outcry of just how atrocious the final season was. If I do watch it, I will probably stop before I get there.
I'd say if you spend millions to make a movie to be shown in the cinema you don't expect that by default 50% will walk out before the finale. But even more crucial: If that would happen, your ticket-sales would plummet week-by-week.
> Case in point: I have not yet watched Game of Thrones, but much of my momentum to watch it was stymied by fan outcry of just how atrocious the final season was. If I do watch it, I will probably stop before I get there.
The final season of Game of Thrones was based on the success of the seasons before it, it was produced AFTER Season 1,2,3,4,...
Maybe walking out in the middle of the movie is a bad analogy, but, it would certainly be applicable to the streaming world, where half your audience might watch Episode 1 of New Netflix series but stop watching well before Episode 10.
But often, after the secondary purchase, I won't actually play the game again. I didn't feel like playing it again in that moment where I purchased it again. I know I will want to replay it one day, which is why I re-bought it. But until I actually do, that second copy will seem to be have been purchased by someone who has never played the game at all.
Spiderman, one of the high-profile games of PlayStation, has a trophy for each of its 3 Acts of the story.
While 67% of the players finished Act#1, only 49% actually finished Act#3.
So setting completion of Act#1 as a minimum to measure engagement, 27% of those who "sat down" still walked out before the end.
And that is not a sign of failure but a landmark success of that industry. That's quite unique for a product of creativity.
And even more odd: it doesn't even mean that those 27% disliked your product. They might even buy your next creation...
What would be "applicable"?
The streaming world of a TV series would be comparable to a streaming world of games. Here the gaming industry is largely selling products of entertainment to customers who pay explicitly FOR THAT product, yet a significant portion of that audience actually never fully consumes it.
That's how it is different. CREATIVELY different. A team of possibly hundreds of people invest years to create a creative product which only a fraction of their paying audience will ever experience in full.
It's like a non-Spotify world where every Artist produces an Album to be sold on CD, knowing that 50% of the paying audience will never hear more than Track 1-4.
With AI, we might one day be able to remake the last (two) season(s).
Everything leading up to the end was magnificent and breathtakingly fresh. No reason it shouldn't be salvaged.
I bet a lot of movies and shows will get "fixed" by fans in this fashion. We've already seen dozens of Star Wars OT and PT edits, several Lord of the Rings edits, and my take is that this trend will grow to encompass everything as it gets easier to do.
Watch up to and include season 5. Then treat it as if it was unfortunately cancelled.
I know a lot of people think it was good right until the finale and only dislike it because a certain fan favorite has a "change of character". Except it wasn't a change & was obviously telegraphed since season 3 or 4.
Do console games not have analytics?
You are starting to see diminishing returns on even the big AAA games. Sony, Epic, etc are starting layoffs.
You are also seeing new trends with Zoomers, where they don't 'play' games but have some sort of weird "meta"/"metaverse" around a game like Five Nights at Freddys.
And people are seven feet tall. But nearly all people are outside both of those groups.
Classics are still are demand and have social proof.
You can enjoy the content/story/art/player’s skill etc without having to pour in the time to get to that point in the game yourself.
It's arguable if this is a good or bad thing for gaming, but it's unquestionable there's a connection.