
According to a recent Edge story, Silicon Knights' Denis Dyack is "controversial." Okay, Dyack does get a lot of media time, and I think there is a bit of a cynical eye on him that's watching for let's-call-it "Molyneux Syndrome" -- eager gamers and media waiting to see whether Too Human measures up to the promises Dyack has made about it (and prepared to pounce, as is their wont, if it does not).
But controversial? I mean, this is not the Wilson-Romero juggernaut, Jack Thompson, or even Tomonobu Itagaki. In fact, I had to think today to recall what Dyack's Silicon Knights has even made, really. I wasn't a Legacy of Kain fan, I didn't play Eternal Darkness -- so really, to me, the only notable is that Twin Snakes MGS remake for GameCube. And I've never met anyone else who's liked it as much as I do, alas.
I mean, we're not talking about Will Wright, here. Spore being an epic failure would be controversial; Too Human would not. And I scoured around to see if I could find a time in which Dyack ever said anything extremely stunning or offensive as opposed to just being opinionated -- nope, no luck.
My suspicion is that Denis Dyack is "controversial" because the media publishes every word he says; the only thing Dyack's done to earn the odd rep is to talk to us. Left alone, the NeoGAF debacle would eventually have died down on its own.
Because the games press is starved, I think, for people who will talk to us. I mean, "control the message" is the public relations philosophy in any industry, but my impression is that, leery of a volatile, savvy and passionate internet audience, "controlling the message" becomes more challenging -- and more essential -- to games companies than in other industries.
Not to mention that there may be merit to the frequent accusation that the games press in particular is comprised at least in some part of amateur writers who are game enthusiasts, as opposed to formally-educated journalists, which may have ill-equipped some of us to handle the issue deftly before it became the norm.
But whatever the reason, it's enormously difficult for us to access the kind of people who are able to answer the questions readers would like answers to, or comment on the issues we'd like to hear their opinions on. Rarely are we ever able to directly contact them without going through several layers of gatekeepers, our interviews are often supervised even by phone, and generally the discussion is steered toward a predetermined topical list. My complaint is not unique, I know, and it's largely a situation to which I must become accustomed in order to get my job done.
One of the things that often frustrates me is I speak to representatives and executives far, far more often than I ever speak to anyone who makes games. And when I do, sometimes I ask them things, and I hear the freeze in their throat, I see the discomfort in their eyes (soon reflected in mine, it's awkward) when they haven't been pre-groomed well enough to give me a stock reply. I know I've hit on something they can't answer. I want to know, and they want to tell me, but we can't. Maybe it's something that'd probably cause a comment thread freakout somewhere, explode onto Digg -- you know, become a controversy, whether justly or not.
But Denis Dyack, opining candidly about whatever's on his mind? We just don't get that very often. And we know you don't read it very often, either, and so we print it.
And in many cases, the audience responds more virulently to some assertions than the statements warrant -- which leads to more audience interest (or traffic, if you prefer), hence more coverage of the same individual, and then proliferation of that coverage as the sites compete with each other. Before you know it, you've a "controversy" on your hands without even knowing why.
The industry blames the media for becoming sensational, and the media blames the industry for being tightlipped, and our audience blames us both, and we blame 'em right back.
Quick, who's the boss of Realtime Studios? Who made Pandemonium on the Dreamcast? Hell, name Sonic the Hedgehog's character designer. Hard? Might be, unless you're a fan, because those names aren't in the headlines often (though their work is). But now, you know who Denis Dyack is, see? You're going to pay attention to Too Human, right?
I'm not at all suggesting that Dyack is outspoken just to get attention for his game; though I've never met him, my assumption is he's just gregarious (somewhat unusual in our industry, another reason for him to be singled out). But if he was, you could say he's doing more effective PR on his own (PR efficacy is generally measured in terms of headlines) than many competing studios do with their armies of handlers.
Here's a win-win -- companies all agree to a public relations détente, and they just let their staff talk. They can fight it out for headlines with their personalities, they could drunk dial the press. Hey, a girl can dream, right?
23 comments:
i still mostly find it odd that anyone who makes videogames for a living would use techno-hater neil postman as his backstop.
"far more often than I ever speak to anyone who makes games. And when I do, sometimes I ask them things, and I hear the freeze in their throat, I see the discomfort in their eyes"
Do you have any examples of this, that you can remember? I'd be interested to see what type of questions you'd ask a developer that would cause that type of response.
If your dream came true and you had complete access to all developers at all companies but you could only ask one question what would it be, and who would you ask it of?
Ryan -- generally, they're things like, "would you ever consider raising the cost of the online service?" Or, "are there any differences between the two platform versions of the game?" Or, "how do you feel about your competitor's product?"
Areas where they know they're treading on dangerous ground, or it could be something as simple as asking how much DLC they're planning or whether they'll get the rights to this or that -- usually, it's questions where answers exist, but those answers would either be a. too early to talk about or b. really likely to cause a shitfit, like trying to get someone to admit their publisher canceled a game they haven't updated us on in months.
Opening it all up? Oh man, not gonna happen. Too much old money in an old-money industry. Yeah, I said it. It's stale, more like books than movies or music.
Oh, do I wish, though. I think game developers are a hell of a lot more interesting than the PR firms they hire. That's why Newell et. al are kicking ass in that department; they (kind of, at least) know how to do it themselves and they know the implications of what they way.
You haven't played Eternal Darkness? Heresy I say!
As for the questions you get the awkward looks for, I'm not surprised. Those kinds of questions seem more appropriate to ask management than a game developer. Asking about raising the cost of online is asking the developer to speak for the company, which they don't.
well, depends, michael -- i'm usually asking them in the proper context! assume that i am asking someone who would know but is not allowed to tell me.
Soo.. when a developer says something, no matter what it is... BAD.
When a site.. say RPG Codex constantly posts updates about how Fallout 3 will be complete butt, that anyone working on the game is butt, that any game made by the same company is butt, anyone in the press who likes it is butt, and any gamer who buys it is clearly MEGA butt.. its OK.
This does sooo not compute.
Damn I hate the Internet some days.
I think one of the reasons is that developers and publishers don’t want their competitors to know what they have planned. If a game designer blurts out that they are developing a new game mechanic such and such, they could find that other competitors could do the same thing in their games. This is a concern in other industries and no doubt a concern in the video game industry, as well.
well yeah, but there is a ton of tentativity over stuff that is not design-related.
anyway, my point is that i never talk to anyone without them being "on" and really careful.
Oh.. and while I think about it, I can't hate Silicon Knights because Eternal Darkness was a totally wonderful awesome amazing survival horror game. Cool heroine who wasn't there as fap fodder, neat story, fun combat, cool puzzles, great atmosphere... its really one of the more underrated games of the DVD system era. (The Timesplitters series is another one that never got the love it deserved. Why Halo is more popular is one of the great gaming tragedies.)
On questions about platform differences and thoughts on a competitors product, I think most developers would pause to wonder what the motive behind that question was.
Is what they say going to end up in one of those stupid "Developer X says PS3 sucks, 360 rocks!" stories? A lot of crap gets written when a developer gives their opinion on platforms.
What is a particular journalist after when they ask for opinion on a competitors product, are they hoping the dev will say something controvesial? If the dev just says "I enjoyed that game and am really looking forward to the sequal", is that really news worthy?
I really like what you are saying and agree that would be great to have that open communication.
Its too bad you haven't played a Silicon Knight's game before though, they really are great experiences. People thinking "Legacy of Kain" may be thinking of those 3d action games, I didn't play those either, but Blood Omen was a pretty sweet game! It was a 2d top down game where you were a vampire and had to drink peoples blood, and you got the ability to turn to bats and wolves which opened up new areas like a Metroid mechanic. That game was up there for me with Resident Evil and some of the other really memorable early PS1 stuff.
Eternal Darkness was something most GameCube owners were automatically hyped about because it was the only adult looking game being shown before it's launch. It ended up being a really great game that invented the "sanity meter" that has since been played out but back then I honestly thought the Gamecube was deleting all my saves!
So now, standing on the shoulders of people he worked with like Miyamoto and Kojima, I think Dennis deserves the attention he is getting.
Controversial or not, after I heard Denis on the 1UP Show talking about what happened at NeoGAF and what he had been reading, I started looking up the books he mentioned. I may not own an Xbox but I am now very interested to hear what Denis Dyack has to say.
But in all seriousness, how come you never played Eternal Darkness? That was the best game on the Gamecube. I'd equate that with a contemporary movie critic announcing that she never saw Traffic.
Hyde, I would very much disagree with the assertion that Neil Postman hated technology. He criticized it, but I don't get the feeling he hated it at all.
The flip side of your comment, and why you hear so much from "community managers" and not the actual game developers, can be see from a comment just recently by Sanya Weathers:
http://eatingbees.brokentoys.org/2008/08/06/the-jellybeans-community-project/
Basically, the Internet never sleeps, it remembers all, and it will call you on it. And while controlling the message stifles a game journalist, it is vitally important to sell the game.
Although I did try out Legacy of Kain, to Eternal Darkness, Silicon Knights retouch on MGS really grabbed me. (note - I did play the original PSX version, but I didn't enjoy it as much. Maybe it was the psx showing its age to me, or the fandom was just so harsh)
Ever since SK came to the playing field, I've held interest as long as I can remember. As far as actually borrowing a friends PSX for a weekend sometimes. Looking back, maybe it wasn't always worth jumping hoops over. I never followed this crowd that wanted so much of the same thing.
Plus to the addition of seeing a developer actually grow, meant trying new things. Eternal Darkness was a fun trip through the mind, something close enough to "Jacob's Ladder", but actually going through the ordeal as "Being John Malkovich". Something I've been waiting for a long time to say, but never had the opportunity.
When SK was presented to hold the reigns, in creating a "director's cut" of MGS (as Twin Snakes). I was humbly surprised, and enthused moreso than what the original pulled on the PSX. Now I do hold the PSX version in as a special memory, but to see more detail within such a title; its worthwhile to own.
*various notes that many longtime fans disagree with
- the direction of the fight sequences
(bringing the Versus film director to give the title a "boost" was definitely worth seeing) Its a shame many aren't aware of Ryuhei Kitamura's works.
- the voice acting (re-dubbed)
What many aren't aware of, was the limitations Kojima had to begin with. After some years later, looking back; maybe it wasn't how he wanted. Longtime fans however disagreed with the changes, some characters lost their accents; and others were more toned.
- bringing MGS to another console
This is one of the highest points that Twin Snakes triggered. Some fans even felt betrayed, others sulked, many complained, and outraged. Why? Because the game was ported to the NGC (since MGS is known to be on a Sony platform).
(*Kojima had lunch with Miyamoto, and an idea came to be)
I remember reading about that said nod, to how this project came about. And to be honest, I was really surprised to see such an idea happen.
I have to be honest, looking back to the original PSX version. That edition of the game has not aged too well. Sure some may hold it firmly to their hearts. But maybe its a sign that some need to welcome a refreshed look at their favorite game.
Although I do hope things work out for SK in in coming years. I am just not that interested in Too Human, it doesn't grasp me like their past titles. Maybe if they came up with something more diverse, and not another game that is attached to everything out there.
Hopefully they will reach an audience that appreciates their work; and that's what matters most.
There's a lot of people out there who haven't played Eternal Darkness despite all the attention it got at the time of release.
I think game developers might get a bit uncomfortable about the questions?
Ciao
Scarlet
Captain Rufus: sites like RPG Codex are one of the main causes of the problem, IMHO. They're gathering places for a despicable bunch of Internet snobs, genre purists and elitist console/company fanboys who want to bully the industry in bending to their whims. I can't blame companies for being tight-lipped when Hitlerjugend-wannabes like those are watching their every move in order to pounce on them whenever they fail.
Hmm... I guess I like Dennis Dyack. I didn't know that he made all of that stuff, but I do remember playing it all. Legacy of Kain was cool when you were the only person you knew that played it. Then Soul Reaver happened and I lost interest.
Eternal Darkness... I can't believe you haven't played this and Shadow of the Colossus. Going crazy in Eternal Darkness is just one of those gaming experiences that everyone needs to know.
I'm in Kadosho's camp. Twin Snakes was better than MGS on PS. Ryuhei Kitamura is the most over the top action director ever, which just fits Japanese video games so well. Gotta love that blind snipe of Sniper Wolf.
Oh yeah... access this, developer that. I like hearing developers talk in whatever way they want to talk.
I think most PR departments are so defensive of their developers' comments due to the internet shitstorm that seems to erupt over anything interesting that anyone in the industry says, ever. Personally I think it's all nonsense and that the shitstorm should just be assumed as unavoidable up front, and duly ignored. Considering you're damned if you do, damned if you don't, I'd prefer we all just go with "do" and deal with being damned for it. More interesting that way.
Dream you can...
I'll spare you my rant about the whole press/industry dilemma, but you do raise a good point with it.
The only thing I'm not familiar with concerning Dyack/SK is the Legacy of Kain series. I've never laid my hands on it. Eternal Darkness woke me up towards their style of games and I've been watching them out of the corner of my eye ever since.
I remain indifferent towards Twin Snakes to this day. The original PSX version remains my favorite game(period), and the fact that the re-release launched on my birthday caused further fanboy-induced/illogical excitement for me at the time. When I saw that Konami was collaborating with Nintendo and SK to get that game out, I ended up over-saturating my excitement for the game and was overly-critical of it when it came out. Now, I don't love it, and I don't hate it, for dozens of different reasons, but I do own and I'm proud of it.
Concerning Dyack though, I'm glad people are at least listening to him. At the very least, he's a game designer that knows what he wants to make and what he wants to say about the state of things now. Like you said, you're hardly ever talking to the designers themselves. The execs and such are technically trained to blow smoke out their ass. Sure they're some good ones here and there, but you can hardly take the majority of what they're speaking about past a certain degree of sincerity.
Dyack has an actual opinion, I doubt it's that he's overly-outspoken or trying to garner attention for himself or whatever. The press just eats it up (starved like you pointed out) and it gets regurgitated by the hostile populous of gamers that make up the majority of the audience now. The fault is on everyone as usual, be it the designers or the press. My personal opinion actually places the weight on the immature audience of gamers who constantly perpetuate problems such as these. The industry just isn’t going to grow up until they do.
dan, fair enough. though i have read his screed "amusing ourselves to death" and i sure got the impression that he hated hated hated television. (it's a good book in some ways and a spittle flecked rant in others, imo) my sense of his later works at least tangentially seemed to indicate to me that he broadly felt the same about technology in general. but not having read them in depth, i'll cede the point.
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