GDC: Cliff Bleszinski: "Screw focus groups, they suck"

GDC: Cliff Bleszinski: "Screw focus groups, they suck"

Fri 09 Mar 2012 8:22am GMT / 3:22am EST / 12:22am PST
Development

The Epic designer offers up some advice for indies in a 'microtalks' session

Epic design director Cliff Bleszinski was one of several speakers who presented during a round of 'microtalks' at GDC on Thursday. The Gears of War creator offered up some sound advice for developers just starting out in the business.

Bleszinski spoke at a very rapid clip to fit in a wealth of knowledge into a tiny amount of allotted speaking time. He began with the premise of what he might do if he were 17 years old again and could start his career over completely. He noted that things would be much different now because the industry has changed so drastically over the last 20 years since he got his start as a designer.

One key piece of advice he shared was that developers need to start small; they shouldn't overdo it or over think a project. He stressed that developers should use a PC (not other platforms) and focus entirely on the game mechanic first, not story or setting or theme.

He noted that failure and learning from failure is a very valuable thing, whether that's looking at games that have failed or by learning from your own mistakes. He said that you can't be afraid to throw away your ideas and that sometimes someone else on your team, like your concept artist, might have a better idea than you.

Bleszinski also emphasized that iteration is absolutely critical to development. The idea is to keep what works, throw away bad ideas and iterate, iterate, iterate. And as much as some companies love to use focus groups for games, Bleszinski was blunt, saying, "screw focus groups, they suck and need to go away." It's also important to have a business plan, and hiring a biz guy is likely a good idea.

Once a game is complete, he said that some self-promotion is definitely needed, through trailers, a Facebook page, etc. It sounds cliche, he said, but it's necessary to spread the word on a title.

As a form of encouragement to the developers in the audience, he reminded everyone that Rovio actually made 51 games before they struck gold with Angry Birds.

4 Comments

"Spread the word on a title"
Zero marketing = zero sales. Simple as. This is one reason why all forms of retail IP have publishers. Books, films, recorded music etc etc
And it is a very hard lesson indeed for many thousands of new small developer/publishers taking advantage of the perceived low cost of entry to digitally distributed game publishing.

Posted:A year ago

#1

Nick Parker
Consultant

"It's also important to have a business plan, and hiring a biz guy is likely a good idea." I like Cliff as that's what I do. Should you need some hand holding on the business side, please drop me a line.

Posted:A year ago

#2

Alfonso Sexto
LT Tester (Spanish)

Since we are quoting stuff today:

"Rovio actually made 51 games before they struck gold with Angry Birds."

We see a lot of studios disappearing before leaving their mark because of that; they are created and then they automatically think about making a game that will absolutely prevail before the rest. That is a terrible mentality that in very little cases you see becoming a reality.

As an example I have "The Binding of Isaac". For me is a game that hits the spot of "I want to achieve this (simplicity, yet fun and challenging) not the 2011's GOTY". (and yes, that studio had to make some games before coming with this wonderful experience, including the critically acclaimed "Super Meat Boy")

Posted:A year ago

#3

@Alfonso

Well said.
At Kwalee we are starting with a game that is simple (but is also a good play) to get us up all the many learning curves as quickly and efficiently as possible. Many people come to digital distribution with a boxed console game mindset, which is no good at all because it is a completely different world (a book or two could very easily be written about this). The Kwalee method at least makes sure that we gain some idea about what we are doing.

Meanwhile we are prototyping far more ambitious games that will then take advantage of everything we have learned with our first "proof of concept" game.

Posted:A year ago

#4

Login or register to post

Take part in the GamesIndustry community

Register now