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AAA troubles can help independent scene, says Klei founder

AAA troubles can help independent scene, says Klei founder

Tue 16 Apr 2013 2:39pm GMT / 10:39am EDT / 7:39am PDT
Development

Jamie Cheng says cuts produce an influx of talent, but he'll miss the training devs get from big publishers

It's been a difficult stretch for the AAA game industry, with Electronic Arts, Activision, and Disney all making cuts this month alone. As unwelcome as that news might be, Klei Games founder Jamie Cheng told GamesIndustry International that there's an upside to such moves. The head of the studio behind Shank, Mark of the Ninja, and the upcoming Don't Starve attributed the recent boom in the independent development scene in part to years of struggles at big publishers.

"With all the changes and layoffs, we're seeing so many new studios come up that are doing these games without the crutch of hundreds of millions of dollars of marketing...I think for sure that the layoffs are fuelling way more development in the small, independent space," Cheng said, noting that he prefers "independent" to "indie" as the latter term carries more potentially inaccurate connotations.

However, Cheng added the sudden surge in available talent isn't exclusively beneficial to companies like Klei.

"I enjoy having the large AAA around because they were hiring and training tons of people, and I can't do that."

Jamie Cheng

"I enjoy having the large AAA around because they were hiring and training tons of people, and I can't do that," Cheng said. "We have 30 people and that seems like a lot in the independent space. I can't go out and train a lot of people in development, and that's what they were doing."

If that trend keeps up it could cause problems for small developers in the future. Cheng said it would be most felt when looking for engineers and artists, who would be relying on similar skills whether they were working in the mainstream market or the independent scene. He suggested it would be less of a problem for designers, as the job is very different at a studio like Klei from what it would be at a larger operation.

That assessment is reflected in the evolution of Klei's institutional expertise. Prior to founding Klei in 2005, Cheng was an AI programmer at THQ's Relic Entertainment. With his engineering background, Cheng said Klei's efforts were always solid on that front. The company found and hired skilled artists soon thereafter, but took a bit longer to hone its design skills.

"I feel like last year was when we kinda figured out how to make a game," Cheng said. "We've been bumbling along and every year we've done something and we get better...We finally have a process that I think works."

"As these new kinds of distribution methods come out, we just have to keep in mind what the player feels like."

Jamie Cheng

In some ways, the process has always worked. Cheng said every game the company has released has been profitable, and every one of them continues to make money. It's not like Shank is single-handedly keeping the lights on, but the added cash flow is helpful.

As for the future, Cheng expects the independent game scene to continue benefiting from the maturation of digital distribution. Though it has been a disruptive innovation in the game industry, digital distribution has experienced a gradual evolution, from near-irrelevance when Klei started up to near-ubiquity now.

"The idea of direct-to-consumer digital distribution has been around, but it keeps getting better," Klei said. "And as it gets good enough, you're going to overtake the retail stuff. And that's what's started to happen."

When asked about the potential threats he's worried about for the future, Cheng said he's interested to see what happens with price points for games. He's also curious about the ramifications of the current trends toward preorders and alpha funding.

"What we've tried to do is set a really good example with Don't Starve," Cheng said. "We're saying, 'Look, we're going to do an early access beta, but that beta all along the way is going to be really solid. It's not going to constantly crash on you; it's going to be a solid game throughout and we're going to be responsive on the thing that you bought.' As these new kinds of distribution methods come out, we just have to keep in mind what the player feels like."

This is one in a series of GamesIndustry International interviews with independent developers on the changing role of indies in the industry landscape.

5 Comments

Christopher Thigpen Lead Producer, Kiz Studios

47 92 2.0
Genuinely knowing and caring for your consumers has the potential for the greatest rewards in the long run.

Great article.

Posted:A year ago

#1

Rick Lopez Illustrator, Graphic Designer

1,269 942 0.7
I think as a developer, there should be balance in what type of games you make. Yeah you should always have your AAA Mass Effect, Uncharted, Tomb Raider like title that you wanna do and the team is passionate about or that is just aiming to rake in big bucks, But you should always be up to produce title with lower production budgets that can be used in turn to fund larger titles, and really, not all games have to be multimillion dollar projects. An ocasional side scroller or puzzle game, stratagy game, that doesnt really depend on huge graphics or production values, but more on good ideas, should keep the company going. Putting everything you have on one game is financial suicide. A mistake square enix and capcom have made too many times.

I think a game like resident Evil 6 and the mess they have with Final fantasy 13 could have been averted, not buy better graphics and huge set pieces, or big explosions, but with better ideas, better writing and better gameplay mechanics.

I mean, how many wesker clones are we gonna have, When is chris and leons story gonna end, we now have a good and a bad Ada...

I would just make a brand new resident Evil, new characters different setting and carry over what makes resident evil great in the first place. Survival Horror and good writing I think can save the franchise. But they stick with an idea, and dont let it go even if its not working. Cause alot of elements in RE6 look forced, the controls, story elements and content. Its trying to be more like call of duty but in a resident evil game.

but anyway, im rambling now...

Posted:A year ago

#2

Yiannis Koumoutzelis Founder & Creative Director, Neriad Games

363 207 0.6
AAA troubles not only can but have helped the independent scene. Immensely! Where do many of these very high quality games on mobile and steam come from? It is very often people who were let go and couldn't get back in, or companies that shut down and let 100s of people without a job... you name it. People with immense professional experience from top of the line studios. They need to work, so they either work with casual and mobile when possible, or team up and make their own studio or consult others.

Posted:A year ago

#3

Adam Campbell Associate Producer, Miniclip Ltd

1,184 978 0.8
You are right Yiannis.

Posted:A year ago

#4

Bruce Everiss Marketing Consultant

1,692 594 0.4
Not so long ago there were just about zero British game publishers. Our heritage had all been sold out to foreigners.
Now there are hundreds. Many of which are very successful indeed.
We live in the most dynamic and exciting times for the game industry ever.

Posted:A year ago

#5

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