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Comment: 'In Defense of Episodic Content'

Following <a href="http://www.gamasutra.com/features/20060418/kraft_01.shtml">yesterday's Gamasutra-reprinted article</a> regarding the concept of episodic gaming by Jaso...

Simon Carless, Blogger

April 19, 2006

4 Min Read
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Following yesterday's Gamasutra-reprinted article regarding the concept of episodic gaming by Jason Kraft and Chris Kwak of the Susquehanna Financial Group, MIT Associate Director for Special Projects David Edery has sent us a detailed reply to the article. Printed below is an abridged version of the commentary, which is reprinted in full on Edery's Game Tycoon weblog. Anyone interested in replying further for Gamasutra publication may do so in the form of a Letter To The Editor. Edery's reply is as follows: "Jason and Chris ask some good questions, but I disagree with much of their analysis. Let me quote their key arguments and assumptions, tackle each as best I can, and see where that leads us: “Subsequent episodes attract smaller audiences.” This is a significant (and very possibly incorrect) assumption. Successful TV shows (which represent the best analogy to successful episodic AAA games) typically build audiences over time - at least for a while. The episodic model is designed to hook people in; to make content consumption a cherished part of a person’s routine. The episodic model always leaves you with multiple reasons to “tune in next time.” Traditional AAA games, on the other hand, are generally expected to end more… conclusively. There may be more to the franchise story, but at least this portion of it has certainly terminated. That ending may be emotional for consumers, but it also gives them a psychological opportunity to break from the franchise if they weren’t sufficiently thrilled by the experience of it. Of course, a successful episodic game will plateau, and eventually start to lose its audience (just like successful TV shows do.) When that happens, you wrap things up with a fantastic conclusion and go out with a bang. “If [an episodic] game has one serious bug, it could be over.” Yes, if the first episode of a new franchise contains a “serious” bug, that certainly could kill the franchise. But show-stopper bugs are never OK, and in fact can wreck sales for traditional AAA titles to (reviewers generally don’t treat that sort of thing kindly!) Furthermore, a bug is not a permanent thing; a nimble team can and will roll out patches when necessary. Theoretically, the episodic model might even make consumers more tolerant of bugs, as long as they occur after the first episode. After all, I know that I (and many other people) tolerate significantly more bugginess from MMORPGs than from other titles… “Games, like movies, have lots of assets that need to be established pre-development.” Nitpicking. Yes, development costs are front-loaded. Yes, if you chop a game in three, the first episode costs much more than the second and third. It still costs far less than an entire AAA game. And that means if the project fails, the developer and publisher aren’t quite so screwed. “Do the profits exceed or even match a AAA title?” Today’s AAA game market is almost entirely hit-driven. If an episodic model enables you to cut your losses on underwhelming titles sooner, you’ve got more time and money left over to gamble on the next potential hit. You have fewer employees embittered by the two years (or more) they spent making a game that didn’t sell. You have more innovation. This is not a trivial point. If developer A and developer B each make games of approximately the same quality, but developer B manages to produce three games for every two produced by developer A, who wins in a hit-driven market? The developer with more chances to land the hit... “Is a third of a movie at a third of the price equally attractive?” A third of a movie implies a kind of incompleteness which just isn’t analogous. I’m willing to watch a third of a trilogy. I’m willing to watch an episode of a TV series. I’m willing to read, one day at a time, a ten-comic story in the newspaper. People tolerate and even appreciate episodic content, as long as the episodes are interesting in-and-of themselves. Suffice to say, I think there’s still room for debate. Episodic games could be really great if developed and marketed correctly. Or perhaps the model will prove more trouble than it is worth. I can’t say for certain, but I can say (with conviction!) that it is still too early to begin naysaying the model."

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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