The Benefits of (True) Episodic Content
by Chris Remo, Jan 03, 2007 1:27pm PSTAs PC gamers are well aware, the potential benefits and drawbacks of episodic game development have been discussed at length over the past year or so, though only a few developers are working within the model: Valve with its Half-Life 2 episodes, Ritual with its SiN Episodes (the fate of which may be in question), and Telltale Games with its Sam & Max episodes. According to Rick Sanchez, president of content for partial Sam & Max funder and distributor GameTap, only Telltale is actually living up to the fundamental promises of episodic content. Valve and Ritual, he says, are delivering games that are "more like installments in a single game rather than episodes in a series." Sanchez defines game episodes as standalone products that are still part of a larger whole, each with a relatively short duration of play, and delivered on a regular schedule over some kind of seasonal period. It is the last criteria that has so far only been fulfilled by Sam & Max, which has seen two episodes released with Telltale on track to finish its current Season 1 at the rate of one episode per month. Some of the benefits to this model, according to Sanchez, are actually quite similar to those we've seen given by Valve: gaining more frequent customer feedback, allowing for a more iterative creative process, and avoiding pitfalls of expensive retail publishing. This episodic model allows developers to potentially take more advantage of the enormous PC install base than is done by the waning retail PC game industry, by offering low-cost games in a convenient manner with less of a time commitment necessary per product--but still offering a fuller entertainment experience than a casual puzzle game. Sanchez also presents one potential idea that has not been widely discussed, the concept of a pilot game episode. While some referred to Telltale's first Sam & Max episode as a "pilot," plans to construct an entire season were already well underway by the time of that game's release. The pilot concept presented in Sanchez' article is more similar to the current game industry practice of prototyping, but with a much different application. Rather than having to refuse or greenlight an entire large-scale game based on an initial presentation, publishers could take a chance on riskier projects by, for example, funding only half a season of a pitched game series; if those episodes are successful, the publisher could fund more development. It remains to be seen whether the television-like concept currently being employed by Telltale and championed by GameTap is feasible for other developers. That said, indications seem to be that the project has been financially successful so far, and the company is holding to its aggressive development schedule while Sam & Max has managed to garner strong critical reception and gamer approval.
Daily Filter: Planetside 2, Deadlight
Weekend PC digital deals: strategy-o-rama
38 Studios, Harry Potter Kinect - Shacknews Daily: May 25, 2012
Minecraft for Xbox 360 dev working on 'Adventure' update
Demon's Souls servers extended again
Resident Evil: Chronicles HD Collection coming in June
Sony patent would interrupt gameplay to display ad
Weekend Confirmed 114 - Diablo 3, Max Payne 3, Lost Planet 3
New Zone of the Enders project underway
Carmageddon ploughing into GOG
Comments
50 bucks for 5 months of Sam and Max or 50 bucks for Baldurs Gate 2 which would require me to wait a year or two. I choose Baldurs Gate 2.
Episodic content is like eating candy for dinner. While the preparation time for candy is much shorter (open the wrapper, eat), I find it hard for the candy to replace a full course meal even if the meal takes longer to cook.
Thread Truncated. Click to see all 5 replies.
Thread Truncated. Click to see all 10 replies.
"Episodic". How about expansion that doesn't include new weapons or enemies and is only 4 hours long? Yeah it was fucking awesome for those 4 hours but I fondly remember the days that Valve games took a couple weeks for me to beat and not one sitting.
Valve are now making in the business of making forgettable games as far as I'm concerned. This feels like watching a 20 minute sequel to my all time favorite movie. Exciting.
Basically I loved EP1 from start to finish. Then when it ended so quickly I turned sour and felt like Valve had taken a giant step in the wrong direction.
Thread Truncated. Click to see all 3 replies.
If writing is involved though, think of the workload. There's a big group of writers just to write each episode of a given tv show. So not only do you need to have the time and money needed to get that formula right (so the games would actually seem like self contained stories, but have parts of a bigger story blablabla) you then have to get that into production in graphics, sound, animation, programming, all the things necessary, tweak and adjust gameplay, and test. It would take huge moneyhats to make games that were awesome and episodic say weekly or even monthly. So I think the whole idea is a bit weird.
Of course, like I said you can just nix the story entirely and focus on it as more gameplay content. Or you can take 6 months or a year, but does that really feel episodic? Seems more like a fragmented or staggered release.
Thread Truncated. Click to see all 3 replies.
I think if you can churn out a $5 episode every month people would stay captivated. The key should not be making it very short but more worrying less about minor annoyances that come. Put in 5-10 hours of gameplay per episode with a strong focus on being part of some story. That would allow story development to take place in advance then just work on content as much as possible year round. People remember what's important. The minor problems that come from avoiding polish, at least in a concept such as this, are mostly ignored.
I know it sounds a little wild but I think if episodic content is going to work it needs to go a lot further in getting content out with considerably shorter gaps between releases.
Thread Truncated. Click to see all 3 replies.
For those that don't know, it was a game released a LOOONG time ago on the Sega Saturn. It was sort of part RPG, part dating sim, part turn-based combat game. (Hey, it's Japanese) The entire game was broken up into 10 "episodes" each about an hour or two long. There was some dialogue, voice acting, etc. It was great, and more games should have followed this format.
Thread Truncated. Click to see all 8 replies.
But for Half Life, 6 months just isn't feasible. Hell, with a few months for QA to test the game, that leaves them 4 months to produce and polish it. With new opponents, new AI, new models, etc....I just think Half Life is too big to make episodically. They should make one big game every 2-3 years.
Thread Truncated. Click to see all 8 replies.
Thread Truncated. Click to see all 5 replies.
I don't mind having something like the classical expansion packs to a full game, but please don't break up games in chunks.
Thread Truncated. Click to see all 8 replies.
the entire game needs to be developed upfront at the normal cost, no shortcuts taken. then they release a new episode *every week*, just like tv shows. the episodes would probably be smaller, instead of 4-5 hours of gameplay it'd be closer to 2 hours.
now why do this? what could possibly be the benefit? the benefit would be the building of a singleplayer community. this is never achieved in the industry- singleplayer games are typically one shot... and leave the customer mindset just as quickly as they arrive. most SP FPS games are released, talked about for a week or 2, and have little staying power beyond that. its actually quite sad given how much development effort goes into most games these days.
episodic developers need to reset their thinking, and understand the benefit to them isnt about saving money. its about building community much in the same way multiplayer games like WoW build community with constant updates. i know from interviews and such that people like gabe newell are halfway there in understanding this, but they're missing the key element of frequency. 6 months doesnt cut it, 1 month doesnt cut it. only one value works, and its the same as television: 1 week. now its up to them to work out the logistics, or see episodic gaming go down in flames.
Thread Truncated. Click to see all 28 replies.
Why Bother With Episodic Games?
http://www.gamasutra.com/features/20070103/sanchez_01.shtml
Thread Truncated. Click to see all 2 replies.
I find it much harder to finish games at this stage in my life because I'll play a game for a week, then not have time for a few weeks, then go back and not really remember how to play the game. In essence, I am playing the game at a similar rate to an episodically-released game, and it's quite problematic. Does every episode have to start with a "Last time on..." for not only story, but also controls, weapons, special moves, etc.?
Thread Truncated. Click to see all 3 replies.
Maybe middleware is at the point that there is minimal need for up-front technology development, but I don't believe that to really be the case. If a pilot that doesn't get picked up, so to speak, has the potential to kill a company because the costs of licensing the middleware and building up the production pipeline are not recouped, then the entire concept just doesn't make sense.
TL;DR: For pilots to work, the incremental cost of content creation needs to far outweigh technology and infrastructure costs. Is the games industry there yet?
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 2 replies.