{"id":105911,"date":"2019-12-20T19:25:00","date_gmt":"2019-12-20T19:25:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/356055"},"modified":"2019-12-20T19:25:00","modified_gmt":"2019-12-20T19:25:00","slug":"best-of-2019-big-game-small-team-no-crunch-behind-the-success-of-outward","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/12\/20\/best-of-2019-big-game-small-team-no-crunch-behind-the-success-of-outward\/","title":{"rendered":"Best of 2019: Big game, small team, no crunch &#8211; Behind the success of Outward"},"content":{"rendered":"<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">The game industry has plenty of horror stories about crunch and poor work\/life balance in general &#8212; so it&#8217;s good to hear a game dev talk about attaining success without sacrificing a studio&#8217;s collective health and well-being.<\/span><\/p>\n<p><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">Guillaume Boucher-Vidal is CEO at Quebec-based Nine Dots, which recently released the ambitious open world RPG <\/span><a href=\"https:\/\/store.steampowered.com\/app\/794260\/Outward\/\"><em>Outward<\/em><\/a>. Games in this genre often require large teams working extra hours at some point in development.&nbsp;<span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">But Nine Dots was able to make <\/span><em>Outward <\/em>with 10-15 people, and according to Boucher-Vidal, zero crunch.<\/p>\n<p>And by all indications, it&#8217;s a commercial success.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;The two main elements that made it possible to make a large game world might sound super obvious, but<strong> <\/strong><\/span><strong>it&#8217;s pre-production and not crunching. Those are the main two important elements<\/strong>,&#8221; he said during a recent <a href=\"http:\/\/www.twitch.tv\/videos\/418160061\">GDC Twitch stream<\/a>.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">Boucher-Vidal, who also served as creative lead on <em>Outward<\/em>, defines crunch as&nbsp;over 52 hours of work per week, per person, for an extended period of time over two weeks. By those standards, he said, Nine Dots has never crunched.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">He said Nine Dots had a &#8220;very bottom-up approach&#8221; when making <\/span><em>Outward<\/em>, meaning that the team was able to scale and scope specific elements of the game while remaining productive and efficient, all depending on what&#8217;s working during development.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;For instance, at first we planned on doing less monsters but more regions,&#8221; he explained. &#8220;And as we advanced in development we realized that we were able to make a much higher number of enemies, but we had to slim down the number of environments. We could sort of shape the game according to our own abilities while we were developing. It was more effective, and it was also a matter of maintaining the velocity.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">In this case, environmental terrain was proving difficult to get right at a larger scale. Boucher-Vidal said the team restarted terrain for a specific region about four different times, trying to get it right. This was not an efficient way to develop, so instead of concentrating efforts on that time sink, the team scaled back environment, and scaled up enemies.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;I hear so many horror stories from other studios where they throw away maybe 70 percent of what they develop, and that\u2019s definitely not something we want to do at Nine Dots,&#8221; he said. &#8220;We are a small team.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><strong><span><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/12\/best-of-2019-big-game-small-team-no-crunch-behind-the-success-of-outward.jpg\" width=\"646\"><\/span><\/strong><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">Boucher-Vidal said <\/span><em>Outward<\/em>&#8216;s completion provides something tangible to show the game industry to prove that it&#8217;s possible for small teams to make big, ambitious games without exploiting developers.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;I have something to prove. <strong>When you treat developers right, you actually achieve more and [spend] less.<\/strong> <\/span>We&#8217;re trying to lead by example, something I feel the game industry is doing wrong,&#8221; Boucher-Vidal said bluntly.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;It\u2019s been a subject matter that\u2019s very active recently with the whole unionizing question, and the crunch debacles that keep sparking on social media at the moment,&#8221; he said. &#8220;This is something that I\u2019ve been trying to be loud about over the past eight years, but I\u2019ve been thinking like, &#8216;nobody\u2019s going to listen to an old fool who\u2019s shouting at the clouds.&#8217; But if we make something that\u2019s impossible to make, maybe they will listen to us.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">Boucher-Vidal admitted that development wasn&#8217;t &#8220;perfect&#8221; by any means, and there were plenty of problems the team had to overcome. But he said <\/span><em>Outward<\/em>&#8216;s development lays the groundwork for future projects that will hopefully enjoy even more efficiency.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;Now that we know better, I feel like, with the same resources and the same time, we could actually achieve much more than what we did,&#8221; he said.<\/span><\/p>\n<p dir=\"ltr\"><strong><span><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/12\/best-of-2019-big-game-small-team-no-crunch-behind-the-success-of-outward-1.jpg\" width=\"646\"><\/span><\/strong><\/p>\n<p><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">Boucher-Vidal&#8217;s thoughts on crunch don&#8217;t end there &#8212; perhaps more controversially, he thinks the concept of&nbsp;&#8220;finding the fun&#8221;&nbsp;contributes to the crunch problem. (&#8220;Find the fun&#8221; is a phrase oft-repeated by game designers, and attributed to Sid Meier of <\/span><em>Civilization <\/em>fame.)<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;I think that part of the problem is that game designers are too lenient on themselves &#8212; you know that expression that I hate? &#8216;You got to find the fun.&#8217; If you don\u2019t know where the fun is, why are you a game designer?&#8221; he said.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;And that is extremely harsh for a lot of people, but if you can\u2019t answer that question right, you\u2019re not a good game designer and you\u2019re actually wasting very precious development resources,&#8221; Boucher-Vidal opined.<strong> &#8220;I see the game design job as being closer to an architect or director, like you would see on movies where you actually have&nbsp;a&nbsp;plan laid out and try to execute it.&#8221;<\/strong><\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;The closer you are to the final, the closer the final product is to the game design you had, the more it says on your ability to predict how things are going to work out,&#8221; he said.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">Rather than looking for the fun during a prototyping phase, Boucher-Vidal rather asks what kind of experience does the team want to convey. Then, it&#8217;s up to players to decide whether or not that&#8217;s fun.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">For Boucher-Vidal, the experience that <\/span><em>Outward <\/em>intended to convey from the start is making the game wholly-immersive, and making sure nothing in the game would break players&#8217; suspension of disbelief. This can be seen in how spellcasting works, the game&#8217;s survival mechanics, and in the other ways that the game tries to earnestly simulate fantasy tropes.<\/p>\n<p dir=\"ltr\"><img decoding=\"async\" alt src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/12\/best-of-2019-big-game-small-team-no-crunch-behind-the-success-of-outward-2.jpg\"><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;By understanding questions like &#8216;<\/span>why are we making this game, why is it going to be different, what kind of experience will it be [providing]?&#8217;<strong> we make all of our decisions according to that before even writing one single line of code.<\/strong> Every single line of code going forward will be directed with focus and there would be less waste. We would know where we\u2019re going.&#8221;<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">&#8220;That\u2019s one of the core aspects I feel game design is not really achieving so well &#8212; that [developers are] going to start making the game before knowing where the game is going to be. That\u2019s extremely wasteful.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">And, to Boucher-Vidal, when time, money, or assets are put to waste, that&#8217;s demoralizing and &#8220;disrespectful&#8221; to team members during the course of development. &#8220;He won\u2019t be as happy, and if he\u2019s offered another job, he will leave,&#8221; he argued.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">All that said, Boucher-Vidal isn&#8217;t anti-experimentation in game design, but it does have a time and a place. &#8220;Experimentation is good for when you\u2019re in research and development but when you are in production and have a product in mind you just achieve it,&#8221; he said.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-be68df68-7fff-d405-0aca-ba95f2482f2a\">As someone who runs the company as CEO, but also served as creative lead on <\/span><em>Outward<\/em>, Boucher-Vidal simply thinks that designers should be creative, but also more business-minded.&nbsp;&#8220;This is something that I feel &#8212; so many game designers will hate me after [saying] this&#8230;the job of a game designer ultimately is to cut on expenses,&#8221; he said. &#8220;The more you justify your game design on paper the less random things you will have to make to make sure it sticks somewhere.&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The game industry has plenty of horror stories about crunch and poor work\/life balance in general &#8212; so it&#8217;s good to hear a game dev talk about attaining success without sacrificing a studio&#8217;s collective health and well-being. Guillaume Boucher-Vidal is CEO at Quebec-based Nine Dots, which recently released the ambitious open world RPG Outward. Games [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":105912,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-105911","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/105911","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=105911"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/105911\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/105912"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=105911"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=105911"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=105911"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}