The Dream Team

In the interest of full disclosure, I have to let you all know that I am a huge baseball fan.
There, that said:
When Curt Schilling (pitcher for the Boston Red Sox) announced he was starting a game company, I was a little skeptical. As I read more, that skepticism grew into annoyance and then a full grown Grumpiness(tm) erupted. All this happened months ago during my self-imposed blogging hiatus so I didn't say anything, but this new article from the Escapist has picked open my slowly healing scab.
I've always found it very annoying when people from outside the industry take an interest in what we're doing and proclaim that they can somehow do it better. Unfortunately they often bring a great deal of press, hype and money to the table and then begin to piss it all away before finally figuring out what we do is actually very hard and requires a lot of skill.
In Curt Schilling's case, his qualifications for being able to make games are: "I've been a gamer my whole life". That may be the case, but I'm not sure that really matters (and he admits as much). I am a huge movie fan, but I don't for a minute think I could make a movie.
But that's not the thing that really bugs me about Schilling's venture; If he has the money and wants to start a game company because he loves games, power to him. What bugs me is that he's assembled a "Dream Team" (his words) that include himself (a baseball pitcher), Todd McFarlane (a comic book guy), and R.A. Salvatore (a book author).
"Publishing great games has more to do with the people you have on board than it does with the cash and ideas you bring to the table. With that in mind, I conceived a plan years ago in which I envisioned a 'dream team' of talent. If I was going to create the funniest, coolest, and best game I could, who would I want from a creative standpoint? At the top of my list were Todd McFarlane and R.A. Salvatore, and it's a dream come true that they have agreed to join Green Monster Games in the production of our first title."
But something is missing?
Where is the game design expertise? Why isn't there one person from the game industry headlining his "Dream Team"? I find this insulting and arrogant. It's too bad he seems to treat this vital role as simply a "position to be filled".
I'm so tired of everyone from movie directors to voice actors to screen writers to rap stars to graffiti artists and now baseball players thinking they can show us silly game people how it's really done.
Not once has this ever worked out for them.

Other people's comments:
Posted by dclagoa on Jan 2, 2007 ten past noon
i'm a long time reader of your blog, and of course a fan of your games, but this is the first time i post.
I'm curious about your opinion on the XNA Platform, Framework or whatever Microsoft wants to call it. Do you think it's good for the games industry? I mean, with this XNA (in theory) it's easier for game designers show their work. Maybe there are some geniuses who can't reach the distribution channels, and now they have an opportunity. (If it is a good thing, that the channel they are contacting is Microsoft, anyways) But, on the other way, its also easier for baseball players or rap stars to do so :)
So, what is your opinion?
PD: i'm not an english speaker, so forget my grammer/ortografik mistaeks :P
Posted by Jay Barnson on Jan 2, 2007 one pm
I remember feeling the same way about Rocket Science back in the mid-90's. Buncha high-power Hollywood types were going to come in and show us all how it is supposed to be done. I heard that towards the end, they actually came out with a halfway decent game. That was nothing like their initial "earth-shattering" crop.
Do we need fresh blood and fresh perspective in the games biz? Absolutely. There's a place for Curt Schilling, Todd McFarlane, and R.A. Salvatore. But they are entering an industry that has learned a LOT of lessons about game development the hard way --- and the road is lined with the burned-out wreckages of all brilliant dream teams and even experienced development groups that have gone before us.
You wanna learn the business from scratch? Go through the hard mistakes yourself with a few Game Developer Magazine post-mortems to guide you on your way? Hey, have fun. But expect your initial efforts to be lessons, not successes. Better not make a big media event of it.
Or ... you bring in people who have been around the track a few times to develop and manage development. And yes, that includes people to manage YOU.
Posted by Stewart on Jan 2, 2007 ten past one pm
I only skimmed the Escapist article but I didn't see where it said what kind of game he would be making. If it's an mmorpg that is $50+ to buy and a $15+ a month fee then I would say he is in it for the money. I think a lot of none game industry types are enchanted by the idea of those kind of profits.
On the one hand, it's possible that Curt Schilling has a unique position to be innovative and free with his game, because of who he is. If only his "dream team" consisted of the kind of game developers who could pull it off...
Posted by Kroms on Jan 6, 2007 five past eleven am
There's a fantastic article from Eurogamer about the hard lessons game developers have learned from failed companies (yes, Ron Gilbert IS talked about in there). Click here to see for yourself.
Posted by AdamW on Jan 15, 2007 five to one am
Posted by WhoWhoPete on Jan 2, 2007 quarter past one pm
I can't help but remember back when game editors started coming out for games like Doom, the Build Engine, then later, Quake and Unreal. As these editors became more powerful and "easy to use", we were supposed to see this enormous swell of great maps and mods from the community that, up until then, just had no voice. Of course, it turned out to be a pretty unimpressive swell for the same reason that there are so few writers in the world who can sustain themselves on sales of their fiction: because it's hard. The simplest, most easy-to-use and yet most powerful "book creation tool" has been around for quite a long time...it's called a pencil and paper.
I wouldn't get too worked up over this, Ron. Just think back to the early CD-ROM days of Hollywood getting into the business of making Interactive Movies out of crappy FMV clips. They failed then, these guys will fail now, but people still play Monkey Island. You just concern yourself with whatever you're working on now, because I already want to play it.
Posted by Alex on Jan 5, 2007 quarter past nine am
Not to say that there aren't people who think like that about other disciplines, sadly.
I think it's the general pitfall of liking something and having the money and/or clout to get your project going. For example: Paris Hilton makes an album.
Posted by Vincent on Jan 2, 2007 twenty five to two pm
Posted by Darius K. on Jan 2, 2007 quarter past two pm
http://www.multimanpublishing.com/about.php
Posted by Stewart on Jan 3, 2007 ten past one am
Posted by Feenwager on Jan 2, 2007 three pm
This smacks of some half-assed game designers taking some silly rich man's money, churning out a crappy game, and laughing all the way to the bank.
While normally I wouldn't support this scenario (it's bad for the industry), not enough bad things can happen to Curt Schilling to satisfy me.
Posted by Stewart on Jan 3, 2007 five to one am
Posted by Feenwager on Jan 3, 2007 twenty five to seven am
Posted by Duncan on Jan 2, 2007 quarter to four pm
Posted by Sean B on Jan 2, 2007 twenty past four pm
Or, more likely, what you said is true. Sigh.
Posted by Ashwin on Jan 2, 2007 twenty five to seven pm
Business people sometimes think that all it takes to turn their brilliant idea into an actual product is some nerd/monkey hammering away at a keyboard for a few days.
And, yes, it's true these situations can make one feel under-appreciated.
But look at it this way: it's a competitive world out there. So, strictly speaking, everyone who really doesn't "get it", is simply increasing the chances of everyone who does.
That's not so bad, is it?
Posted by Skytram on Jan 3, 2007 ten to four pm
That IS what it takes.
Doesn't it?
WHO'S WITH ME?!
Posted by Noah Falstein on Jan 2, 2007 half past seven pm
And I have to tell everyone, this isn't the first time Ron has missed such a golden opportunity. Back in 1989 he was on the phone with Steven Spielberg. Steve told him, "I have this idea for a game, do you think you guys (LucasArts) would be interested?" Ron said "Sure", but the correct response would have been, "Well, you know, I have this idea for a movie I've been kicking around, how about a trade?" True story! Well, mostly true.
Posted by Chris E on Jan 2, 2007 half past seven pm
Posted by Kolzig on Jan 2, 2007 quarter to midnight
But Riddick game was made by Starbreeze from Sweden, Tigon did of course produce it and try to help as much as possible but the actual game development was Starbreeze's work.
Great to see that Ron is back writing new posts to his blog. :)
Posted by Mxy on Jan 2, 2007 five past nine pm
During a party at his house, McFarlane was showing off a baseball he paid an insane amount of money for. Because the baseball was unsigned, Todd could only tell it was the expensive one because of where he kept it. One of the guests, another comic book dude, asked to see the baseball for a moment. He then picked up another unsigned baseball of much less value, juggled with the two balls, and returned them to McFarlane. Since that night, McFarlane has no idea which ball is the expensive one and has to keep them both in the same place.
Posted by Kroms on Jan 3, 2007 two am
And hey, if the man screws himself up, he did it to himself.
Posted by Loredena on Jan 3, 2007 ten past ten am
Posted by BrainFromArous on Jan 3, 2007 ten past seven pm
He put his own good money down to launch Multi-Man, which has - among other things - rescued Advanced Squad Leader from the ashes of Avalon-Hill. Nobody does that because they're looking for an easy payday.
I mean, come on. Opportunists and mercenaries would chase something like a collectible card game or "-Clix" figures, not a hyper-complex, narrow-market grognard monstrosity like ASL.
This is not a catalog by or for dilettantes:
http://www.multimanpublishing.com/downloads/MMP-summer2005.pdf
Now if only they'd pick up PanzerBlitz.
Also, to the extent that Schilling is a "fan made good" who wants to try his hand at making the sorts of games he loves to play... is that really so bad? Ron's points are well-taken, but is someone like Schilling really so much worse than the kinds of people currently in charge of EA, Ubisoft and the like?
Posted by Kaminari on Jan 4, 2007 twenty five to five pm
Posted by Noah Falstein on Jan 5, 2007 half past ten am
It still smacks a bit of what happened with Rocket Science Games, where the company leadership was composed of non-game people with an interest in games but credentials in other areas, directing their game-knowlegeable staff, and that didn't end well. But I have to give him credit for seeming to be sincere about this effort.
Posted by Brian Moriarty on Jan 5, 2007 quarter past noon
So Schilling will probably be okay, as long as he doesn't hire me. :)
Posted by Ulrich on Jan 5, 2007 half past noon
Posted by Kaminari on Jan 7, 2007 quarter past eleven am
Posted by Hoffmann on Jan 14, 2007 ten to two pm
Posted by Neil McConnell on Jan 18, 2007 five to ten pm
I don't know what designer salaries are like, but that doesn't sound like 'dream team' money to me. To me that's what I'd expect to pay for, maybe, a programmer with 5 years experience. Not one of my key creative people.
See it yourself at:
http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=8745&accountno=210
Job Description:
Green Monster Games is seeking an experienced MMORPG gameplay mechanics designer for immediate, full-time hire. Responsibilities include envisioning and designing the underlying mechanics for a large-scale, world-wide, multiplayer fantasy game, currently in pre-production. This is an excellent opportunity to get in on the ground floor of a truly revolutionary project, and to help create the next-generation of MMO gaming alongside GMG’s creative visionaries R.A. Salvatore and Todd McFarlane. “Mechanics” specifically refers to game balance, character advancement, items and equipment ramping, combat dynamics, and oversight of all other aspects of the “nuts and bolts” of what it takes to make a game fun and compelling for players around the world for many years.
Requirements
Hands-on game design experience on a major published MMORPG in a Senior or Lead role
In-depth knowledge of multiplayer gameplay systems, mechanics, and game balance
Desire to be an integral team member in the creation of a property unlike anything the world has ever played
Willingness to relocate to beautiful Maynard, Massachusetts
Preferred Skills
Knowledge of and passion for MMO games, specifically in the fantasy genre
Ability to effectively communicate and document design concepts within a large, in-house dev team environment
Excellent creativity and demonstrated ability to generate innovative concepts, mechanics, and ideas
Understanding of the interrelation of major elements of online game design including: story, quest allocation, dialog, interface, character interaction, solo and group gameplay dynamics, AI, combat, strategic game-flow, balance, and difficulty ramping over a gamplay period of many years
Related technical skills, including background in the use of game editors, scripting/programming and/or 3D tools
Job Details:
Categories: Game / Level Designer / Creative Director
Studio Name: 2007-01-17 14:09:01
Pay: $50,000.00 - $100,000.00/Yearly
Experience Required: 2 yrs
Platforms: Playstation 3,Xbox 360,Interactive TV,Online Multiplayer,Mac OS X,Windows,Mobile phone,PSP,Game Boy DS
Minimum Education Level Required: Bachelor's Degree
Work Site: On site
Posted by Roabbracca on Feb 27, 2007 twenty five to six pm
Sorry but as artist myself i cant be objective about him, im not sure if a game can be good or not with his art concepts, but it will be ugly for sure.