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Rockstar Stories – Leaving Money on the Table

Rockstar Stories – How Rockstar Games is Leaving Money on the Table

Rockstar Stories – My Suggestion Rockstar Foster Their Next Generation of Talent with an Open Storefront for Content http://jeffool.com

Rockstar Stories – My Suggestion Rockstar Foster Their Next Generation of Talent and Make Tons of Money Doing It http://jeffool.com

Rockstar hasn’t released any single player DLC for their 2013 game Grand Theft Auto V. What they have released is tons of free content for it’s multiplayer component, Grand Theft Auto Online, and offered in-game currency for real money. Apparently it’s sold gangbusters. Every time news hits about GTAO there’s always complaints “I wish they’d release single player content” or “They said they would release more heists!” (They haven’t.) So, I’d like to pitch an idea for a lot more, widely varied, single player content. Allow me to dream for a moment.

I’d like to see Rockstar open a new studio largely staffed of fresh hires to bolster their future games. People looking to get into the industry, for that first job. The kind of people who want to apply, but don’t have the experience to get the type of jobs that are actually advertised. Start them off with jobs scripting single player DLC content in Rockstar’s open world games.

You want your A team on your A job. Rockstar’s teams all have excellent content creators who create, often, very compelling and interesting quests that work on several levels, both offering fun gameplay and compelling main quests. I imagine (maybe wrongly?) that a second team, still of top level quality, is tasked with the non-essential quests, offering wonderful atmosphere and characters to fill out the greater world. For brevity’s sake only, let’s call them the B team.

But what about the minor leagues? I’m confident Rockstar can create a studio chiefly staffed of entry level developers, all tasked with learning and using the tools to put written missions into action. This farm league of content will obviously need scripts. Open that to everyone.

Create a blind submission system open to everyone, and let the studio decide what works well as a combined DLC package. Let aspiring designers write and pitch concepts at different levels, let those ideas be greenlit, conditionally greenlit with criticism, or turned down with optional criticism. From this point Rockstar can bring those designers in to flesh out points of contention or script, or do it themselves, but it’s key they cut those writers in on the profit. And while those rookie scripters should all get a salary, I can imagine some of them wanting a percentage too, but that’s their place to argue for.

The real benefit to this? Once you have teams able to work with each other, and others, to create worthwhile DLC? You have a team of people pumping out lots of small content for small fees, using existing in-game resources and existing tools. Then what do you do? You pluck the top talent of this creative team, and you partner them with big names.

I’d love to see the mix of character and crime drama author Greg Rucka, or Daredevil season 1 showrunner Steven DeKnight, or maybe some inspired work from Dear White People’s Justin Simien (did you know that’s getting a Netflix series? I and @GiantSquidOverdrive called that in January, and Simien even retweeted that, four months before the announce… Ain’t he a stinker?)

Offer players a storefront for single player DLC. I’m not even asking for the ability to inject new models or sounds. Rockstar would probably demand full voice acting, but honestly so many people click through that it’s crazy. Only bother with rookie voice actors too, to help them get their chops, if you really want that.

My underlying point here is a simple one. It’s completely feasible. And with the half a billion Rockstar has made in GTA V’s online alone, it would be doable for a very tiny portion of that. Especially if you use similar tools for more than one of their future games. Then you’ve opened the floodgates to creators making money from working with, and writing for, Rockstar.

Spare paragraphs written for, but not used in, this post:

In 2015 Bethesda tried to monetize mods for its game The Elder Scrolls Skyrim, and the backlash was palpable. Not just because people were stealing mods and uploading them as their own to make money, or the concern that popular mods used as bases would demand payment, but also because the rate the mod creators were paid was shit. The modders who made the content could set their own price, but they only received 25% of that fee. The rest went to Bethesda and the store owners, Valve.

Did you know Star Trek used to have an open script policy? From 1989 to July 2001, any fan who enjoyed the show could write and submit up to two full scripts in attempt to have it bought and made into an episode. Of course the vast majority were never followed up on, they had several lawsuits thrown at them, and only handfuls were made into episodes for the various Star Trek TV shows… One might say the lawsuits are the prime case for not opening your doors to new entrants. I say the 12 year lifespan of this is exactly why it’s worthwhile. They canceled the program just a few years before they canceled the TV show that was on at the time, Star Trek: Enterprise (February 2005).

Would it change your mind if I told you one of those writers was Bryan Fuller, creator of Dead Like Me, Pushing Daisies, and Hannibal? Or Ronald D. Moore, who went on to win a Peabody for his work on Battlestar Galactica? Read up on some of the people who got their foot in the door that way: https://weminoredinfilm.com/2015/06/27/6-writers-who-got-their-foot-in-hollywoods-door-thanks-to-star-treks-open-submission-policy/

2016
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The appropriate leveling mechanisms for freeform interactive projectile simulations as opposed to linear point systems inside closed systems regardless of skill. (Or: “Called it!”)

In these days of Minecraft, IndieGoGo/Kickstarter, Steam, and online markeplaces on console, it would be easy to say that small/indie developers are where the innovation lies. That the AAA games are just refinement, over revolution. Well, I can think of one idea, relatively easy to implement, that would let any game (AAA or indie) greatly benefit from emergent gameplay. It’s easily demonstrated in FPS’, but really any game with shooting mechanics could do it, and it especially could benefit the open world games that AAA developers love to make.

Calling your shot – Let players tag their target. Just, let them point, hit a button, and have that target marked in some fashion. From there, the possibilities expand exponentially.

1. Skill: If they hit it, dependent upon size, speed, view, power of shot, maybe even weather and penalty of missing given other nearby targets? Give them some kind of recognition or bonus. Hell, give players skill points for using that skill.

I never really used a bow in Oblivion, instead preferring to cleave enemies with an axe. But there was one time I did… When I saw deer. It was natural. It was primal. When I saw a deer, I pulled out my bow, snuck as close as possible, and shot. Invariably my sucky skill meant the deer lived, which meant I had to chase the deg through the first, completely forgetting whatever I was in the middle of. It was like they were purposely meddling with my fun with their… Fun!

2. Challenge: It was just like taking to a rooftop in GTA, pulling out your sniper rifle, and plugging interesting looking civilians. It was a shooting gallery, and I had tools to shoot with. How could you NOT save your game and occasionally do it?

Of course eventually police would come, increasing in number and strength, and eventually take you out. (Usually.) But man what fun it was, plugging a citizen going about their way, and seeing the chaos that ensued.

3. Self-defined Narrative: The key to emergent gameplay is that the player brings it with them. And that’s never more evident than when done with intent. But if you pick out the target, and tell the player why it needs to be done, then there’s no wiggle room. Instead, Let players mark people/places things, and let them tag them as important for themselves, for whatever reason.

Emergent gameplay gave us “zombie” in Halo 3, when it emerged from Halo 2 players consciously creating the rules from thin air. Oblivion gave extra damage if you shot a target while unseen, making initiative on a target worthwhile. GTA had instant kills with headshots.

These are just a few evident ideas that come with letting the player point at things. That’s all I’m suggesting, really. And anyone, AAA or indie, can do it.

Lines edited out of this post:
-Fact: I would’ve been trying to balance apples on the heads of Cyrodiil’s guards.
-Many games check for regional shots/damage. A game could even go so far as to let players highlight not only targets, but regions of targets.
-Imagine an action game that lets you press select/back, pauses the gameplay, and gives you a freeform camera to zoom around and pick your own target, then you get to try for it.
-Maybe a game with one player as the spotter, and the other as the shooter/sniper. Or a game where both players “mark” the other’s target, and they have to chase it down. (Instead of killing each other.)

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Awesome soundtracks for all games, for no cost.

How can you give every game (indie or not) a blockbuster (and meaningful) soundtrack? It’s easier than you think. All it takes is a little work, and a little cost (Okay, it’s not “no cost,” but, considering the payoff…)

All you need is an online database, users to populate it, and API for developers to use it.

The database notes each user’s library (just taking the track titles, paths, and metadata, not actually uploading the music,) and asking users to tag the tracks by context, for use in interactive media when the appropriate context arises. Bam. Free million dollar soundtracks for anyone who wants to implement the system. The only cost being the user buying the music. It’s like playing music over games on consoles, only smarter.

(Sidenote: I don’t think any cloud services offer APIs for other developers, but it may be possible in the future to ask users for that data too, if you feel like streaming their music.)

Of course, users won’t be required to tag ALL of their data, but some should be required to lighten the load (and better personalize things.)

So after users’ data is pinged, the tags are of the veins “fast-paced, thrilling, scary, romantic, sexy, slow, energetic, sad, etc” to fit mood. But also consider an extra layer of “8bit, by instrument, etc.,”. To make it pitch perfect, ask users to rate each tag’s value. Especially if you want to do this after a game. (For instance, play the music, and ask “Do you feel this music was appropriate suspenseful during the standoff with ?” Let users pick if they want to use yes/no, a five point, or a ten point scale.)

It will take time for an entire library to populate. New users should be required to tag at least ten tracks, but power users (anyone logging in and investing the time) can categorize to their heart’s content. Maybe a deal could be struck with Pandora to import their categorization metadata? Power users should also be able to specify portions of songs instead of the entire track. (“Start this track :10 in, bypassing spoken words.”)

The idea is to give any game that wants to use the system a soundtrack custom-built by context needed in the game, with music already knowingly enjoyed by the user, at zero dollar cost to the developer at point of purchase. The only investment needed is the time investment required to learn the API to use it in your game.

Now, am I over- thinking the problem? Probably. But I’m okay with that. This is a blog post, not a plan to actually do this. Now, how does this get done? Get Microsoft to do it. Or Valve. Someone with a large interest in PC gaming. (Of course, Microsoft doesn’t REALLY have that, but, they like to claim they do with “Games for Windows Live.”)

But, it has to include a large, open music selection as well, like http://www.freesound.org/ populated by tracks available for public use and distribution, so developers can pack that music in, giving the install base something to begin with, to make sure bases are covered.

Okay. Done. Just had to get that out of my brain. It was bugging me. Thanks.

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