Dungeon Defenders studio lays off 20%, shift in company culture

Comments from Darrell Rodriguez, CEO of Trendy Entertainment, as they appear on GamesIndustry International:

Currently, we are not profitable, but we have products in the pipeline to get us there. We are in between launches, so our cash flow is a concern. We are taking the necessary steps to fix this to ensure Dungeon Defenders II gets out the door at the great quality people have come to expect. We’re at a critical time where execution and performance is essential to our ongoing success.

We are doing this very unpleasant action with respect, empathy and compassion in consideration of the great work that these people have contributed to Trendy.

As discussed last time, a lot of the culture had already shifted upon my arrival. I’m working closely with devs and leads to create more openness and better communication at all levels of the company. Cultural change does not happen overnight, but we have ongoing efforts to work on better cross-departmental communication, getting the leads directly involved in product planning and holding consistent company wide meetings to ensure we are all on the same page. There’s a long way to go, but we’re on our way

Rodriguez’s statements on culture change are well met. Healthy company culture is key and appears to be a hot topic in light of the layoff crisis plaguing development studios as of late. My thoughts to those affected. Layoff list updated.

People of a certain age

Excerpt from “Three Strikes, You Shout” by Philip Michaels:

The people who read Moneyball as teenagers and had enough talent to play baseball are just coming into their own as Major Leaguers. The ones who became sportswriters are working their way up the chain in journalism, where they’ll eventually supplant the columnists who see advanced stats as something to be derided instead of understood. And the rest, the vast majority who simply remain fans of the game, will wonder why anyone ever argued about something so obvious.

‘The world is run by people of a certain age,’ [Rany] Jazayerli said in his podcast. ‘And once people who grew up with these principles reach a point in their life where they are naturally in positions of influence, that’s when you’ll start to see changes made.’

My thoughts on the importance of video games and the influence on those that play to a tee.

Ethnicity in film is to sexuality in games

Jagger Gravning, Kill Screen:

While there is no modern Hays Code equivalent in contemporary American video games (the ESRB rates but does not censor) the manner that LGBT characters are being introduced to a broader audience in major games is through this same blowback-wary method of diligent self-policing. The writers allow space for an audience member to overlook or deny the homosexuality of a particular character if that’s the way they would prefer to see things.

Game writers like Rhianna Pratchett, who has stated that part of her would have loved Lara Croft to be gay, are instead artfully presenting these characters in a manner that is more aesthetically palatable to players (and likely their concerned parents) who might find explicit same-sex love too lurid or off-putting a subject to handle with frankness in a video game.

Gravning continues:

For many years, if a film did focus on a black character, the story would generally be about that character’s experience being black, like The Jackie Robinson Story or Guess Who’s Coming to Dinner and many blacksploitation films. It took time for producers, and perhaps audiences, to realize there could be stories involving non-white characters that didn’t have to revolve around their ethnicity.

I wish I had read this prior to Harper’s post. A brilliant contextualization of today’s human rights issues displayed on a canvas of modern media; ethnic tip-toeing in early 20th century filmmaking vs. LGBT tip-toeing in early 21st century video game making.

Braving Blizzard and inclusion in games

Todd Harper writing for Polygon:

Meanwhile, the mere presence of prominent and respectfully portrayed women characters, characters of color, and queer characters is viewed as inherently political and thus anti-fun. It’s another subtle, vicious knife in the side of us marginalized people who play games that says: you’re second class. You’re less valuable. If you show up, somehow you’re removing the fun for everyone else.

This construction where it’s impossible to have “fun” and “inclusion” side-by-side by reflecting diversity in your games is a total illusion, a mirage thrown up to distract us from the simple fact that they just don’t want to make that effort.

Harper quoting Rob Pardo of Blizzard Entertainment earlier in the opinion piece:

“We’re not trying to bring in serious stuff, or socially relevant stuff, or actively trying to preach for diversity or do things like that,” he said. His example of a place where Blizzard struggles is portrayal of women.

Pardo notes that “because most of our developers are guys who grew up reading comics books,” Blizzard games often present women characters as a sexualized comic book ideal that “is offensive to, I think, some women.”

I find Pardo’s comments about Blizzard’s portrayal of women interesting when looking at the Hearthstone tutorial, granted the HS team may be far removed from Pardo’s view.

A very brave piece. Well done.

Osmo: New creative play

https://www.youtube.com/watch?v=CbwIJMz9PAQ

Pramod Sharma, Tangible Play CEO and co-founder, on skills machines can’t replicate:

One is the social and emotional learning. How do we connect with people? There’s a skill required in that. That’s fundamental for anyone. In school, they don’t know how to teach those kids.

The second one is creative, out of the box thinking. How do you teach kids to be creative? The theory [from educators] is when you’re using a device, or any gaming device, you’re creatively always a function of what the device lets you do. The Wii, for example, you can do only a constraint of what the controller is. You cannot go beyond this.

A simple modification turned creative moderator. Fascinating.