Recently there has been somewhat of a furore over credits in videogames, which it seems are often incorrect or incomplete. Jason Della Rocca of the International Games Developers Association is spearheading a campaign to establish some kind of crediting standard across the Games Industry.
Now this seems all well and good in principle. Generally, credits get overlooked until near the end of development and what’s more tend to be cobbled together somewhat hastily.
Here, for the exclusive benefit of CGEmpire readers is the inside scoop on how The Credits tend to get done: the Producer swans into the office one morning with a cup of tea ready for his morning session of Minesweeper when an e-mail flagged with one of those big “urgent” exclamation marks pounces into his inbox informing him that the manual is going to be printed tomorrow, and if they don’t get the developer credit list in an hour then it’s not going in.
Since this will be the only point during the whole of development that any time whatsoever will be set aside for doing credits, the list produced at this point is it - it`ll go in the manual, and it’ll go in the game.
As a result, all the staff that left mid-development get forgotten about, as do team members from other projects who helped out during alpha. Sometimes it’s a genuine mistake and sometimes, according to Della Rocca, it’s an “intentional snub”.
So some sort of standard to ensure that all companies conform to the same guidelines can only be a good thing for the industry, right?
TV channels have guidelines about size and layout and that sort of thing, but production time is typically a matter of months not years, the teams tend to be exponentially smaller and credits invariably just get squished into a tiny box so the channel can plug the next thing. And if they are a decent size, then they’re usually zooming across the bottom of the screen at a million miles an hour. You can’t even read them, so what’s the point?
From a company’s perspective, do they really want their staff members names lit up in lights on the game? If the game’s good it’s like a big advertisement, “Hey, come poach our staff!”. In fact, there are games companies which take a policy of not including staff credits in their games for this very reason. If the IGDA get their way, are they going to be forced to include the names? If not, and the system is voluntary, doesn’t it render this whole damned debacle moot?
The Entertainment Industry does seem to be the only industry where staff members’ names are scrawled across their product… It’s not like if you break your arm and go to hospital your plastercast has the names of the doctors that treated you emblazoned on it.
“This colonoscopy was brought to you by Nurse Gladys. These shoes were handmade for you by Faisal, age 6.”
So why should a game list the names of the artists, the programmers, the designers, testers, producers, translators etc? Is it not enough to know that it was published by Publisher A, and developed by Developer B?
As far as we can tell, there is one reason - and one reason only - for credits to exist in videogames. It`s because without a credit sequence, there`d be no way that you could make those swanky James Bond stylee intro sequences that are becoming so trendy nowadays. Imagine the beginning to Half-Life without the cool credit-sequence-while-in-train bit, it’d be horrible.
Having said that, there’s never any reason why Joe Public needs to know who did the localization in Kenya during the intro sequence. That sort of thing would make them last forever. Key staff only would be sensible, and put the full list (including the tea lady) in the manual.
Hell, put whatever you like in the damned manual. In this day and age of interactive tutorials that tell the player what key to press to ‘duck’ you’ve got to put something in there, right? Otherwise you’re just needlessly slaughtering innocent trees…