It's funny that games are seen as more successful financially than films. Look at a few numbers:
For a AAA major motion picture consisting of two hours or less of linear content, usually around 200 people work on it at various points of preproduction, production, and postproduction. For a AAA game, which consists of at least four hours of nonlinear content, the number is half this much.
Film DVDs sell for around $15-$20. Games cost twice this much.
Having said that, what is an answer for someone trying to compete in the game marketplace with budgets far less than EA, yet trying to create something better in terms of the experience?
Here's one idea: If you can't hire 200 people, at least consider the tasks involved and their equivalents. Most games do not have script, dialogue, or music supervisors. While you may not have a dedicated staff for this, identify the tasks and what goals you want to accomplish. Most game design documents do not have the following goals:
- Make dialogue compelling, discernible, and believable.
- Make script witty and clever.
Why? Well, what do we measure "compelling" against? How do we test a value like that in QA? These are harder questions to answer, however, if you don't at least start at these points you will forget them like everyone else and once again end up with a game that can't possibly compete with the impact of a film.
Speaking of impact, I just played the first few levels of my last title: Deus Ex: Invisible War. The voice acting is mostly Godawful, the script is completely unconversational, and most of the game is dependent on the VO to communicate its story. A halfway decent physics engine doesn't help.
Just another reminder to me to listen to the voices in the back of my head more. Ah well, it was a grand experience all the same.