also there's an interview on the Chet's presentation
Your developer session sparked an interesting debate on Eurogamer. A lot of people agreed with your talk, that you should just create something. Some people have said, you know it's really hard to get noticed.
Chet Faliszek: It is, yeah.
Say you create something, as you recommended. How do you get noticed?
Chet Faliszek: 100 per cent, I agree I glossed over some stuff in the talk, because I didn't want to have it be negative. I wanted to just go and run with the high level idea. People will find out when you start doing stuff it is hard to get noticed because it's hard to be good. By being good you get noticed.
That's why it's okay though, the first couple of times if you're failing and not go, oh my god, I shouldn't do this. You keep getting better. You're going to keep trying. Don't think the first game you make is going to be Minecraft and you're going to be this indie hit. You've got to realise you've got to put the time in and you've got to get better.
I'll use Notch as an example. He's a really good game designer. He created Minecraft using things he's probably learned while making other games. It's the same with anybody. You keep getting better and better.
It's one weird thing in the game industry. Sequels tend to be better than the original because they've got better at making the game. They better understand what they have and they just keep going on it. So to get noticed you just have to keep working at it. You've got to put the time in. You've got to work hard at it.
Some of that also is making sure you're not copying somebody and just repeating what someone else is doing. If you see an idea and you're like, I should just do that. Now I did it and now people will notice me. No, the first guy who did it. Especially when people are hiring. We see this with artists all the time. You just copied somebody else's art style. Why don't we just hire the guy you're copying instead of you? Because he at least originally thought of that.
It's a tough thing, but you just have to keep at it and keep being yourself.
Are there resources or places where people can go to put their stuff out there that you recommend?
Chet Faliszek: We debated internally if we should have a bunch of links at the end of the talk, if we should just say search. The real answer is there are a bunch of places. You want to search for the one that fits you. deviantArt is really great for some people, but it won't be really great for some people. There are a bunch of different 3D websites. Some will be good for you. Some won't be.
You just have to keep going and looking and playing around and seeing what works for you. Don't be discouraged and say there's no place for you. You just have to keep searching.
Another interesting point in the debate about your talk was sparked by your comment about the requirement lots of employers have for experience, and how people ask Valve, when I don't have experience, how do I get experience when everyone says they require experience? And you said, life's not fair. Some people agreed with that. Others suggested game industry employers should take a chance and train staff.
Chet Faliszek: There are some people who should and will do that, and there are some people who won't. But don't ever think you're owed something. People forget scale, just the amount of people who will apply for those jobs and are looking. You can't ever ask somebody to be stupid or ask them to not be sensible. They should always be sensible, and the sensible thing often there is, they can hire somebody who has experience, they can look at what they've done and go, oh, this person is great, I'm excited to work with them, versus someone they know nothing about. They're taking a really big risk. Yes, sometimes it'll pay off, but that's really hard.
If there's only one company, then that company would have to give inexperienced people jobs. But the problem is there is a million companies, and so they're all individually allowed to decide what to do. You see day in day out, it doesn't make a lot of sense. Everyone has ideas. Oh, I'm going to do this and I could do this, and these big dreams, but until they start trying to do it they don't really know what's there to do it.
I work with a guy called Matt Scott, who wanted to be a programmer. He was all set to be a programmer, and then he was trying to be a programmer and he was like, this sucks, I'm bad at this. He's a really great animator. And he found out by trying to do stuff and that gave him insight.
Is your point that if you create something you're gaining experience in a way?
Chet Faliszek: Look at the Portal students for instance. They created Narbacular Drop. How could we ignore that? It was like, oh my god, you know what you're doing, you worked in a group, so you understand that dynamic, you understand how to work together, you finished something, so you understand how to do that. There are all these things you've demonstrated to do. So yeah. Your résumé is less interesting. Did you work at McDonald's while going to college? We don't care.
You mentioned Steam Greenlight during your talk. When I first heard about the project I thought it was just a method for Valve to better sort games on Steam. But it seems you have a grander vision for it with regards indie development.
Chet Faliszek: It's definitely helping us do something. You get this email, why isn't this game on Steam? Well, the guy never submitted the game to Steam, or we didn't know about that game because there are so many indie games out there right now. This helps alleviate that. What's happening is less opaque. That's the big benefit.
Then as you see people can start interacting with these developers. You're saying, where to go hang out and ask and learn online? Go ask one of these guys that you like their stuff and say hey, where have you been hanging out? What are you doing? You have that interaction with them and it's been really fun watching those developers who haven't had a big community before put something up on Steam Greenlight and all of a sudden they've got a larger community that's interacting with them, and they're updating their pages and they're making changes to try to reflect the feedback they're getting from their audience.
What have you learned from it since launch?
Chet Faliszek: There's stuff we're not ready to start talking about yet. Even when people put a lot of joke stuff up there it also exposes people's wishes for how something works or what they're looking for. It's an interesting thing. Should we add some of this then in another format? If people wish this game was on Steam and they're not a developer, well maybe we should give them a place where they could wish for it. People could talk about it.
Something like that. We're not necessarily going to do that. I'm not making promises there. But that's one of those things that could come up out of that. That's why it's always good to release. You in your head have what you think what you're releasing, and internally we all test it and we give feedback on it and look at it. Once we release it you see how the community interacts with it. Sometimes that's different because they don't have the preconceived notions of what you had going into the design, and they have the desire for what they wish it was. So then you just keep working with that.
You added a $100 fee to prevent all of the joke submissions.
Chet Faliszek: It's a $100 fee and then you can submit games as you'd like. It seemed like there needed to be a little barrier to entry. So, if you're going to make that joke, it better be a good joke for a hundred bucks.
Is it working?
Chet Faliszek: Oh yeah. The thing is we're still getting a bunch of submissions. It's like the Apple developer program. It's a similar fee. So if you're in that space it's not a surprise. And of course we have the fee go to charity. I'm not saying Apple's making their money off of that either, but we wanted to be really clean about that. We wanted to be able to put that up there without saying, oh yeah, we're trying to nickel and dime you.
What games have caught your eye?
Chet Faliszek: There's a fighting game where you're past presidents of the United States and you're fighting in the Oval Office. That's hilarious. That's like the most awesome game. I totally want Street Fighter with Abe Lincoln versus George Washington.
That's one of the fun things though with the indie development scene in general. There is such a variety of people making the games that the games themselves then have such a wide breadth of experience. There's stuff that just wouldn't have been thought of or made a couple of years ago.
http://www.eurogamer.net/articles/2012-10-01-valves-chet-faliszek-on-steam-greenlight-counter-strike-and-the-future-of-left-4-dead