Richard Garriott, the acclaimed creator of the Ultima series, has voiced concerns over the current state of the video game industry, characterizing it as a "horrible knot" of issues stemming from a disconnect between those seeking profit and the games themselves. Speaking at a Georgia Game Developers Association panel, Garriott, who self-identified as the "great-grandpa" of the attendees, outlined a cyclical pattern in game development exacerbated by the current technological plateau.
He described how previous industry shifts, driven by advancements like CD-ROMs or 3D rendering, often led to a race to showcase new technology with simple games. However, Garriott noted that the current era lacks a similar defining technological leap, leaving developers at a "creative cliff" without clear direction. This, coupled with the departure of original intellectual property creators and a reliance on larger companies, has resulted in what he perceives as "floundering."
Garriott also criticized the industry's response to its current challenges, specifically the trend of canceling games and laying off staff. He contrasted this with the approach of his former company, Origin Systems, before its acquisition by EA. "Origin pre-EA, we never cancelled a project," Garriott stated. The philosophy then was that even if a game did not sell well, a team that successfully completed it would gain valuable experience and feedback, strengthening them for future projects. Canceling projects, he argued, fosters resentment and leads to the loss of talent.
He recalled that after EA acquired Origin Systems in 1992, the studio began canceling projects at a significantly higher rate than it completed them. This shift, he suggested, highlights a publisher-driven approach that prioritizes short-term financial gains over long-term team development and creative sustainability.