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He has co-founded two other companies, Archetype Interactive in 1994, where he led the design for Meridian 59, and The Big Network in 1997, where he led the development of several online

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Se cr e t s of t h e Ga m e Bu sin e ss

Char les River Media © 2003

This book unveils t he inner w or kings of t he flashy but ver y ser ious gam e developm ent and publishing indust r y Ever yt hing is cover ed, fr om how t he r et ail m ar ket w or ks t o financing a st ar t - up and

deciding on t he r ight business m odel for your gam e.

Ta ble of Con t e n t s

Secr et s of t he Gam e Business

Pr eface

Se ct ion 1 - Pu blish e r s a n d D e v e lope r s

Chapt er 1.0 - I nt r oduct ion

Chapt er 1.1 - The Top Ten Misconcept ions New Gam e Developer s Have About Publisher s

Chapt er 1.2 - The Role of Each Ent it y in Gam e Publishing

Chapt er 1.3 - How Developer s Get Paid: The Ret ail Mar ket for Gam es

Chapt er 1.4 - A Publishing Pr oj ect : Fr om Concept t o Launch and Beyond

Chapt er 1.5 - The Pr oducer , Fr iend or Foe?

Chapt er 1.6 - The Eur opean Challenge in Videogam e Soft w ar e: The " Fr ench Touch" and t he " Br it soft Par adox"

Se ct ion 2 - Ga m e D e v e lopm e n t St a r t u ps

Chapt er 2.0 - I nt r oduct ion

Chapt er 2.1 - Developm ent Miser y and How t o Avoid I t

Chapt er 2.2 - Wr it ing a Business Plan for a Gam e Developm ent St ar t up

Chapt er 2.3 - St r at egies for St affing a St ar t up

Chapt er 2.4 - Financing fr om t he Buyer 's Side: Evaluat ing and Acquir ing a Gam e Com pany

Chapt er 2.5 - Financing Pr oj ect s and St ar t ups

Chapt er 2.6 - Wir eless Business Models

Chapt er 2.7 - Online Business Models: Using t he Net for Pr ofit

Chapt er 2.8 - Cr eat ing a Successful Fr eelance Gam e Developm ent Business

Se ct ion 3 - Ta k in g a Ga m e t o M a r k e t

Chapt er 3.0 - I nt r oduct ion

Chapt er 3.1 - Public Relat ions: Making t he Most of t he Gam ing Pr ess

Chapt er 3.2 - Secur ing a Developm ent Cont r act : The Ar t of Pit ching

Chapt er 3.3 - The Whys and Wher efor es of Gam e Agent s

Chapt er 3.4 - Effect ive Developm ent Cont r act s

Chapt er 3.5 - Pr os and Cons of Wor ldw ide and Count r y- by- Count r y Deals

Chapt er 3.6 - Techniques t o I ncr ease Upsell for Online Gam es

Se ct ion 4 - M a n a gin g Ga m e D e v e lopm e n t

Chapt er 4.0 - I nt r oduct ion

Chapt er 4.1 - The St ages of Gam e Developm ent

Chapt er 4.2 - Managing t he Developm ent Pr ocess

Chapt er 4.3 - Cust om er Suppor t in Massively Mult iplayer Online Gam es

Chapt er 4.4 - Offshor e Gam e Developm ent Out sour cing

Chapt er 4.5 - Localizat ions

Chapt er 4.6 - Leader ship: The Making of Effect ive and Happy Team s

Chapt er 4.7 - Qualit y Assur ance: Bug Tr acking and Test Cases

Char les River Media © 2003

This book unveils t he inner w or kings of t he flashy but ver y ser ious gam e developm ent and publishing indust r y Ever yt hing is cover ed, fr om how t he r et ail m ar ket w or ks t o financing a st ar t - up and

deciding on t he r ight business m odel for your gam e.

Ta ble of Con t e n t s

Secr et s of t he Gam e Business

Pr eface

Se ct ion 1 - Pu blish e r s a n d D e v e lope r s

Chapt er 1.0 - I nt r oduct ion

Chapt er 1.1 - The Top Ten Misconcept ions New Gam e Developer s Have About Publisher s

Chapt er 1.2 - The Role of Each Ent it y in Gam e Publishing

Chapt er 1.3 - How Developer s Get Paid: The Ret ail Mar ket for Gam es

Chapt er 1.4 - A Publishing Pr oj ect : Fr om Concept t o Launch and Beyond

Chapt er 1.5 - The Pr oducer , Fr iend or Foe?

Chapt er 1.6 - The Eur opean Challenge in Videogam e Soft w ar e: The " Fr ench Touch" and t he " Br it soft Par adox"

Se ct ion 2 - Ga m e D e v e lopm e n t St a r t u ps

Chapt er 2.0 - I nt r oduct ion

Chapt er 2.1 - Developm ent Miser y and How t o Avoid I t

Chapt er 2.2 - Wr it ing a Business Plan for a Gam e Developm ent St ar t up

Chapt er 2.3 - St r at egies for St affing a St ar t up

Chapt er 2.4 - Financing fr om t he Buyer 's Side: Evaluat ing and Acquir ing a Gam e Com pany

Chapt er 2.5 - Financing Pr oj ect s and St ar t ups

Chapt er 2.6 - Wir eless Business Models

Chapt er 2.7 - Online Business Models: Using t he Net for Pr ofit

Chapt er 2.8 - Cr eat ing a Successful Fr eelance Gam e Developm ent Business

Se ct ion 3 - Ta k in g a Ga m e t o M a r k e t

Chapt er 3.0 - I nt r oduct ion

Chapt er 3.1 - Public Relat ions: Making t he Most of t he Gam ing Pr ess

Chapt er 3.2 - Secur ing a Developm ent Cont r act : The Ar t of Pit ching

Chapt er 3.3 - The Whys and Wher efor es of Gam e Agent s

Chapt er 3.4 - Effect ive Developm ent Cont r act s

Chapt er 3.5 - Pr os and Cons of Wor ldw ide and Count r y- by- Count r y Deals

Chapt er 3.6 - Techniques t o I ncr ease Upsell for Online Gam es

Se ct ion 4 - M a n a gin g Ga m e D e v e lopm e n t

Chapt er 4.0 - I nt r oduct ion

Chapt er 4.1 - The St ages of Gam e Developm ent

Chapt er 4.2 - Managing t he Developm ent Pr ocess

Chapt er 4.3 - Cust om er Suppor t in Massively Mult iplayer Online Gam es

Chapt er 4.4 - Offshor e Gam e Developm ent Out sour cing

Chapt er 4.5 - Localizat ions

Chapt er 4.6 - Leader ship: The Making of Effect ive and Happy Team s

Chapt er 4.7 - Qualit y Assur ance: Bug Tr acking and Test Cases

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Ba ck Cov e r

As t he gam e indust r y cont inues t o gr ow , you m ight be consider ing j um ping in, but befor e you do, r ead w hat t he insider s have t o say and lear n fr om t heir exper iences You'll explor e t he inner w or kings of t he gam e developm ent and publishing indust r y t hr ough t he exper iences and insight s of indust r y exper t s These publishing execut ives, developer s, vet er an pr oducer s, designer s, ow ner s of independent st udios, and academ ics have w r it t en a unique collect ion of

ar t icles t hat r eally delve int o t he int r icacies of t he business The ar t icles, case st udies, and int er view s cover all aspect s

of t he indust r y, pr oviding r eal- w or ld exam ples t hat illust r at e how successful com panies and individuals have achieved

t heir goals Ever yt hing is cover ed, fr om how t he r et ail m ar ket w or ks t o financing a st ar t - up and deciding on t he r ight business m odel for your gam e.

Abou t t h e Edit or

Fr ançois Dom inic Lar am ée ( Ver dun, QC) has designed, pr ogr am m ed, and/ or pr oduced over 20 gam es for con- soles, per sonal com put er s, int er act ive t elevision, and online net w or ks over t he last decade He is a pr olific w r it er and t he holder of gr aduat e degr ees in com put er science and business adm inist r at ion He is also t he edit or of Gam e Design Per spect ives and he has cont r ibut ed t o t he Gam e Pr ogr am m ing Gem s and AI Gam e Pr ogr am m ing Wisdom ser ies.

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Secrets of the Game Business

EDITED BY FRANÇOIS DOMINIC LARAMÉE

CHARLES RIVER MEDIA, INC

Hingham , Massachusetts

Copyright © 2003 by CHARLES RIVER MEDIA, INC

All rights reserved

No part of this publication may be reproduced in any way, stored in a retrieval system of any type, or

transmitted by any means or media, electronic or mechanical, including, but not limited to, photocopy,

recording, or scanning, without prior permission in writing from the publisher.

Publisher: Jenifer Niles

Production: Publishers' Design and Production Services, Inc.

Cover Design: The Printed Image

companies, manufacturers, and developers as a means to distinguish their products

Library of Congress Cataloging-in-Publication Data

Laramée, François Dominic

Secrets of the game business / François Dominic Laramée

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workmanship, but not on the operation or functionality of the product.

To my dad—I wish you would have lived to see this.

humbled by your talent and generosity

Thanks to the readers who inspire me to continue writing these books and articles with their kind letters Youhave my undying gratitude

And, of course, thanks to Julie for pushing me to do something productive with my time!

ABOUT THE AUTHORS

Sean Timarco Baggaley

Sean began his game industry career as an artist in the 1980s He designed and programmed several games inthe 1990s, ported a popular PC soccer management sim to the Amiga long after the platform had been

pronounced dead, and was responsible for naming the comp.games.* newsgroup hierarchy He recently wrotethe user guide for RenderWare Graphics, a popular middleware solution, and currently works as a freelancewriter and game design consultant

Ed Bartlett

Ed Bartlett is business development director for the legendary London-based independent developer TheBitmap Brothers At nearly 27 years of age, Ed is already less than three years from his 10th anniversary in theindustry With well over 10 published titles to his name on formats ranging from PC through console to

handheld, he has intimate hands-on experience of QA, production, product acquisition, game design, andbusiness management, all at the most senior levels Ed also works extensively with the IGDA and has a

passion for writing, with numerous published features to his name

Tom Buscaglia

Tom is a principal in the law firm T.H Buscaglia and Associates in Miami, Florida He has been the chaptercoordinator for the South Florida Chapter of the International Game Developers' Association since its inceptionseveral years ago, and is a moderator for the IGDA's Business and Legal Web forum He is also the president

of BallroomGames, Inc., which holds the exclusive license for the use of the Arthur Murray Dance Studio nameand materials in conjunction with developing a series of games based on the exciting world of ballroom dance

Beverly Cambron

Beverly Cambron is the founder of Rocco Media, LLC, a public relations and marketing firm Before entering the

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world of game industry public relations, Beverly was a litigation attorney in both Texas and California Shereceived her degree in finance and international business from the University of Texas at Austin, and her lawdegree from Southern Methodist University in Dallas Beverly has contributed to several game industry books,magazines, and online publications, and is a published writer on the subject of wine.

Melanie Cambron

Melanie Cambron is a recruiter for game industry leaders such as EA, THQ, Infogrames, and Sony Featured inseveral books for her industry knowledge, she is a popular guest speaker at universities and high schools on

the game development business Melanie is frequently interviewed by major media such as the Dallas Morning

News and serves as a consultant to the City of Austin's Interactive Industry Development Committee At

E32002, she moderated the Will Wright and Yu Suzuki panel on game design secrets Her monthly "Interview

with the Goddess," featuring industry celebrities, appears in GIGnews.com.

Chris Campbell

Chris has worked as quality assurance lead on the Age of Empires game series He has also worked in the

quality assurance field in several different sectors, including telecom, supply chain, and finance For fun, heruns a videogame trivia mailing list, and has been an avid gamer for more than 20 years

Sande Chen

A Grammy-nominated music video director, Sande Chen is an award-winning writer active in the gaming

industry Her past credits include Terminus, Siege of Avalon, and Scooby Doo She has written for numerous publications, including the Boston Globe.

François Dominic Laramée

A game development professional since 1991 and a full-time freelancer since 1998, François Dominic Laraméehas designed, produced, and programmed more than 20 games for half a dozen platforms In addition to this

book, he edited Charles River Media's Game Design Perspectives and has written more than 50 articles and

book chapters for and about game developers He holds graduate degrees in management and computerscience, teaches graphics programming and other computer science topics at Concordia University, and

moonlights as a comedy writer

Philippe Larrue

Philippe Larrue is a research fellow at INSEAD to William Lazonick and Mary O'Sullivan He completed a Ph.D

in economics from Bordeaux University in May 2000 His thesis focused on the coordination of research andinnovation activities in the early years of an industry He particularly examined precompetitive research

consortia to assess the extent to which and under which conditions these can be efficient vehicles for collectionaction during this early stage This research was applied to the case of advanced batteries for electric andhybrid vehicles While still devoting some time to these issues, he is now working at INSEAD on a cross-national comparative analysis of the institutional infrastructures supporting the funding of startups in France andthe UK This project is carried on through the case of the videogames industry

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College of Columbia University (1985–1993) He specializes in the study of industrial development and

international competition Many of his published papers can be accessed at http://faculty.insead.edu/lazonick/.

Heather Maxwell

Heather Maxwell has been working in the games industry since 1996 She has worked at Activision, ElectronicArts, and Red Storm Entertainment in a variety of production roles She has a BA from Vanderbilt Universityand an MA from the USC School of Cinema-Television

Mason McCuskey

Mason is the leader of Spin Studios (www.spin-studios.com), an independent game studio currently hard at

work on a brand new game Mason has been programming games since the days of the Apple II, and has runhis own game development business for several years

Mitzi McGilvray

Mitzi McGilvray has spent the last 15 years in the interactive entertainment business She has worked with suchpremiere game publishers as Midway, Electronics Arts, Activision, Maxis, and Time Warner Interactive Her

production credits include NCAA Football, Michelle Kwan Figure Skating, Figure Skating, March Madness, NHL

97, Wayne Gretzky Hockey, and various ports of SimCity and SimEarth.

Prior to founding Slam Dunk Productions, Mitzi was most recently a senior producer at EA.COM, where shewas responsible for building budgets and business plans for mass-market online games, project management,game integration, and leading production teams

Mary O'Sullivan

Mary O'Sullivan is an associate professor of strategy and management at INSEAD She completed her

undergraduate degree in 1988 at University College Dublin After two years as a business analyst at McKinsey

& Co in London, she went to Harvard Business School and completed her MBA there in 1992 She then joinedthe Ph.D program in business economics at Harvard University Having completed that degree in June 1996,she spent six months as a visiting scholar at the University of Tokyo Her broad research interests includepolitical economy, the history of economic thought, and economic history Oxford University Press has just

published her book Contests for Corporate Control: Corporate Governance in the United States & Germany.

O'Sullivan developed the elective course on "Innovation, Strategy, and Corporate Governance" at INSEADsince 1997 She has been twice awarded the prize for the Best MBA Elective Teacher at INSEAD

Javier Otaegui

Javier F Otaegui is project leader of Sabarasa Entertainment, an Argentine game development outsourcingstudio based in Buenos Aires He has been creating games since 1996, when he started Malvinas 2032, a localsuccess Nowadays, he is leading outsourced projects for American and European customers Javier can be

contacted via e-mail at <javier@sabarasa.com>.

Terri Perkins

Terri Perkins ventured into the online game world with Lambda Moo and a 1200- baud modem while completing

a bachelor's degree in education in 1994 She has administered and worked with volunteer programs for the

Realms of Despair MUD, Everquest, and DragonRealms before finding her home as founder and director for

Funcom Inc.'s Anarchy-Online volunteer program She has assisted in public relations, customer service

design, project coordination, and consulting for various game organizations and companies

She presently works in IT for Information International Associates and devotes spare time to combating Internetilliteracy and studying cyberculture

Borut Pfeifer

An avid gamer since the second grade, Borut Pfeifer co-founded White Knuckle Games, with his partnersDedrick Duckett and Doug Hayes in May 2001 His responsibilities at White Knuckle Games include serving as

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lead designer and AI and gameplay programmer They are currently working on a third-person cyberpunk noir

action role-playing game entitled Reality's Edge Borut can be reached at <borut@whiteknucklegames.com>.

Michael Sellers

Michael Sellers is the founder of Online Alchemy, a game development studio in Austin, Texas He has

co-founded two other companies, Archetype Interactive in 1994, where he led the design for Meridian 59, and The Big Network in 1997, where he led the development of several online games and the ground-breaking MyPlace

community software Following that, he spent three years as a senior designer for Electronic Arts, leading such

efforts as SimCity Online, The Sims 2, and the next Ultima Online, and contributing to the The Sims Online.

Sellers has a degree in cognitive science

Tom Sloper

Tom's game business career began at Western Technologies, where he designed LCD games and the Vectrex

games Spike and Bedlam There followed stints at Sega Enterprises (game designer), Rudell Design (toy

designer), Atari Corporation (director of product development), and Activision (producer, senior producer,executive producer, creative director) In his 12 years at Activision, he produced 36 unique game titles (plusinnumerable ports and localizations), and won five awards He worked for several months in Activision's Japan

operation, in Tokyo, and is perhaps best known for designing, managing, and producing Activision's Shanghai

line Tom is currently consulting, writing, speaking, and developing original games He can be contacted at

<tomster@sloperama.com>.

Grant Stanton

Grant Stanton is executive vice president of TSC and a professional recruiter in the games industry He hasrecruited development staff and executives in the games industry for over 12 years and has consulted withnumerous game company startups offering strategies for staffing He is a second-generation recruiter in theindustry, his father having helped staff companies such as Midway, Taito, Atari, and Collecovision in the early

1970s He can be reached via e-mail at <Grant@TSCsearch.com>.

Johanna Wilson

Johanna Wilson is the CEO and a founder of OpenPath Products She has over a decade of IT experience andhas spent the past five years managing and growing wireless Internet technologies within wireless carriers andenterprises OpenPath Products develops standards-based wireless software tools for creating and testingwireless applications OpenPath Products uses these tools to create SMS, WAP, and J2ME wireless games

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François Dominic Laramée

<francoislaramee@videotron.ca>

Welcome to Secrets of the Game Business, a book that unveils the inner workings of the flashy but very

serious game development and publishing industry If you are thinking about creating a new game developmentcompany, want your existing studio to prosper for a long time, or just want to understand how and why thebusiness evolved to its current dynamics, you have come to the right place!

This book gathers the wisdom of dozens of industry insiders, publishing executives, veteran producers, owners

of independent studios, writers, and academics It is divided into four major topic areas:

Section 1, Publishers And Developers: Section 1 examines the work of publishers and retailers, explains

how games get from their developers to the players, and shows how the industry's economics influence theways we work and live

Section 2, Game Development Startups: This section describes how to prepare for the creation of a new

game development company and succeed in a difficult market

Section 3, Taking a Game to Market: Section 3 teaches developers how to approach publishers,

maximize the odds of their games reaching store shelves, and negotiate contracts that protect their term interests

long-Section 4, Managing Game Development: This section contains advice on ways to make the long,

arduous production process as smooth and pleasant as possible for everyone involved

However, before we get to the heart of the matter, let's pause and take a look at the state of our industry as oflate 2002

An Entertainment Powerhouse?

Sales figures for the game industry as a whole are staggering, and getting more so every year—impressive, butmisleading True, game software sales have exceeded Hollywood's box office receipts in North America sincethe late 1990s However, the fact that the price of a game is 5 to 10 times higher than that of a movie ticketaccounts for much of this mind-boggling "profit"—and once the home video market is taken into consideration,game sales suddenly don't seem so impressive

Still, it seems that demographic changes are transforming interactive entertainment into a mass-market

experience As game players (and developers) get older, we can expect new genres and game topics toemerge to satisfy the increased demand

Sustained Growth

According to an Informa Media Group report quoted in [Reuters02], the videogame industry's global sales for

2002 are expected to exceed $31 billion, a 12% increase over the previous year Almost 70% of this impressivenumber, or $22 billion, comes from sales of consoles and other hardware, while software accounts for theremaining $9 billion Although this means that software sales are expected to remain similar to 2001's figure of

$9.4 billion [Gamasutra02], we must keep in mind that 2001 broke all records, besting the industry's previousbanner year (1999) by almost 35%

An Excess of Product

Because of the very large number of games battling for a share of the players' attention, each title can only

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expect to receive a minute fraction of this lofty number While Hollywood releases approximately 100 movies totheaters every year, some of them in very limited distribution, the game industry launches thousands of titles onmultiple incompatible platforms Consequently, a game that sells a few hundred thousand units is considered amoderate hit, while a movie that fails to draw at least 10 million viewers to theaters is perceived as a

commercial failure Sure, movie production budgets dwarf ours, and it takes many more $5 tickets to pay for a

$100 million film than it takes $50 boxes to make a $3 million game profitable However, in the end, while mostmovies end up being profitable (Hollywood accounting practices notwithstanding), the vast majority of gameslose money for their developers, their publishers, or both

Difficult Consolidation

Thus, while the industry as a whole keeps growing, many of the individual companies that make and sell gamesare struggling to survive The stock market crash that followed the bursting of the dot-com bubble and theterrorist attacks of 2001 severely hurt many game publishers; for example, Interplay (de-listed by NASDAQwhen its market capitalization fell below a minimum threshold), and especially the French companies that hadpursued an aggressive policy of acquisition financed by stock swaps Moreover, with high-profile games

requiring development budgets that grow by leaps and bounds (to $3 million on average, more on some

consoles), small and mid-sized publishers find it increasingly difficult to compete in the global marketplace It islikely that fewer than 20 global companies will survive the next five years; the rest of the publishing landscapewill be dotted with much smaller players concentrating on specific nations and territories

Can Startups Still Thrive?

With fewer large publishers competing for their products, game developers will need to work harder to find achannel to market—and to approach alternate sources of funding for their projects Taking a game to market,which wasn't easy in the past, will become more difficult in the future

However, this business is still built on talent We must remember that many of the most successful games in

recent history—for example, Half-Life, Asheron's Call, and Age of Empires—were developed by startups or

relatively young companies, not all of which were populated by industry veterans Runaway hits can still, once

in a while, be created by a small resourceful team working on a shoestring (Deer Hunter), or even by a single individual with very little help (e.g., Roller Coaster Tycoon and Tetris) Breaking into games can be difficult,

especially if you dream of making a console blockbuster right out of college, but it is by no means impossible

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Players and Developers Around the World

While Secrets of the Game Business focuses on the way things work in the western world, the game industry is

truly a global phenomenon, and the ways in which people play vary wildly from one part of the world to the next.Let's look at some of the interesting phenomena happening out of the North American public's eye

Unknown Genres

The Japanese console game market is far more diverse than what we see in our stores For example, smallgames sold for the equivalent of a few dollars and designed to be played through in a single sitting, possiblyduring a party, are, if not commonplace, at least relatively easy to find And if you think some American gamesare edgy, you would be surprised to learn how far Asian games have pushed the envelope in terms of violentand sexy content

Perhaps the most interesting game genre indigenous to Japan and all but unknown everywhere else is thedating simulator, where the player must flirt with and conquer the hearts of virtual characters with surprisinglywell-rounded personalities Sometimes campy, sometimes serious, the dating simulator subculture has givenbirth to a number of incredibly popular characters, whose appeal has outgrown the boundaries of their originalplatforms

Fan Appropriation

[Carter02] reports on this growing phenomenon: Japanese players appropriate popular characters and

storylines from videogames and create doujinshi, books that contain fan fiction, artwork, and similar materials.

These doujinshi are then printed in small quantities and traded at fan conventions, by mail, and in specialtyshops In some cases, fans have even created whole new games featuring beloved characters; for example,there is an entire series of fan-produced fighting games starring the cast of a famous dating sim available in thegaming underground

While legally dubious, the doujinshi movement has pushed the popularity of some game properties far beyondthe wildest dreams of their creators, and has created a market for (legitimate) anime, manga, and novels based

on them

The Game Rooms of Korea

The most successful persistent online game of all time isn't EverQuest or Quake III Arena: it is Lineage, a product of Korean developer NCSoft Lineage was already the most lucrative game of its kind, with over 4

million subscribers, by the time it was first marketed in the United States—a feat that is even more impressivewhen you realize that the overwhelming majority of its players don't even own home computers

Indeed, Korean players gather to play online games in "game rooms," where they rent computers and onlineaccess by the hour A given game room can host dozens or hundreds of people at the same time, many of

whom never use a computer for any other purpose Jake Song, one of Lineage's creators, told an amazed

audience at the 2002 Game Developer's Conference that the game's extremely simple gameplay was due tothe fact that many of its players weren't very comfortable with a mouse, and that his company's customersupport had to rely on the telephone because the players did not know how to send e-mail to ask for help!Online games are so popular in Korea that a number of first-rate North American players have moved there toplay professionally on a full-time basis—and the best of them can't get out of their homes without being mobbed

by autograph chasers

A Global Community

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Finally, game development has truly gone global Of course, the demographic centers of the industry remainJapan, California, Texas, and Great Britain However, large and/or highly successful game development

communities have coalesced in Korea, Taiwan, British Columbia, Maryland, Germany, France, Québec, Florida,and Australia Several companies located in Russia, Ukraine, the Czech Republic, and Poland entered themarket over the past several years, often as subcontractors, and are becoming major players And few are theareas of the world where no developers at all can be found

As a result, the membership of the International Game Developers' Association (IGDA) has been growing byleaps and bounds, and local chapters have been formed in over 20 countries

Emerging Game Development Communities

The game industry is going global, with significant players emerging in countries located far from thecenters of the business

"Game development has been going on in Malaysia for more than 10 years," says Brett Bibby of

GameBrains "We have two large studios, several small startups, some amateur groups, and a few dozen

hobbyists GameBrains has developed Backyard Baseball, The Mummy Returns, Buffy the Vampire Slayer,

Madden 2002, and several other games for the Game Boy Advance, and we are currently working on

console titles Phoenix Game Studios is finishing a game based on the Fung Wan franchise for the PCplatform."

For his part, Jeferson Valadares, co-founder of Brazil's Jynx Playware, estimates that his country hosts half

a dozen professional studios and about 20 teams of semi-pros and amateurs "Jynx managed to get VCmoney, and we are now going through the process of publishing a massive online multiplayer soccermanagement game in several markets, starting with the United States and Japan."

Israel is another small but emerging game development area "We have several companies, but only a feware mainstream game developers," says Ohad Barzilay, coordinator of the Israeli chapter of the IGDA "Wehave more companies working on edutainment and alternative platforms such as cable set-top boxes andmobile phones And since the individual companies working in the field are mostly unaware of each other,it's still a community discovering itself."

Development companies share some of the same problems, no matter where they are located: lack offunding, a rarity of seasoned professionals, and so forth "Local CEO's told me that the banks, venturecapitalists, and other financial organization don't take game development seriously at all," comments OhadBarzilay, "so they refuse to support companies Distance from the large markets (U.S./Europe) is also aproblem; outside of the big events like E3, most companies cannot 'mingle' with experienced studioswithout high expenses, and most prefer to save that money."

However, some countries and regions have found innovative ways to help their developers thrive

Malaysia's Multimedia University and the Universidade Federal de Pernambuco in Brazil have createdundergraduate and graduate courses in game development Technology-oriented companies located in aspecific area near Kuala Lumpur can apply for a special status that allows them to be exempted from taxesfor up to 10 years, relaxes restrictions on foreign ownership, and eases the obtention of work visas forforeign knowledge workers A similar program, the Cité du Multimédia, has been implemented in Montreal,Canada The Brazilian cities of Recife and Curitibe also offer tax incentives that game developers canbenefit from, and the national government's cultural incentive laws allow interactive entertainment

companies to apply for subsidies "But it's tricky and no one has accomplished it yet," says JefersonValadares And sometimes, going far away has its advantages "Malaysia has a very active and supportiveinvestment willing to work with game companies," says Brett Bibby "This helps overcome the experienceproblem because there are funds available for training Besides, Malaysia rocks! The cost of living is low,the country is near the equator so the weather is tropical year-round, it has many resorts and beachesnearby, it is extremely modern, has excellent healthcare and education, and the people are very nice."

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The Major Issues Facing the Industry

It is no secret that the game industry has bad press Interactive entertainment has been blamed for everything,including school violence, exploitation of women, teenage obesity, dysfunctional development of children'ssocial skills, degradation of society's moral fiber, and even [Gamasutra02.2] permanent damage to the areas ofthe brain controlling creativity and emotion

Some of the issues facing our community, however, are more serious than others

Violence

Violent games and their supposed impact on the mental health of children have been a major political issue forover a decade Commentators, both on the right and on the left, have blamed games for driving the Columbine

murderers and the perpetrators of other school shootings to action Grant Theft Auto's content, especially the

part where the player can hire, rob, and kill a prostitute, has been the stuff of headlines all over the world Inaddition, in the days following the Washington D.C sniper shootings of October 2002, [Levine02] stated that thesuspected killers were avid chess players, as if a love of the noble game were somehow relevant to the affair.There is no doubt that a sizable share of the industry's production is made up of violent games Among thereasons explaining this phenomenon is the fact that violence is much easier to implement into artificial

intelligence characters than other human behaviors and emotions, like compassion and self-sacrifice Andsome of these games' content is, indeed, very edgy However, like the 1980's hysteria over so-called "satanicmessages" heard when playing music records backward, this one fails in two crucial areas:

Anyone who could be "driven to murder by a game" (or a movie, for that matter) could just as easily beinfluenced by acquaintances, by the phases of the moon, or by "voices" emanating from a toaster

Homicidal impulses would be much harder to act on if weapons were harder to come by and, in the case ofchildren, if parents paid enough attention to notice the early signs of mental instability

While covering an ever-wider variety of themes in our games would be healthy for many reasons, censorship ofviolent games is not a solution to the ills of society, and we must not tolerate it It was not so long ago thatSenator Joe Liebermann, the perennial critic of our industry who came within a hair's breadth of becoming vicepresident of the United States in 2000, sponsored a proposed constitutional amendment banning violent games

so that children would be protected from Mortal Kombat and similar material We must remain vigilant.

Freedom of Expression

Jason Della Rocca, program director for the International Game Developers Association, comments on theissues of violent games and freedom of expression:

"Public concern over violence in games, the addictiveness of games, and sexual stereotyping are just a few

of the ongoing issues affecting the game industry and its perception in the media And, with some courtsstating that games are a medium incapable of expressing ideas, it is tough not to become overwhelmed bythe battering of our creative endeavors

"The various ratings systems around the world, and their associated marketing guidelines, have been asignificant initiative in dealing with these negative perceptions Yet, what is the true impact—creatively andfinancially—of a game's rating? What influences does the looming threat of government regulations have?How does all this play into the retail side, which seemingly wields the most power to censor content?

"Simply put, many developers do not take into account the full ramifications that game ratings, the threat ofgovernment regulation, and retail sensitivities have on the ultimate success (or failure) of their game It isnot uncommon for large retailers to reject your game because of questionable content—never mind anentire country banning it, which has happened in Australia and Germany, for example

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"Yes, but what about our creative freedom? True, this is a nascent art form, but we still have to sell ourgames While we are pushing boundaries on many fronts, it is still important that we play by the rules Thelast thing we need is for our games to be sold from the back room wrapped in brown paper "

Links to help you stay in the loop:

www.igda.org

www.idsa.com

www.esrb.org

Hate Games

While playing the role of a drug dealer bent on revenge, as in Grand Theft Auto: Vice City, is bound to raise

some controversy, there is much worse out there Religious fundamentalists and racist fringe groups havetaken to using games as vehicles for their repulsive political statements—and even as recruitment tools

[Blenkinsop02] reports that, among the hate games available for download on the Internet, are titles in whichthe player:

Takes on the role of a suicide bomber trying to kill as many innocent civilians as possible

Manages a concentration camp

Scores points as a member of the Klu Klux Klan or of a skinhead gang by shooting at members of racialminorities

While the industry can do little to prevent this sort of thing, we can at least make sure to distance ourselvesfrom the products produced by these people Again, this does not mean that we should apply preemptivecensorship where it isn't warranted: even if using a career criminal as a player character will not appeal to

everyone, it is a legitimate design choice, and one that is crucial to the consistency of a game such as GTA or

Kingpin However, when game developers and publishers choose shock value for shock value's sake—for

example, by advertising on tombstones or putting naked characters in an extreme sports game whose coreaudience is 10 to 12 years old—it smears us all with an aura of sleaze and, well, stupidity It might even lendthese hate games a modicum of legitimacy, because in the eye of the general public, they will not seem sodifferent from what the official game industry does

Piracy

Hackers and other software pirates are costing us a huge share of the income that is rightfully ours The

Interactive Digital Software Association, which regroups the world's major publishers and organizes the

Electronic Entertainment Expo, estimates that worldwide piracy has cost the U.S game industry alone over $3billion in 2001 [IDSA02]

Pirates always come up with new types of fallacies to justify their actions: games cost too much, all of themoney goes to greedy publishers instead of developers anyway, and so forth The bottom line is that the gamedevelopers are always the ones who end up paying for piracy Publishers have to account for probable losses

by paying lower advances and royalties Independent developers selling their games online lose sales to warezsites and have to waste time that would be better spent making new games on anti-hacking routines Therefore,

we make less money for our work We don't have any sympathy for robbers who break into our homes, and weshouldn't have any for those who break into our computers

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The game industry is a fascinating, exhausting, fun, stimulating, stressful, blissful, and sometimes cruel place to

be However, above all, it is a business, and its economics have a significant impact on the way we live andwork We hope that this book will help shed some light on the way the industry works, and give you one moretool on the way to success

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[Blenkinsop02] Blenkinsop, P., "Hate Games Spread on Web, Group Says," Reuters, July 8, 2002

[Carter02] Carter, B., "Character Interaction Outside the Game World," Game Design Perspectives, Charles

River Media, 2002

[Charne02] Charne, J., "Toward an Alternative to the Advances, Recoupment, and Royalty Model for

Developers," available online at www.igda.org/Endeavors/Articles/jcharne_royalties.htm, August 2002 [DiCarlo02] DiCarlo, L., "Good Times Continue for Gamers," Forbes.com, June 14, 2002.

[Gamasutra02] Gamasutra news report, July 2, 2002

[Gamasutra02.2] Gamasutra news report, July 9, 2002

[Gardner02] Gardner, D., "Why videogames are proving to be hard work for developers," Sunday Herald, available online at www.sundayherald.com/28515, October 2002.

[IDSA02] Interactive Digital Software Association anti-piracy program; outline available online at

www.idsa.com/piracy.html.

[Levine02] Levine, D., "Muhammad et Malvo aimaient jouer aux échecs," La Presse, October 26, 2002.

[Reuters02] Reuters, "Video Games Sales to Top $31 Billion in 2002—Study," June 24, 2002

[Takahashi02] Takahashi, D., "The games industry still has much to prove," Red Herring, May 29, 2002.

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Section 1: Publishers and Developers

Chapter List

Chapter 1.0: Introduction

Chapter 1.1: The Top Ten Misconceptions New Game Developers Have About Publishers

Chapter 1.2: The Role of Each Entity in Game Publishing

Chapter 1.3: How Developers Get Paid: The Retail Market for Games

Chapter 1.4: A Publishing Project: From Concept to Launch and Beyond

Chapter 1.5: The Producer, Friend or Foe?

Chapter 1.6: The European Challenge in Videogame Software: The "French Touch" and the "BritsoftParadox"

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Chapter 1.0: Introduction

Game publishing is an enormous business North American game sales, which have outpaced the motionpicture box office for several years, are expected to top $10 billion per year by the time this book goes to print

In fact, games are just about the only high-technology industry that not only survived the stock market debacle

of 2001 to 2002 unscathed, but actually experienced sustained growth in the process

While the game industry is much larger and far more diverse than the consumer magazines would lead us tobelieve—in the past two years alone, this author has worked on board games, webisodics, comedy broadcast

on cell phones, crossover projects involving multi-billion dollar corporations from other fields, and even

interactive edutainment for museums—its canonical business model remains the developer-publisher-retailercontinuum This first section of the book explores the inner workings of each of its components and discussessuch issues as the consequences of the ever-increasing cost of game development; concentration of thepublishing world as a result of the high risks of game marketing; how developers can make the most of theirrelationships with publishers; the power wielded by retailers; who makes money from games, how, and when;and how a publishing company takes a game to market

The articles in this section explore these issues from the (at times contradictory) points of view of developersand publishers:

Mason McCuskey, president of independent development company Spin Studios, explains the mistakenassumptions that mine the relationships between some developers and their publishers

Kathy Schoback, director of developer relations at Sega of America, discusses the roles of all of the entitiesinvolved in game publishing, including little-known contributors such as testing studios and regional

distributors

In a pair of articles, François Dominic Laramée, freelance game development consultant, discusses theinner workings of the retail market for games, how successful developers can earn profits in this

environment, and how publishers bring games to market

Senior producer Mitzi McGilvray explains how developers can establish harmonious relationships with theproducers assigned to their projects by the publisher

And finally, Philippe Larrue, Mary O'Sullivan, and William Lazonick, a team of researchers at INSEAD,Europe's premier graduate business school, explore the winning strategies of some of the world's mostsuccessful publishers

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Chapter 1.1: The Top Ten Misconceptions New Game Developers Have About Publishers

Unfortunately, the path toward that goal is shrouded in mystery Publishers seem to be magical beasts, capable

of granting wishes or destroying fortunes, often for no better reason than their own whims or desires Somegames they publish, other games they don't, and most developers don't know why one game, seemingly inferior

to another, gets a spot on the shelf at the local videogame store

This article attempts to shed some light on that, by enumerating the top 10 misconceptions of new gamedevelopment teams regarding publishers We'll spare you the suspense and start with the most prominentmisconception, then progress downward to number 10, showing you at each stage what the misconception isand why it's detrimental, as well as some things you can do to increase the chances of landing a publishingdeal

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#1: You Can Get a Publishing Deal on a Design Doc Alone

This is easily the most common misconception of all Most amateur developers elaborate master plans that gosomething like this:

Create a 400-page design document outlining the entire game in excruciating detail

Unfortunately, that's not how it usually works If you're Sid Meier, Will Wright, or Bruce Shelley, you might have

a chance of getting a game funded this way, but otherwise, this method is not going to work

Obviously, to land a publishing contract you're going to need a good design However, the general rule of thumb

is that once you have that design, you have about 10% of what you need to approach a publisher The other90% includes the following:

A solid playable demo

A good team with strong skills and a proven track record

A whole slew of other budgeting, marketing, treatment, and scheduling documents ([Powell02] and

[Bartlett03] describe the contents of the submission package—and how to approach publishers once youhave assembled one—in some detail.)

So, how big should your design doc be? You should strive to create enough documentation to adequatelydescribe your game, but no more Einstein once said, "Things should be made as simple as possible, but nosimpler." Take this advice to heart when writing your design doc If you're developing a highly complex wargame, you might need a few hundred pages explaining how the simulation works If you're designing a simplepuzzle game, you might be able to get by with a dozen pages, maybe less

In fact, disregard the page count entirely Have your design doc address all of the major variables in your game:enemies, levels, player actions, back story, and so forth You need to think about all of these matters, andmore If it turns out that you can adequately describe a topic in half a page of bullet points, then keep thosebullet points and move on If it turns out that you need dozens of pages, then you need dozens of pages

An important point: write your design doc with your development team as your audience, not the publisher Theprimary purpose of a design doc is to explain your game to the people who will be developing it Rely on otherdocuments (such as treatments or key feature lists) to convey your game to potential publishers

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#2: Publishers Are Your Biggest Fans

This misconception probably accounts for more broken development deals than any other Realize that

publishers are not game players Specifically, this means that:

Not all publishers like playing games

Not all publishers know gamer lingo

Not all publishers know how your real-time strategy game is different from its competitors

Not all publishers have your interests at heart

Publishers Are Not Game Players

Sure, most publishers have game players working for them, but just because they publish games doesn't meanthat everyone there loves videogames And even the people there who do like to play games won't want to (orwon't have the time to) play through yours entirely, getting stuck on the hard puzzles and trying for days to beatthe tough bosses

This means that any demo you send to a publisher should also contain walk-through documentation, andpreferably a way to quickly jump to the game's most exciting parts A guided tour is also a good idea, as isanything that will let the publisher see why they would want to publish your game, without having to actually play

it You want to make it very easy for them to see why your game is better than the other submissions they havereceived—you need to hook them as quickly as possible

Don't Assume that Publishers Know the Lingo

They know some of it—for example, genres—but they don't usually know the meaning of words such as llama

or camper or LPB In addition, even if you're pretty sure they do understand these terms, you should leave them

out of your documentation, because they're a form of slang and make you appear unprofessional

Publishers Don't Know What Makes Your Game Unique

Taking this to heart is essential to developing the proper demo and pitch Although it might appear on thesurface that publishers are only interested in me-too titles, underneath, most publishers want something that's

new—just not too new By explicitly presenting what makes your title unique, you do yourself a big favor.

Publishers Pursue Their Own Interests

Finally, realize that publishers do not always have your own financial, creative, or artistic interests at heart Bothparties are in it to make as much money as possible, which naturally puts them at odds with each other Forexample, what you see as an awesome design idea, the publisher might see as a financial risk, while thelicensed property the publisher wants you to use in the game to drive its sales might seem unnecessarily stifling

to you Contract negotiations are a difficult and sometimes distressing process for this reason

You can spend all day debating whether this is good, but at the end of the day, it is reality Just remember thisfact, and you'll go a long way toward establishing empathy toward your publisher Knowing what the other side

is after is often your most valuable tool when negotiating

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#3: The Game Stands On Its Own

Another thing some aspiring developers assume is that quality is everything: the game stands alone, the goodgames will naturally get publishing deals, and it doesn't matter who you are, just as long as your game is "coolenough."

This is referred to as the inventor mindset Inventors live and die by the strength of their ideas, and they tend to

think (incorrectly) that the rest of the world does too We game developers, being inventors of a sort, also live inthe idea plane, so even though we routinely see horrible excuses for interactive entertainment littering theshelves, we have a habit of thinking that the strength of our games will single-handedly carry us to greatness.The reality is that having a strong game idea and a strong demo still isn't enough Even if your game is almostentirely finished, potential publishers will still look at the people behind the game, and they'll still rely on

demographic and marketing data to determine if a game gets the green light And there's a whole bunch ofother variables in the equation too, including how well you pitch your game, how good your company's financialpicture is, how responsive you are to change, how well you connect with people, and even how prompt you areabout returning telephone calls

One big variable developers forget to account for is the track record of the team making a game Publisherslook at this very carefully—they want to know for certain that the team is going to be able to deliver the finalproduct, on time and on budget

On a related note, publishers also look at how mature the team itself is Even if your team consists of provenprofessionals, if this is their first game together, a publisher will be a little concerned It takes a professionaldevelopment team some time to find a groove, and there's no guarantee that even an all-star team will be able

to click and deliver a solid product right away Of course, every team will have new members—but to have thebest chances of getting a publishing deal, the core of the team will need to have a few successes under theircollective belt

So, what do you do if this doesn't describe your company? The best thing you can do to help yourself is get thegame as close to done as you can If your game is at beta and looking solid, publishers are going to be lessconcerned about your team's dynamics Not completely unconcerned, but less concerned

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#4: Any Deal Is a Good Deal

Getting a publishing deal is a great reason to throw a party, especially if it's the first for your new game

development shop However, your goals extend much farther than that important milestone Ultimately, youmust be concerned with distribution (e.g., how many stores your game gets into), the advance money you willreceive to pay for development, the royalty you will get for each copy sold, and how the relationship with thispublisher works after the game is released All of these things are important—they play a part in determiningwhether you'll still be in business long enough to finish your title and see it succeed

It's hard to get a publishing deal It's even harder to get one you can live with Be careful about selling yourselfshort, about capitulating to any terms for the sake of getting a deal Sometimes, no deal is better than a baddeal

Think long and hard about the terms you need in a deal in order to survive For example, it hurts you (and ithurts the publisher) to sign a deal with an advance so low that you go bankrupt before you complete the game.You can also doom yourself by setting your schedule too short, your scope too large, or by giving the publishertoo much control over your company's future You need to recognize your goals and your situation and bringthose to the negotiating table to craft out a contract that won't kill you

A basic negotiating skill is to identify your BATNA: Best Alternative To Negotiated Agreement In other words,it's the alternative you have if you can't come to an agreement during the negotiation For example, depending

on your situation and how many publishers you've talked to, your BATNA might be to self-publish your game, or

to go with another publisher's less-appealing (but still profitable) terms

You should also know at what point a publisher's terms become worse than your BATNA This is the point atwhich you abandon negotiations—you thank the publisher for their time, get up, and leave the room

If you don't know your BATNA before you enter negotiations, you might very well come out of negotiations with

a contract that's so horrible that it's worse than having no contract at all Be careful

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#5: Publishers Negotiate through E-Mail

We "nerds" rely on e-mail much more than "normal" people do We type at each other in IRC, we debate onICQ, and sometimes we e-mail each other when we're within speaking distance This works fine for us, but it'soften detrimental when it comes to talking to, and especially negotiating with, a publisher

The simple rule is, "never negotiate through e-mail." Pick up the telephone or arrange to speak face to face mail is an impersonal way of communicating, good for conveying technical facts but embarrassingly bad forconveying the nuances of personality When negotiating, these nuances matter as much as (and possibly morethan) the words being spoken

E-When you communicate with a publisher, use your voice as your primary communication device, backed up bye-mail However, do not assume that publishers always return telephone calls Most of the time they do, buteveryone gets busy, forgets, or accidentally deletes someone's contact information, so err on the side of safetyand don't be afraid to pick up the telephone just to ask "how's it going?"

Don't overdo it, however Use good judgment, as if you were looking for a job When in doubt, just ask thepersons on the other end of the line when you should contact them next, and then don't call them back untilthen

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#6: Your Publisher Will Create a Schedule for Your Game

This one is partly true—usually, once you and your publisher agree to work together, you'll negotiate the dates

of the milestones and what will be expected at each However, this doesn't mean that you shouldn't develop aschedule on your own If you approach a publisher without a definite finish date (backed up by a comprehensiveproject plan), you'll either look like someone who doesn't know what he's doing, or someone way too egotistical

to be bothered with things such as due dates Either way, it's a strike against you

Of course, this shouldn't be the main reason why you write up a schedule Like design docs, schedules are just

as beneficial for you as they are for your publisher Take the time to draft a schedule, and review it periodically

to make sure it's accurate and that you're on track

This is a big enough job that most game companies now have full-time producers and/or project managers,responsible for wrangling the dependencies of a project and making sure that everyone is working on the rightthing at the right time

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#7: Make a Good Pitch to the Right Person and You're Good to Go

Most publishers have teams or bureaus of people who evaluate incoming submissions and decide which ones

to publish You might be able to isolate and pitch your game to one of these team members, but you usuallywon't be able to pitch to all of them at once So, even though your initial pitch to a publisher is important, it's notthe only thing that matters

When you pitch to a publisher, you should play your best cards, but you should also be truthful Pitching thefeatures that set your game apart from the competition is a smart move; saying you're in beta when you're not isasking for trouble

Your pitch should be supported by paper materials that reiterate what you've just talked about Your materialsshould project the best (accurate) image of your company and your product, as concisely as possible Beprofessional—don't hard sell, and don't get too technical Whet their appetite, show them the greatness of yourideas, and make sure they know whom to contact if they'd like to know more Don't just give a

<sales@somewhere.com> e-mail address—give complete contact information for a specific individual

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#8: All Publishers Are the Same

You owe it to yourself to pitch your game to as many different publishers as possible However, you should alsorealize that all publishers are not the same Some work with definite genres, platforms, or budgets, while othersseem to be scattered all over the shelves

Before you approach a publisher, make sure that your title would fit with their repertoire Research titles they'vealready published, and ask them where they'd like to concentrate their efforts in the future

In addition, play some of their games This not only gives you a clever excuse to play more games, but alsocould give you a good sense of whether the publisher is right for you Also, even though this should go withoutsaying, buy the games or have the publisher give you some evaluation copies

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#9: Platform Doesn't Matter

Another facet of the "not all publishers are the same" misconception is the sister misconception that the

platform you develop your game on doesn't matter This is incorrect—don't develop your game for the easiestplatform (the PC) thinking that you'll get a publishing deal and port it later A much better approach is to choosethe prominent platform for your particular genre (e.g., PC for real-time strategy, PS2 for sports), develop for thatplatform, and be ready to port to the other platforms if you and your publisher decide that it would be worth yourtime

Sometimes this is easier said than done; some console manufacturers require large amounts of cash, anapproval process, or even a signed deal with a prominent publisher before they'll give you access to the

development kits Try very hard to get a development kit, but don't give up if you can't Just make sure thepublisher knows that the demo they're seeing isn't running on the proper hardware, and that they know why

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#10: Publishers Are the Enemy

This last item is key After the last nine misconceptions, you might find yourself thinking that a publisher is anenemy, an evil entity one must deal with in order to accomplish a greater good It can't be stressed enough thatthis is not the case Virtually all publishers are moral, ethical entities comprised of people trying to earn anhonest living by providing entertainment to large audiences You and the publisher might have different

priorities and different approaches, but ultimately you are working toward the same end—you both want torelease a good game

Don't forget that a developer/publisher relationship is a win/win situation—the end result benefits both parties.Both you and the publisher make money when things go well, and lose money when they don't, so rememberthat publishers are your allies, not your enemies With the right publisher, a developer can go farther than otherdevelopers, and with the right developer, a publisher can go farther than other publishers Approach publishers

in the spirit of cooperation and respect, and if everything works, you'll end up with a game on the shelves

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One could fill an entire book on the topic of how to get a publishing deal This article has given you a start; younow know the 10 misconceptions that can sabotage your own efforts However, you are far from knowingeverything you need to secure a successful deal

If you are seriously pursuing a deal, you need to do much more research You also need to find a good lawyer,someone you trust who can look over contracts and show you where the gaping holes are You might think thatyou can identify these holes on your own, but you can't—get a lawyer

In addition, talk with other developers who have been there All of them have opinions and things they wish theyhad done, or hadn't done Find a developer with a situation similar to your own and talk to the deal-maker forthat company—learning from the experience of others is always a good idea

Also, keep up with the times The game industry changes very quickly, and people have been predicting thedeath of retail for a long time Again, it all goes back to your own situation Make sure you're doing things notbecause of some superficial reason ("I want to walk into the store and show my mom/spouse/arch-nemesis mygame sitting there on the shelf!"), but because it's really the best move

Finally, don't stop trying The road to the store shelf is long, but many companies have walked it, and somehave achieved tremendous success You might be next Good luck!

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Chapter 1.2: The Role of Each Entity in Game

of service alternatives that reduce cost, save time, or improve quality along the channel and, ultimately, forconsumers

In this article, we examine the roles of 14 entities that collaborate to bring a game to market

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Figure 1.2.1: Position of each entity in the product path for a console game.

Full-Service Game Developers

Game developers in this category incorporate all the disciplines necessary to create millions of lines of gamecode from a single idea Projects range from six-month, tightly focused opportunistic releases to three years ofcomplex asset integration into a whole that is vast in scope More than one recent project has exceeded fiveyears and US $50 million to complete, although the cost for a current-generation console release on a singleplatform now ranges 12 to 24 months and US $2 to $5 million

The proverbial brainstorm-turned-million-seller is rarer than industry aspirants care to believe Of games

actually published, the majority are based on intellectual property owned or controlled by the publisher, initiated

by the publisher with a team whose qualifications (not the least of which is cost) complement that IP Publisherscan initiate "surefire" projects based on a blockbuster movie or book license, or "questionable" pet projects of aparticular executive Larger publishers can mine the seam of past releases for remakes, due to the hotlydebated publisher practice of acquiring intellectual property rights to a promising developer's original gameidea Two truisms unite all these methods: a "no-brainer" concept does not guarantee a great game, and anoffbeat idea, regardless of the source, sometimes sells spectacularly

Developers interact primarily with their publisher and, on occasion, with the platform provider, who providesthem with direct technical assistance for the target platform When called upon by the publisher, developers

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also grant interviews and preview their progress to the media.

Independent development companies work with publishers on a contract basis The publisher pays the

developer "advances" against a schedule of development milestones Frequently, the publisher also grants aroyalty per unit sold to the developer; however, the royalty is only paid once the publisher's advance paymentshave been recouped against sales volume In one recent example, a developer was granted $4/unit royalty, butrecoupment against significant development advances ensured the developer would only receive royalties afterthe 900,000th unit sold Scenarios like this feed ongoing industry debates about more equitable revenue-sharing for developers Many developers have quietly resorted to building their target profit margin into theirproposed advance payment schedule

Development groups also exist as wholly or partially owned subsidiaries of publishers As employees of eitherthe parent company or the subsidiary, internal team members draw corporate salary and benefits Stock

options, bonuses for achieving sales targets, and profit-sharing programs vary widely by publisher; the

development community generally acknowledges that the relative stability of working for a major publisher goeshand in hand with a smaller piece of the profit pie on momentous successes

Other funding alternatives such as venture capital, completion bond funding, and angel financing play a smallbut growing part in game development, and are addressed elsewhere in this book

Historically, many development groups have gotten their technological start creating PC games Wide

availability of technical information and a small but active engineering community supported many of today's

marquee developers as they created early hits such as Doom Today, developers such as Bioware, id Software,

Valve, and 3D Realms include user-creation modules in their games, with which their player communities canmodify parts of their games Many entry-level designers or programmers in the industry today earned theirposition through a compelling "mod" presented as part of their portfolio

Development for today's consoles—Sony's PlayStation 2 computer entertainment system, the Nintendo

Gamecube, and the Xbox videogame system from Microsoft— is harder to break into The expense of

proprietary development kits—up to US $10,000—and the requirement of a preexisting relationship with apublisher closes the door to all but the most innately talented startup groups Consequently, many developersearn their credentials in PC gaming, and then make the leap to console on the strength of proven technology,design, and relationships

Motion-Capture Service Providers

As hardware platforms follow Moore's law of increasing computing power, consumers and publishers havedemanded increasing realism in certain types of games In particular, developers can now replicate the uniquelyidentifiable characteristics of human motion with great accuracy for the first time in gaming Mechanical legmovements on a football player gliding as if on ice have been replaced by true running steps with the inherentforce, momentum, and style of the original player To be sure, we cannot ignore the stunning contributions ofpainstaking manual animation to this advancement However, for the speed and efficiency of achieving realism

in human movement, we have motion-capture technology to thank

Motion capture is the technological process by which scripted movements of human actors are "captured" bymagnetic or optical sensors, yielding data which is then inserted into the game engine "Mocap" is usually usedwhen lifelike human movement is essential to the game concept For example, a perfectly replicated signaturemove in a football videogame is a selling point to consumers playing as their favorite wide receiver, while acartoon character might benefit from manual exaggeration of certain animations to emphasize its unreality Amocap session is similar to a movie shoot, usually involving a director, a script or "moves list," an engineermanipulating the software that processes captured data, and actor(s) selected for their ability to repeat thedesired action sequence accurately Once the session is complete, the animation team works through the rawdata, tweaking an elbow position or sword arc until the model behaves exactly as desired in-game

Developers access motion-capture facilities in two ways: the publisher makes its onsite studio available, withcosts allocated internally to the project, or the publisher directly subcontracts an external mocap service

provider Only rarely does a developer possess its own mocap studio, as costs involve much more than

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purchasing the hardware As with any marriage of the subjective with technology, mocap works best withtrained specialists at every level Publishers with key franchises requiring mocap (such as football games) canrecoup on the investment and training for an in-house studio; for most others, mocap is contracted out at costsexceeding US $150,000 for a full-service session.

As demand has increased for motion-capture services, the competition among independent mocap studios hasled to price pressure Some leading providers have honed their service-side offering as a result, providing notonly shoot management but also data processing, animation tuning, assistance with engine integration, andpost-shoot troubleshooting One provider has productized their data processing software, offering it for licenseindependently of its services All providers continue to refine the accessibility of data throughout their

processes, so developers can benefit from the efficiency of mocap without sacrificing the artistry of keyframedanimation

Art and Animation Service Providers

The increase in computer processing capability in game hardware has provoked an exponential increase in thequantity of art assets required Onscreen processing limits of several characters comprising a few hundredtextured polygons have exploded to millions of polygons making up a main character, several AI characters, a3D deformable environment with actionable objects, extensive special effects, and realistic environmentallighting The resulting productivity demands sometimes require outsourcing of the art production process.Generally, the publisher and developer agree upon the outsourcing of art at contract A full-service developermight bring an art group to the table based on a previous working relationship, or a publisher might specify agroup on its vendor list In either case, the cost of outsourcing is factored into the project cost and paid duringthe advance period Developers generally list contracted art as a separate line item in their proposal

Art production is one way for fledgling developers to build their reputation on a console platform, particularly ifthe group's members have a PC background The developer not only gains access to the proprietary

development systems, but also learns the constraints of art production for the target platform and game

engine— from simpler matters such as per-character polygon count to the currently bedeviling issue of limitedtexture memory Art production teams who master these issues, build impeccable working relationships withtheir partner publishers, and carefully hire top-flight programmers have the best chance at breaking through tofull-service independent development

The cost of art production varies wildly with desired quality level, quantity of assets requested, duration ofproject, and extent of process/logistical integration with the full-service development team In addition, artproduction houses run the gamut from long-established, full-time art houses charging top dollar for experience,

to startup groups looking to break in at any price Billing can be per man-month, per minute of cutsceneanimation, or flat-fee, and can occasionally include royalties if the artwork is integral to the project's brandidentity For the pressured development team who receives a perfectly executed art asset delivery in time to hit

a key milestone, and for the publisher whose high expectations for graphic quality were met in that milestone,every dollar is worth it

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If developers are the artistic brain behind videogames, publishers are the muscle and nerve that coordinate allaspects of bringing a game to a consumer The publisher's role is so extensive and influential that publishershave taken on the aura of medieval fiefdoms, where money flows in mysterious directions and decisions arecloaked in secrecy Acting as the "suits" to developer "geeks," publishers make up the second half of theclassic "art versus commerce" conflict that inspires hyperbolic excesses on game industry message boards If

we step back from the rhetoric, we see wide variation within the category: global conglomerates with multipleregional divisions covering internal and external development, marketing and sales, quality assurance, financeand licensing for any viable delivery platform; smaller companies specializing in marketing and sales of certaingenres for certain territories; groups specializing in specific platforms such as PC or mobile phones; entitiesfocusing on discovering gems in one territory for distribution in another; and Web sites offering pay-per-paydownloads To choose the best partner, developers must extensively research prospective publishers' strategicpriorities, business model, and execution strengths and weaknesses— much of which can be inferred frompublicly available information Mismatched expectations on any of these fronts can doom the best-executedgame to the bargain bin before its time

Console and PC Publishers

For brevity, and because the vast majority of packaged games wind up in consumers' hands through thismodel, we will focus on "traditional" console/PC publishers such as Electronic Arts, Activision, THQ,

Infogrames, and Sega We examine the role of publishers who also control a hardware platform (such as Sony

or Nintendo) in a later section Finally, since we reviewed game development previously, for this overview wewill set aside that function of a publisher's role

Traditional publishers sit in the conceptual center of the videogame industry, primarily because they bear theexecutional and financial burden of every process between code creation and game purchase Responsibilitiesand accountabilities include:

Management of the game development process Publishers are involved in everything from

time-to-market scheduling to creative input The foundation of a publisher's relationship with retail partners is agood product shipped on time in the right quantities

Debugging, playtesting, and other quality assurance Publishers are legally liable for the game's quality

to both consumers and the platform holder

Securing all necessary licenses These include in-game music; creative properties, trademarks or

technologies controlled by other companies; athletic leagues and players; and the right to publish oncontrolled platforms (consoles) Experienced developers obtain an indemnity from the publisher against anylicensing omissions the publisher might make

Manufacturing and shipping the finished game This responsibility includes writing and printing the

manual, designing the cover, buying the case, placing orders with media manufacturers, assembling all theelements into a game package, and shipping it to the channel Aside from the QA implications of an

unstable assembly process, lackluster packaging encourages consumers to look elsewhere on the storeshelf

Maintaining good relationships with retailers via cooperative channel inventory management More

than just the "schmooze" of golf and expensive dinners, publishers' sales efforts must include in-storemerchandising programs, funding for product placement in retail circulars ("white space"), joint assessment

of a title's sales potential, and markdowns or returns at publisher cost if the title does not perform as

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Communicating title features and availability to the consumer Whether via "meta-channels" such as

press events for game industry media, or direct communication with gamers via television, print, demoopportunities, Web site, or internet/direct mail, publishers are responsible for letting the public know what'sout there

Housekeeping This responsibility includes all the human resource, tax and finance, investor relations, and

legal services issues involved in running the company

Industry voices frequently criticize publishers for "unfairly" sharing revenue with their developer, without whosecreativity there would be nothing to sell Since revenue sharing is established at contract, a knowledgeable andfirm negotiating stance goes far in ensuring fairness for the developer; the many factors that can strengthen adeveloper's negotiating position are covered elsewhere in this book In pure financial terms, however, themarket law of risk versus reward explains why publishers keep the lions' share of revenue, if not of profit Table1.2.1 answers the gamer's frequent question: "Where does my $50 go?"

Table 1.2.1: Generalized Breakdown of Revenue from a $50 Console Game

Amount Purpose Paid By Paid To

$10 Operating cost Publisher Internal (overhead, freight, co-op, bad debt)

$6 Marketing Publisher Ad agencies and media

Items in bold can be converted to profit through careful publisher cost management.

Quality Assurance Service Provider

Occasionally, a publisher will decide not to maintain quality assurance as an internal core competency

Companies such as Absolute Quality or Beta Breakers provide complete debugging and gameplay evaluation tosuch publishers on a contract basis The clear advantage is peace of mind about product quality without thenecessity of managing the significant human-resource issues and financial overhead of an in-house test team.Contracted QA has a long history of success with PC publishers, who bear the unique burden of ensuring thattheir latest release works within a range of hardware specifications Depending on the publisher's definedcompatibility set, the contract QA house can be asked to test hundreds of variants on PC game software +operating system software + hardware + peripherals, as well as projecting results for configurations not tested.Such companies can recoup the significant investment in equipment representing the current gaming market(the "test bed") over multiple projects

Console publishers are gradually warming up to the idea of contract testing One obstacle to date has been theexpense and proprietary nature of development and debugging systems for controlled platforms If the publisherprovides such equipment to its external QA partner, the platform holder holds the publisher responsible forproper security and authorized use Another more emotional than factual objection is the perceived risk of codeleaks from sources beyond the publisher's own walls; if a game is to be pirated, better to control the leak

internally than pursue legal remedies against a partner During the most recent console transition, contract QAhouses made great strides in accommodating these issues, and have since worked closely with both publishers

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and platform holders to ensure that the figurative firewall includes rather than excludes their services.

Public-Relations Firms, Advertising Agencies, and Merchandising Teams

Although marketing departments at some publishers look as populated as E3 on opening day, few heads ofmarketing deny the efficiencies of contracting external firms for public relations, advertising generation, and in-store merchandising assistance Much more than additional heads and hands, such companies combineeffectiveness through relationships, the creativity that comes from time to brainstorm, and a reach that falls justshort of handing a game directly to the consumer

Publishers occasionally learn to their dismay that some brand-name PR firms specializing in national media

such as USA Today and Newsweek can fail miserably at communicating their message to videogame industry media such as Electronic Game Monthly and Edge The best game industry communications managers

successfully pitch the latest role-playing game to a sophisticated news outlet while, on the other phone line,explaining this year's business plan to the local game journalist The publisher gives the PR firm completeaccess to its game's development, while the PR firm coaches the publisher on speaking skillfully and

consistently to all of its constituencies

Similarly, a lack of alignment between publisher and ad agency on the creative vision for the marketing plandirectly impacts sales Many top-shelf ad agencies approach the videogame industry as a creative soul mate,believing that innovative interactive entertainment requires bleeding-edge advertising Experienced gameindustry marketing executives, on the other hand, know that their audience wants to see in-game footage.(Such creative tension results in either a memorable commercial or a new ad agency.) Agency partnershipsrange from a fully retained relationship covering all software releases, to different agencies retained for distinctproduct lines, to per-title arrangements

In-store merchandising assistance is a luxury best afforded by platform holders With anywhere from 4 to 24linear feet devoted to its hardware and software in key retailers, for example, Nintendo is legendary for itsmerchandising team's deep relationships with store managers, enabling them to update signage, straightendisplays, restock empty shelf slots, and chat up the electronics section manager on upcoming releases.Publishers whose key releases are integral to a platform holder's lineup can obtain preferential placement andsubsequent coddling of their titles by the platform holder's in-store team Publishers have been known tomaintain merchandising teams for shorter or longer periods, but the justification for such cost begins with shelfspace; sending staff to straighten up just a few facings is desirable in principle but questionable in financialpractice

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Platform Holders

"Platform holders" are companies that manufacture the hardware (and in some cases, the software) that gamesoftware runs on As with publishers, a wide variety of companies comprise game platform holders: cell phoneproviders, personal digital assistant (PDA) and other handheld device manufacturers, PC makers (both theboxes and the chips inside them), videogame console manufacturers, development software/ tools providerssuch as Microsoft and Silicon Graphics, and Web-based development and delivery services such as

WildTangent Such companies share the characteristic of owning, controlling, or influencing the software thatappears on their platform, whether by providing application programming interfaces (APIs) to help developersaccess the features of their hardware, or by outright permission-based control of anything that involves theplatform Frequently, platform holders also create software for their own hardware; in this section, we review theplatform holder's role exclusive of publishing functions

Platform holders derive their revenue from any of the following sources:

Sales of the hardware itself

Sales of (or licensing fees from) any peripherals compatible with the hardware

Sales of their own games compatible with the hardware ("first-party games")

Licensing fees from compatible games made by other companies ("third-party games")

Licensing of development tools or APIs necessary to create games for the hardware

Manufacturing proprietary delivery media for the hardware (such as game cartridges)

Consoles and PCs differ fundamentally in that console makers strictly regulate access to their platform viavarious licensing permissions, while PC makers provide their APIs for free to any interested developer For thisreason, we categorize the PC platform as "open" and consoles as "closed." Handhelds such as PDAs and to acertain extent cell phones follow the "open" PC model, while proprietary handhelds such as Nintendo's GameBoy Advance are just as "closed" as Nintendo's Gamecube

PCs as a Platform

The "PC platform" is in fact a conglomeration of intersecting partnerships among CPU manufacturers,

development software/tools providers, graphics chip manufacturers, and box assemblers Look in the manualfor your new PC and you might see:

Intel Pentium primary processor (CPU)

NVIDIA GeForce graphics processor

Microsoft Direct X application software layer

Assembled and sold by Dell

Each of these categories provides support to game developers, mostly for free, with the intent of making moneyfrom compatible software or hardware sales

As the most visible example of successful "ingredient marketing," Intel has spent years courting game

developers in order to maintain its image as provider of the fastest CPUs available It provides sample boardsand technical assistance to game developers, and will even work closely with leading game developers on R&Dfor its future generations of chips The objective, of course, is for gamers to specify "Intel Inside" when theypurchase their next gaming PC

Graphics chip companies such as NVIDIA and ATI have built a healthy complementary market to CPUs by

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creating graphics chips customized for multimedia and, of course, games In addition to the developer benefitsalready listed, graphics chip companies will secure cutting-edge games under development on an exclusivebasis, paying the developer to incorporate the technological bells and whistles that set their chip aside from therest Graphics chipmakers also create APIs that allow developers to take advantage of their chip's uniquefeatures Once "hardcore" gamers realize that their longed-after new releases look best when run on a

particular graphics chip, they gladly upgrade

Two well-known technology companies have made names for themselves in the development software/toolsspace Microsoft, with its Direct X API, has succeeded over the years in stabilizing the technological risk ofgame development on PCs, much as it has standardized its operating system for the user Silicon Graphics hascreated a less widespread, but popular among game developers, API called OpenGL Both companies givetheir APIs away to qualified engineers for free, encouraging information sharing among their developer

communities and placing as few limits as possible on use The advantage for developers is learning a softwareplatform that is invisibly compatible with the multiple hardware combinations available in the market

PC "box-makers" such as Dell, Gateway, and Compaq play a less active part in promoting game development

on their PCs, since the tough work is done by their "ingredient" companies However, to the extent they targetgamers as potential customers, they might secure an exclusive set of games to pre-load on the PC before it'ssold to consumers

One important factor in PC publishing for developers and publishers is the lack of royalty paid to the hardwarecompany for the privilege of platform compatibility The beneficial effects are lower cost-of-goods and higherprofit margins for publishers, and easier access to both development and self-publishing for developers

However, since nearly any competent and inspired PC development group can complete and ship a PC game

at relatively low cost, many groups do so The resulting competition among thousands of titles for shelf space atretail has created a cutthroat sales culture for PC games, where retailers return units unsold after eight weeks

to publishers, and only the top 30 games sell more than 300,000 units

Consoles as a Platform

In direct contrast to the open and loosely affiliated PC game development scenario, development for gameconsoles such as Sony's PlayStation 2, Nintendo's Gamecube, and Microsoft's Xbox is tightly controlled at alllevels by the respective companies To create and sell games on these platforms, a developer/publisher

requires the following licenses and permissions:

License to use development software and hardware Only provided after the console platform holder's

favorable evaluation of the applicant's potential for bringing quality games to market For developers, apublisher's recommendation carries great weight in obtaining development systems

License to conduct general marketing and sales activities Again, granted only if the platform holder

believes the company has the structure and resources to succeed Smaller publishers without a directsales force or consistent product flow struggle to establish credibility on a console platform, sometimessigning its products over to a licensed publisher for distribution

License to use the platform holder's trademarks and logos in-game, on packaging, and in

advertising Platform holders provide templates for all logo and trademark use, and review all materials for

correct use before the product can be assembled

Permission to create a game Granted after platform holder review of the game concept early in the

development process Instances in which platform holders reject a concept, although rare, cause greatvexation, as usually the publisher has already sunk funding into the project

License to release the game to the channel After extensive testing by developer, publisher, and platform

holder Platform holder certification is a tense part of the process, as the game can be rejected any number

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