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The 2009 Holiday Issue of PC Gamer magazine features an
article by indie developer and Tripwire President John Gibson entitled “From Rags to Retail.” Gibson
recounts the many trials associated with starting a new game development
studio. “We had sacrificed every second
of spare time for almost two years” to create Red Orchestra, recalled Gibson.
Some of us even left our jobs to work on the mod full-time
with hopes of winning the [Epic/Nvidia Make Something Unreal] contest. For the
final four months before submitting the mod, I’d…code for 18 hours [a day]. My
wife brought me food at the computer so I wouldn’t have to stop programming.
After winning the contest, Gibson thought he had it made.
Distributors would come knocking at the door to offer lucrative contracts. It
was Gibson’s “biggest mistake.” Nobody wanted to distribute Red Orchestra.
After numerous rejections, Gibson and his team were about to give up. Then they
decided to try online distribution through the then newly launched Steam download
service. “What did we have to lose?” he asked. The decision was fortuitous, as
Red Orchestra was one of the first exclusive third party titles to appear on
the popular online gaming service. “Our three-year-long dream was finally
released.”
Gibson cites a number a factors in the success of Red
Orchestra, such as timing, talent, and “a little luck.”
In fact, successfully distributing independent media
products requires a lot more than luck. I recently published a case
study about an independent film studio called Yves Productions. The case synopsis reads:
After years of hard work
and an investment of nearly $1 million, Yves could not find
anyone to distribute his film. At the time of the case, it was
difficult to get distribution because there were more films on the
market than ever before. Historically, it took more effort to make an
independent film, and distribution was easier to secure. When the
digital revolution began, the market was flooded with more independent
films than distributors could handle. By 2001, independent films were a
commodity and DVD distribution deals were plentiful, but theatrical
distribution was almost impossible to get because there were more
independent films than screens to put them on.
Alex Yves
encountered many of the same roadblocks as Gibson. Like Gibson, he thought he had it made with strong Hollywood connections, a well-known international cast, an experienced director, and a considerable investment to make the film as professional as possible. Yet,
distributors would not release the film unless he relinquished nearly all the
rights (and potential profits). The film remains unreleased to this day.
During case research interviews, Yves admitted that one of
his biggest mistakes was not securing distributor support prior to sinking
considerable sums of time and money into his film studio.
The case has several parallels in the video game industry. The problem in both film and video games is that the sheer
quantity of product on the market increases the risks for distributors that
need to incur marketing and promotion expenses. In much the same way as the advent of new technologies like cheap HD camcorders allowed
anyone to become a film producer, new easy-to-use development tools are transforming the
video game industry.
One of the lessons Yves discovered was that no matter how
good your product is, it is important to secure contracts early in the process.
Media Molecule, for example, secured funding from Sony long before Little Big
Planet was even in the early alpha development stage. Media Molecule founder Mark Healey went
to Sony, even though he was sure they were going to think “we were a bunch of mad men,”
given how unusual the Little Big Planet concept was, and the fact that 2-D platformers had fallen out of favor.
The Sony partnership proved critical to Little Big Planet’s
success. Not only did it provide the funding needed to ensure a quality
product, it opened promotional opportunities that would be unavailable to indie
developers who are without deep pocketed sponsors.
What lessons do these cases demonstrate?
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Develop a comprehensive marketing and
distribution plan before you become too involved in your project.
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If possible, try to secure funding and
distribution contracts before you get too far into development. Even if the
terms seem like most of the benefits accrue to the distributor, in a saturated
market, going alone will prove exceedingly difficult.
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Don’t assume that because you have a great
product that distributors will come knocking on your door. Yves Productions had
film stars and an established director. Gibson won the Epic/Nvidia contest.
Yet, both had a hard time finding someone to promote their products.
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Don’t assume that you need a working beta to
pitch your idea. Media Molecule only had a concept when they went to Sony for
funding.
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Be willing to take risks and try new things. Red
Orchestra’s success is directly traceable to the fact that it was one of the
first third party exclusives available on Steam.
Of course, even if you follow all of these lessons, success
is far from guaranteed. As Gibson points out, the path to success is long and
hard. However, large distributors, such as Sony, Microsoft, and Steam are
realizing that most of the important innovations in the video game industry are
coming from independent developers. Large game studios simply can’t afford to
take the types of risks needed to bring products like Little Big Planet to
market. That niche will always belong to indie studios.
David Wesley is the research manager for Northeastern University's Institute for Global Innovation Management and author of the forthcoming book Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap.
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The "biggest mistake" applies to any business, really. It's never as easy as "build it, and they will come."
As with any media product, you need to have experience, work samples, a solid concept and a great presentation. I never said it would be easy, but if you wait until you have a marketable product, you are setting yourself up for heartache. You will be competing against hundreds of other developers who are also desperately trying to find distribution channels for their games. Distributors know this and will try to do everything they can to get you to agree to unfavorable terms. That is, if they are willing to speak to you at all. Not securing an early stage deal is almost always a mistake.
If you think you have a solid concept and the skills to pull it off, then all you need to do is prove it to potential business partners. That might mean creating an early stage prototype. It might also mean pulling some strings or leveraging social networks. And don't expect to get a deal right away. Finding a business partner may prove harder than developing your game. However, if you have tried every possible angle and still can't find anyone who is interested in your concept, it could mean one of two things. Either your concept is so wonderfully original that nobody "gets it," or, more likely, it does not merit the investment that distributors need to make to bring your game to market. In that case, why waste your time and hard earned money on something that nobody wants or that nobody is willing to pay for?
qft
My son is interested in creating computer games. What books and software do you recommend for him to get started?
Thank you!
First, as an indy there is now a much easier path to getting your game out there than there was with traditional brick and mortar publishing. With digital distribution games can be released without any of the up front costs of production, distribution, etc. The the cost of entry is much lower. You still have to make a compelling game, but if you do you now have the option of things like Steam, XBL, and PSN.
The second thing would be that what we did right was not taking some really bad deals that would have given us money but taken a really large percentage of the profits. It wasn't mentioned in the article (since it had to be really short), but once we had our digital distribution in place we actually got some REALLY terrible offers for retail distribution. Offers like "Now that the game is completely finished, we'll give you a 15% royalty rate, and take control of your IP, in exchange for putting the game in stores". We might have screwed up by believing our own hype, but at least by keeping control of our IP and not taking really bad deals with terrible royalty rates, we were able to position ourselves as a profitable company that can now fund our own games' development and make money off of the sequels to our games.
In the end you have to keep site of what your goals are. If your goal is just to get your game out there, then definitely try and secure outside funding and distribution deals as soon as possible. If your goal is to start a company and grow it to be self sustaining, then take as much risk as possible yourself, and keep as much control and royalties as you can. You might lose everything or you might succeed, just be prepared for a lot of sacrifice if you go this route.
David Wesley: "I never said it would be easy, but if you wait until you have a marketable product, you are setting yourself up for heartache. You will be competing against hundreds of other developers who are also desperately trying to find distribution channels for their games."
John Gibson: "as an indy there is now a much easier path to getting your game out there than there was with traditional brick and mortar publishing. With digital distribution games can be released without any of the up front costs of production, distribution, etc."
Me:
The words quoted from Sean, David and John above, stand out to be true in our experience. We wasted two good years as unknowns with assets, IP and skills on trying to secure funding only to receive completely unreasonable offers and be led down the wrong path and even be stolen from.
Trying to secure funding early proved to us to be the greatest of all evils. For unknown independents like us creating a marketable product had to come first. Only then could we enter the market via digital distribution.
The risks and sacrifice have been barely tolerable. Battling against the noise secured by big publishers and their paid reviews, the onslaught of iphone apps, being dismissed by indie communities because of the size of our project are challenges we face every day.
Our only course of action is to suck it up, knuckle down and do the work. Getting ourselves out there with Gamespy, Direct2Drive, IGN, GameSpot, Gamespress, Facebook, Twitter and every high profile place that will take our press releases. We are eternally grateful for the trend towards fair publishing offered by bloggers and sites like Gamershell, Giantbomb and Zergwatch.