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  An Indie Developer’s “Biggest Mistake”
by David Wesley on 11/18/09 10:55:00 am   Expert Blogs   Featured Blogs
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  Posted 11/18/09 10:55:00 am
 

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.

http://upload.wikimedia.org/wikipedia/en/thumb/c/c1/LittleBigPlanetOfficialUKBoxArt.png/250px-LittleBigPlanetOfficialUKBoxArt.pngThe 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?

  • Develop a comprehensive marketing and distribution plan before you become too involved in your project.
  • 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.
  • 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.
  • 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.
  • 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.

 
 
Comments

Meredith Wylie
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Good read.

jaime kuroiwa
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The Little Big Planet example is a little misleading. Media Molecule consisted of professionals from Lionhead Studios, and the "concept" they presented to Sony was a robust tech demo (http://www.youtube.com/watch?v=TF2mTdSHRRU), not just a worded pitch or a bunch of drawings. I'm sure there was a whole lot more at play than just setting up a meeting.

The "biggest mistake" applies to any business, really. It's never as easy as "build it, and they will come."

David Wesley
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Jaime, it is true that Media Molecule's credentials counted for something. However, the other examples cited above also had advantages going into their ventures. And studios like Thatgamecompany have successfully partnered with Sony without the level of experience or credentials that Media Molecule's founders had. The point is that too many people assume that "if they build it, they will come." The examples above are meant to show that that is usually an unfounded (and costly) assumption.


sean lindskog
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If by 'indie' you mean an unproven studio with no big names, trying to secure funding and a distribution deal before you have a solid product is most likely a huge waste of time. Nobody's going to talk to you. In the highly unlikely case you do get a deal at that early stage, it will be a far worse deal than you would have been able to negotiate later with some proof of a working, marketable project.

David Wesley
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Alex Yves and John Gibson are two people who can tell you that waiting until you have a marketable product is probably not the best strategy. Perhaps, some other developers who have started their own studios can share some additional insights. My own research encompasses work with hundreds of companies ranging from small tech start-ups to some of the largest multinationals. Over time, you begin to see patterns and you begin to notice the kinds of common mistakes and pitfalls that companies fall into.

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?

Gersh Payzer
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I see what David's trying to say, but ThatGameCompany had a fully finished game when they went to Sony (albeit in Flash) and had released full games previously (e.g. Cloud). I agree you don't need a finished game before you go to producers, I'd imagine you need something that proves you and your team has the technical and artistic skills to actually deliver on a promising idea. Otherwise it's a pretty big risk for a producer :)

Ayotunde Ayoko
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cool read

Glenn Storm
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"Finding a business partner may prove harder than developing your game."

qft

David Wesley
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Gersh is absolutely right. You need some high quality samples of previous work to prove to your potential partners that you are worth betting on. "Cloud" was a university project that the founders of Thatgamecompany developed while at USC. The games they have done since then are completely different concepts that go far beyond Cloud. But Cloud helped convince Sony that Chen and Santiago were capable of thinking outside to box to create something wonderful.

jeffrey gassman
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Hello,

My son is interested in creating computer games. What books and software do you recommend for him to get started?

Thank you!

John Gibson
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Nice article David. Though I'm not certain I would say that independent developers need to secure distribution before putting their time/money into the game (although it certainly would help). There are a couple of things that I would really hope that people would take away from my experience (as it relates to the games industry, I know nothing about the movie industry).

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.

Teri Thom
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sean lindskog: "trying to secure funding and a distribution deal before you have a solid product is most likely a huge waste of time."

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.


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