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Features

Getting Serious About New Opportunities:
On Game Developers And The 'Serious Gaming' Market
Let's
face it, the games business isn't all fun and games, because sometimes
the business of making games isn't as much fun as we'd wish. It's
tough out there - business is hard, and publishers don't always
want to be your friend. Wouldn't it be great if there were some
other markets to prospect, and you could diversify, ignoring the
general whims of publishers, cellphone carriers, portals, and the
general gaming public at-large? But diversifying in the games business
isn't very easy - we can't suddenly shift gears and start a resturant
or consumer goods company. However, you can diversify by selling
to others who have a need for game developers, besides the usual
suspects.
Who
is Doing What?
In
an earlier issue of Game Developer Magazine, I authored a
Soapbox piece that talked up the other markets are looking at games,
including training, defense, government, health, and education.
I'll refrain from the usual abstract discussion of cause and opportunity
here, since it's not always too helpful to talk about a market in
abstract.
What
about specifics? Who among the industry is benefiting from this
work? Arguably, the studio with the most success is BreakAway Games.
It has made many early forays into the world of building games for
the military and other clients. Its location in the Baltimore suburbs
puts it a stone's throw from many government and non-government
clients. BreakAway has built projects for Booz Allen Hamilton, The
National Institute for Justice, and recently started a project for
the Institute for Non-Violent Action which will be previewed at
the upcoming Serious Games Summit.
Other
projects of interest? My company, Digitalmill, is working with Persuasive
Games on a contract to develop a series of games aimed at teaching
principals of science and technology related to telecommunications,
underwritten by a non-profit civic action group based in Denver,
Colorado. MIT's Comparative Media Studies department is working
on a grant from Colonial Williamsburg to mod Neverwinter Nights
into a game about the American Revolution. Newly founded Destineer
Studios in Eden Prarie, MN, and veteran studio Atomic Games of Austin,
TX are both working on titles for the U.S. Marine Corps that grew
out of an existing relationship Atomic had with the Corps. At least
one of them will follow in the footsteps of America's Army
and Full Spectrum Warrior and see a public release.
There.com
has a large $1.5+ million dollar grant from the Army to work on
an MMP project for training soldiers about to deploy to new cultures
and war-zones. ChiSystems in Philadelphia is adapting game technologies
for a similar project that is more single player oriented. A newly
founded company in Britain is using game development approaches
to build games that emphasize teamwork skills, both generally and
for specific industries. UK developer Desq built a game that was
used as an ESL tool in Hong Kong. The folks at VRPhobia.com are
building games for use in treating phobias, by modifying Unreal
and Max Payne, and combining those environments with counseling
and VR headsets to create the virtual therapeutic environments.
Further
interesting projects include MediaOptions' "Building Homes
of our Own", which was underwritten by the National Association
of Homebuilders. This sizable project has sold thousands of copies
for the company, and is used in a number of schools. Carnegie Mellon
University's Entertainment Technology Center working with grant
funds has been building a game for firefighters and other first
responders to train with. The FDNY will be using it in some trials
soon. Going with a 'develop first' approach and self-publishing
model, Newberryport, Massachusetts-based Muzzy Lane Software has
built a strategic management engine that they can adapt to teach
history at both a high-school and collegiate level. The early beta-testing
of the game was covered recently by the New York Times. The company
views the engine as a digital printing press for interactive history
textbooks.
This
is a sampling of projects military, non-military, and educational.
They represent millions of dollars in committed development funds,
and the majority shown here are funds that have gone to private
development studios not just public institutions. While the university
world - especially with their burgeoning game development programs
- will be a key developer and recipient of grant funds, this isn't
a market that is exclusive to those institutions.
At
this point, we'll assume you've drunk the Kool-Aid. You're likely
to be saying "Now what?", and asking how easy or hard
it is to break into to this so-called 'serious games market' I keep
yapping about. Well, nothing in business is easy, but a few quick
lessons may help.
Lessons
on the Serious Games Market
There
are two major business lessons for the non-entertainment game market.
Firstly, non-entertainment games have their own design quirks and
requirements. The business methods are somewhat different, too,
and the three biggest issues are:
1. It is mostly a work-for-hire field; there are little or no
royalties.
2. Projects take exceedingly long to get approved.
3. You spend a lot of time selling clients on game-based ideas;
even those who initiate contact!
First,
I would argue since most games fail to earn out their advances,
the majority of developers are in the work-for-hire industry already.
Second, most non-entertainment clients are more amenable to allowing
you re-use, without major objections, the IP you generate for your
project. Clients aren't in the 'serious game' business needing to
protect themselves from competitors - they're looking for you to
solve their problem and move on.
Third,
project sizes trend smaller and "cheaper", but this can
be a blessing in disguise. Often you're keeping your IP, and the
client isn't asking you to build something of current commercial
quality (since only gamers have the hardware to run the latest games.)
Frequently you will have extra time to create these titles, and
the result is slower burn, ownership of code, and less stringent
production requirements, so you can still maintain some profit margin.
What
sometimes hurts all of this (and your chances for cracking the market)
is the exceedingly long ramp-up requirements. It doesn't matter
if you're working on a grant, government contract, corporate contract,
or something else - things will just be slow. The business development
requirements mean lots of unearned effort. Despite all the work
to push them, games are on the outer edge of most people's comfort
circles. Development costs (even if reduced) make it nearly impossible
for clients to act impulsively. Often, projects in these venues
will require many parties to sign off on them. You have to work
extremely closely with the prospect to get to the finish line.
The
big winners in this area will be those who find ways to get through
the variety of project gauntlets and organizational politics, and
actually get projects moving. Publishers are no darlings either,
but they bring a level of experience that can eventually expedite
things. In this market, expect to answer a lot of basic questions
- even after a project is given a go-ahead. In fact, in terms of
turning leads into work, 'serious games' have a low ratio. Given
the leap of faith needed to commit, most possible clients will be
dissuaded from jumping, once they are made aware of details of the
task. It's the price of working in this field.
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