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Features

The New Studio Model
It
doesn't bother me too much when I run across the standard "decline
of the industry" article from the gaming press. Every gaming
journalist seems to have his or her own bone to pick. And it certainly
makes for a good headline.
But
it gets scary when the mainstream press starts to pick up on the
idea. Reuters says there's a "crisis of creativity." CNN
says, "it's easy to believe innovation is dying." The
Philadelphia Inquirer says that seeing the same brand names, like
Mario, Lara, and Sonic, over and over again is "the gaming
equivalent of watching non-talents such as Anna Nicole Smith and
Paris Hilton on TV."
We're
at a creative crossroads here. It's no breakthrough statement to
say that the game industry has been remarkable lately for being
unremarkable: derivative games, derivative sequels, and derivative
licensed properties. But maybe the real lack of creativity is in
our approach to the fundamental management structure.
Publishers
will tell you that the public wants games based on existing intellectual
property. On the other hand, you can argue that the higher sales
figures for licensed properties are the result of a limited selection
of good, original games and the publishers' lack of willingness
to get behind anything, marketing-wise, that isn't already an existing
brand.
At
the same time, the Entertainment Software Association recently released
a survey showing that about one-third of gamers would like to see
fewer licensed titles, especially as technology expands the boundaries
of what's possible.
Regardless, the publishers aren't flashing the green lights very
often for new, original titles, while those that are produced wither
on the vine, unadvertised and unappreciated.
Meanwhile,
independent developers are fighting a two-front war: maintain creative
integrity and pay the rent. Development houses are being gobbled
up by larger publishers at an alarming rate, and those that fail
to be assimilated have a tough time making ends meet. Sure, there
are quite a few successful independent developers right now. But
how long will they stay in control of their destinies before business
pressures and a lucrative offer lure them into a publisher's system?
There always will be notable exceptions, of course, but I already
miss the days when companies such as Rare, Westwood, Looking Glass,
and Bullfrog made names for themselves by pushing the creative envelope.
Developers
and publishers need to reach a compromise that balances the security
and pre-existing audiences that licensed IPs bring with the developers'
itch to get their original game concepts on store shelves.
What
studio system offers American McGee the best chance to create his
next videogame? Is there something better for Peter Jackson than
a long-term relationship with Electronic Arts? Would a new perspective
on game development offer J.K. Rowling the ability to direct the
next Harry Potter game exactly the way she wants it, with just the
right level of involvement?
Looking
at these examples, it's apparent that the industry needs a hybrid
production model, one that alleviates the business and administrative
headaches of the creative visionaries, but doesn't turn over creative
control of original IP to publishers.
This
kind of model - a hybrid of current game development structure and
the production-end structure common to Hollywood - is well within
our grasp.
Original
IP
We
say we want to return to focusing on creating original IP. What
are we really talking about?
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Publishers desire less financial risk.
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Creative visionaries desire the opportunity to make the games
they've always wanted to make, with full creative control.
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Developers (programmers, artists, animators, and designers) desire
creative, comfortable environments that place the team members
first.
These
ideas are possible if we rethink the way publishers organize internal
development studios. Right now, several publishers are moving toward
a model where off-site development houses are consolidated into
a few, central locations. EA has this down to a science and other
publishers are following. The centralized model reduces overhead,
encourages sharing resources, and streamlines the entire development
process.
While
that makes plenty of business sense for the publisher, it's wrongheaded
from a creative perspective. Centralization more often than not
stifles creativity, or it merely appears to, which is almost as
bad because it can scare away talented individuals.
So,
how do you marry the low overhead of centralized development with
the creative, fresh ideas that will earn the most money?
In
the New Studio Model, a publisher establishes a new internal studio
- art, programming, animation, audio, general administration, legal,
and quality assurance - into a Development Core that can handle
four to six projects in a support role. The mission of this studio
is to apply its development capabilities to original IP, acting
in support roles for the lead programmers and art directors on the
projects.
This
Core focuses solely on original IP. Projects based on existing brands
are directed to traditional publisher studios, while the publisher's
flagship studio continues to provide common resources, such as sales,
marketing, and human resources support. These don't need to be on
site with the Core.
Ideally,
the Core has a strong management infrastructure with common goals
that allow it to operate effectively. While that may sound awfully
corporate for a developer, it's not so different than a current
developer/publisher relationship. The key difference is that this
corporate structure has clearly defined business goals that leave
the creative goals in the hands of developers.
The
Core's role encompasses all the needs of videogame development,
short of the top-level talent and creativity. By itself, the Core
can handle the nuts-and-bolts end of the videogame equation. The
Core, then, is organized like a fully-equipped Hollywood production
studio. Everything you need to make a movie is under one roof.
You
Bring the Design, We'll Do the Heavy Lifting
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What They Need
Publishers
Need
- Balanced
game catalogs between original IP and licensed properties
- Top-notch
development talent
- Reduced
financial risks and cost certainty
Visionaries
Need
- Opportunities
to develop original IP while maintaining creative integrity
- To
retain rights to that original IP
Developers
Need
- More
creative opportunities
Greater share of financial rewards
- Greater
personal exposure and recognition
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Now
that you've got the nuts and bolts in place, it's time to attract
the top-level talent that will provide the spark of creative life.
Let's envision a model where a publisher invites top-level talent
and offers them the opportunity to control their creative destiny
on a single-contract basis, with the Core providing the heavy lifting
capabilities.
Imagine
the possibilities for a publisher who sets up these kinds of relationships,
where the likes of Peter Jackson (director, Lord of the Rings
trilogy), Warren Spector (designer, Deus Ex), and Patrice
Desilets (creative director, Prince of Persia: The Sands of Time)
are all working in-house solely to develop the most creative games
possible. The common thread between all these visionaries would
be the desire to embark on the creative endeavor they've always
dreamed about without the headache of managing a developer.
The
Core makes that possible with its modular development scheme and
support capabilities. Similar to how a Hollywood production studio
operates with top-level writers and directors, the creative gaming
leads - for example, the lead programmer or lead programming team,
the art director, or the lead designer - partner with the publisher
and direct the work of the Core to support their game designs.
As
we'll see, a three-part relationship (see "What They Do")
crafted along these lines stabilizes the often tricky relationships
between publishers and the creative talent that drives new properties.
Moreover, it provides a stable, creative environment for the team
members who make up the Core.
A
Win for the Publisher
The
publisher is fronting the cost for the Core, a centralized development
studio that can service four to six development teams. Surely, this
is a major financial risk. How does the New Studio Model work for
the publisher?
Attracting
key, creative talent. By offering the opportunity to work on
its own game, a studio stands the chance of working with some of
the most creative individuals in the industry. Done right, the Core
concept allows a publisher to contact key creative talent and essentially
toss them the keys to a top-notch development studio. It's a chance
to finally make the game they've always wanted, but without the
risk of striking out on their own and creating a brand new studio
from the ground up.
To
a visionary - perhaps one who has struggled in the past with projects
assigned to her or him by a publisher and a marketing department
with their own agendas - this is an enticing prospect.
The
publisher will invite this key design visionary to set up an internal
development team within the Core to craft the project of the visionary's
choice. Using the raw materials of the Core - think of Hollywood's
camera, costume and carpenters - visionaries could design their
games without interference, set up a development schedule, and control
their own destinies in much the same way they might have done had
they formed a studio.
Shared
resources equal lower costs. The structure of the Core is similar
to the current, well-established model executed by EA. By combining
the best development teams into a central studio model with shared
resources, the publisher enjoys significant cost savings.
Manpower
is a publisher's largest expense. But under the New Studio Model,
the publisher is contracting talent, as opposed to hiring outright.
Under
the model, the costs of the Core, along with the benefits, equipment,
and other non-development costs, are shared with the visionary via
contractual deals in which those costs are covered through a shared
royalty structure. Again, we come back to a Hollywood example where
the visionary shares the costs to get the game done in exchange
for the greater potential on backend sales. The lower overall cost
of the Core adds to this value, too: The shared resources and lower
overhead result in even greater profit potential.
What
we have, then, is a model where the publisher minimizes financial
risk, while the visionary is encouraged to take an even greater
ownership stake in the product being delivered.
Not
every game that emerges from the Core would be a blockbuster success,
of course. But I'm betting that the combination of cutting-edge
talent, license-free original IP, and low overhead would provide
a far greater chance for profitability.
Let
go of the creative, keep control of the business. In the New
Studio Model, the publisher relinquishes creative control to the
visionary. On the other hand, the publisher retains business control
of the Core. Is this a negative or a positive aspect? In the long
term, it's a tremendous positive. Let someone like Shigeru Miyamoto
handle the Miyamoto vision. The project's overall status and funding
would still be balanced by a publisher partner with business sensibilities.
With a centralized Core operating with robust, shared resources
and visionaries who are the cream of the crop, the "it's done
when it's done" mentality would be an exception and not the
rule.
Besides,
publishers need to stick to what they know best: marketing, sales,
tech support, IT, and human relations. Let the visionaries handle
what they know best: the ideas that spell the difference between
a game you rent and a game you pre-order and tell all your friends
about.
A
Win for the Visionary
Make
the game you've always wanted to make. What's in it for the
visionaries? It's simple, really. The New Studio Model allows visionaries
to try their hands at making games without the risk of personally
funding a studio.
Take
the typical creative lead of a top-selling game. This designer/producer/artist/programmer
might have a dynamite game concept, possibly several, sitting on
his or her home computer. But the developer might not have the desire
or the financial wherewithal to make a gamble on a new company.
However, he or she might be willing to take control of a bigger
and better project, given a more realistic opportunity. The New
Studio Model, with a sense of cost certainty and allowable creativity,
might be the best bet.
For
industry veterans who choose to participate in the New Studio Model,
the ability to work on a project of their choice holds real value.
Very few of us get to work on our "dream game," but this
model would give more individuals the option to work on the game
of their choice.
While
the New Studio Model would certainly attract the unknown stars of
our industry, what would happen to people like Louis Castle and
Jason Rubin who already have the means to start their own company
(or, in many cases, have already been there and done that)?
For
these veterans, the New Studio Model contracts could be double-tiered,
offering fewer benefits for rising stars looking for a break and
greater benefits for those visionaries with a proven track record.
Additionally, the New Studio Model would offer seasoned veterans
the opportunity to take full creative control of a project while
removing the headache of managing the day-to-day operation of an
independent company. With the cooperation of the publisher and the
skills of the Core, these veterans could focus 100 percent on making
great games.
Hollywood
talent players. Through my experience working on previous Shiny
titles, I've met more than a handful of Hollywood visionaries who
are itching to get involved in games. The New Studio Model would
allow these Hollywood names to get a game project up and running,
while maintaining full creative control. At the upper levels of
Hollywood, these visionaries could rely on the increased publisher
support to allow them to direct the project as they see fit - as
much or as little as possible, depending on their interest or the
demands of their Hollywood projects.
Keep
your IP to yourself. Imagine the difference between Will Wright
creating The Sims for EA, and Will Wright owning The Sims himself.
This
is perhaps the most important aspect of this exercise. Imagine a
model that rewards the individuals who dream up new IPs by letting
them retain the rights to their IP, rather than defaulting those
rights to the publisher.
"Why
would any publisher let the visionaries own the rights to their
own brilliant ideas?" you ask. After all, the publisher coughed
up the money. It's never been particularly fair, but hey, neither
is life. Publishers won't hand over their revenue streams without
something significant in return. The trick here is to make the deal
a winning situation for both parties.
I
propose that, under the New Studio Model, the visionaries own their
IPs and earn royalties based on it. In turn, the publisher would
have rights to publish games based on that IP until it passes on
a first-look option to produce a game for a specific period of time.
Again, this is akin to how Hollywood operates. Producers and studios
often purchase the rights to produce films based on original IP
(books, for example) for a fixed period of time. The writer retains
the rights to the original IP. Kubrick and Nicholson be damned;
Stephen King will always ultimately own The Shining.
Done
with games, this model encourages greater creativity and provides
the most beneficial environment for both the visionaries who actually
dream up new properties, and the publishers that want to make profitable
games. The visionary owns the IP outright, but the publisher basically
owns the IP, too - or, at least, the part of the IP that actually
makes money.
As
it stands today, our industry is filled with creative ideas that
developers simply aren't willing to talk about for fear of losing
control of them to publishers. With IP rights defaulting to the
visionary, we'll see more cutting-edge and creative titles to expand
our gaming audience.
A
Win for the Developers
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What They Do
Publishers
- Operate
the day-to-day business functions of the Core
- Manage
common publisher resources such as legal and quality assurance
- Handle
business decisions
Visionaries
- Control
creative development
- Direct
the development team of the Core
Developers
- Create
the game (art, animation, level design, programming, scripting,
audio)
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What
about the grunts in the development team, the guys and gals doing
the real work? After all, the developers - people who actually make
the games - must benefit as well.
A
bigger piece of the pie. In our model, the developers would
be either contracted by the visionary directly or hired by the Core,
depending on the visionary's interest level in the process. Contracted
developers would operate under single-game contracts, organized
along the same lines as every Hollywood studio. It's a lowered vision
for job security, sure, but the positive benefit to offset that
would be contracts that stipulate significantly greater royalty
payments.
While
it's fairly common for development teams of reasonably successful
games to reap gross royalty payments of $1 million or more, the
publisher of the title often earns an enormous percent of the backend
profit. For the New Studio Model, I suggest that in order to attract
the top talent, the developers receive an increased share of the
profit in their royalty pool. This added incentive would encourage
a greater sense of ownership in the final product, resulting in
higher quality overall.
Work
directly with visionaries. Developers would be working with
some of the premier creative minds in the business. The opportunity
to work with Hollywood directors and game industry brand names would
be enough to lure some of the top talent currently toiling for obscure
development teams.
As
mentioned before, developers working under the New Studio Model
would be single-game contractors, just like Hollywood talent. An
added benefit to this arrangement is the opportunity for developers
to attach themselves to successful brands and network with the visionaries
creating those brands.
In
the end, the developers can finally take credit where credit is
due for their work on a project. Very often, their work is hidden
from view by publishers fearful of recruiters and competitive studios.
But working within the New Studio Model, publishers are best served
by actually promoting the talent working under their aegis, as better
talent overall serves to attract the visionaries who drive the commerce
engines.
Creature
comforts. Over the years, I've been fortunate to have jobs at
companies willing to support their teams with the tools they need
to get the job done. But from visiting other developers, I've noticed
that not everyone gets this support. Why are publishers saddling
developers with rickety gear?
With
centralized purchasing power, teams working in the Core could be
equipped with cutting-edge equipment and software tools. Decisions
about the office would be made with the team members in mind. Comfortable
chairs and large computer monitors would be standard. As equipment
would be purchased or leased at the outset of each project, computers
would have plenty of horsepower for the entire development cycle.
Creature comforts such as ample desk space, television hook-ups
and HDTV monitors would be standard. Every effort would be made
to equip team members with everything they need to make a AAA game.
Since
the visionary is only a part of the talent required to finish a
game, the publisher would make all efforts to create an attractive
development environment. Studios would be located in reasonably
priced places to live, near Los Angeles, San Francisco, and New
York but on the outskirts where publisher would be able to pass
cost savings onto developer salaries. Offices would revolve around
team member needs, with Aeron chairs, dual 21-inch monitors, and
fast computers. You get the talent you pay for.
A
Shock to the System?
New
ideas and new technologies always disrupt the marketplace. IBM thought
the hardware was important and left the software to Gates. Polaroid
scoffed at digital cameras. Dot-coms created both the fantastically
wealthy and the fantastically silly.
Can we learn from other industries, transform our practices, and
create a host of new, great games? Can we do it without making someone
the victim?
I
think we have to.
The
media says creativity is dying in the gaming industry. They're talking
about game design ideas. But perhaps the real lack of creativity
is in our approach to the fundamental management structure.
We
all need to take more ownership in our industry and use our collective
brainpower to solve the problems that won't solve themselves. Maybe
part of the solution is a revised model for studio production, as
I've suggested. There are lots of ideas out there, in Game Developer
magazine and on personal blogs, for example. I encourage everyone
to take a stab at some creative solutions and submit them to a public
forum.
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