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Valve's Newell: How About Community Financing For Games?
by Staff
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July 20, 2009
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Valve boss Gabe Newell has been discussing ideas for alternative game funding, suggesting that "financing from the community" to make games is something he's "super interested in" right now.
Talking to Australian TV show Good Game, as passed on by game site Destructoid, Newell, who is co-founder and CEO of the Half-Life creator and Steam service provider, discussed the concept of community financing.
He noted: "Right now, what typically happens is you have this budget -- it needs to be huge, it has to be $10m - $30m, and it has to be all available at the beginning of the project. There's a huge amount of risk associated with those dollars and decisions have to be incredibly conservative.:
Newell continued: "What I think would be much better would be if the community could finance the games. In other words, 'Hey, I really like this idea you have. I'll be an early investor in that and, as a result, at a later point I may make a return on that product, but I'll also get a copy of that game.'"
The Valve boss concluded: "So move financing from something that occurs between a publisher and a developer... Instead, have it be something where funding is coming out of [a] community for games and game concepts they really like."
Such concepts are starting to mature in the game space. In particular, Gamasutra recently interviewed Perry Chen about his firm Kickstarter, which provides an easy to use, formalized structure for donation-based art projects of all kinds, including games.
In addition, indie game developer Daniel Benmergui (Today I Die) "is pursuing a variable patronage model for his next game" on his website -- with different amounts of donations giving rewards spanning from a mention in the game's credits to a customized version of Daniel's previous games.
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How about this idea? There are a vast number of techniques that the film/tv industry uses to finance its screen-based entertainment projects. Things such as pre-sales, negative pick-up deals, packaging. However, to do this means to be willing to examine projects at a paper design stage, to be willing to bank on talent directly, to be willing to take a chance on things instead of sitting back and waiting for the talent to do all the heavy lifting of making the vertical slice on its own back. This is how pre-sales and so forth work. It would also mean looking beyond of the narrow vision of game financing and toward how other industries do things.
I will say that it is something I'd consider for more established studios like Valve, or id Software, or Epic, etc. I wouldn't dream to give money to an unproven company or even to a product that I knew nothing about. It would require releasing intimate details of the game, which may cheapen the final experience since games rarely actually follow their design documents as planned =).
This plan may work for sequels to popular games but I can't see it for original IP. With a sequel, it's fairly easy to see the progression of the gameplay and story elements and would make that $100 investment easier to swallow. Of course at $100 per player, this would involve an investment of around 300k individuals to hit the $30M mark.
Now that I think about it, a share based approach could allow wealthier and/or more interested parties to purchase multiple shares at $100 each. Larger shares means larger return on risk...
Hmm...
That, and perhaps games built on existing franchises. For example, there are many hoping for another great Shadowrun RPG, and many craving a Shadowrun MMORPG. This fanbase can be utilized.
If this idea was ever entertained, I would think the first sort of games that would be prime for such a setup would be Japanese games that are under consideration for a North American port. In this case, the game is largely finished, and all that is left is the localization process (I'm including the entire process, not just translation).
Some great Japanese games do not hit North America because they are seen to have niche appeal here, and are considered a big risk. As Newell said, you can transfer the risk to those most forward looking forward to that title.
Localization costs aren't as much as game development costs, which is why I think it would be the best "trial" case if someone wanted to attempt to do what Newell has suggested.
Too bad this wasn't done in the past, I would have totally invested in Konami porting over Guitar Freaks to the North American market. :)
How am I going to be certain that this company will deliver the game? How can we trust the accounting? What will constitute net or gross profit return from which I am to be paid back?
I hear Gabe saying his interested, but why would he want the head ache of managing the multitude of micro investors? Just the accounting costs would be astronomical.
if no one is funding it then its not good (in a business sense).
What he can do is to build a community where innovative games (like he is hinting at) will be sustainable. The steam platform is a good start. OR he can use their IP (HL, PORTAL, CS, TF) to help their more risky projects. (ala crackdown/Halo2).
I plan on buying the newly redone Monkey Island via STEAM, as it looks great and should play well on modern systems. It would also be fun to see what Deus Ex would look like on a modern engine which would permit enough character polygons for J. C. Denton to actually have ears.
My grandson has a number of great console games for older consoles that really cry out for release on the PC, like Legend of Zelda: Ocarina of Time for the N64.
Perhaps allowing fans to put down a deposit to be able to finance a conversion of an older PC or console. I would advance a couple of bucks to see the Elder Scrolls series redone with a modern engine that allowed me to either avoid the hardware and software hassles of trying to get an old game to run.
Just a thought.
However, if we look at Valve's situation, this might actually be an ideal situation for them. As a game developer they have consistantly delivered high quality games; arguably some of the best first person shooter games available come from them. With Left 4 Dead they proved that they can deliver more high quality and engaging IPs, and finally they have the Steam network. With only a very small tweak they could turn Steam into a full on bank where they can let Steam members invest in future Valve games and it would be automatically tracked. Who wouldn't invest $100 bucks in Half-Life Episode 3 or Left 4 Dead 2 if they were going to get a return?
So, when Gabe is talking about financing from the community he must only really be talking about Valve not as a general means to replace the major financers in the future.
I paid a dollar, $6 is won and is split between 10 people.
If the game doesn't sell well, they still get there money but investors are out.
It's a double edged sword, the majority wants to play shooters. I want to play a modern day Davy Crockett, fishing, hunting, racing game. However... It may be the only way I get my game.
But truthfully, the way games are going nowadays, it really don't matter anymore. Do whatever you want, your minions will follow.
However, the underlying problem is that (most) game projects are more like options than common stock or commodities - the game exists in a vacuum. At some given date, the game is released and within a short period of time it makes most of its money. At that date, the investment is over and it's on to the next project. That arrangement makes the market too speculative for most people.
But there is another way. You can use a product model that retains continuous development, like an MMO, social, or episodic game. In those markets, people already buy into subscription models, and extending the model to support investments as well isn't a stretch - in fact, you can do this without any sophisticated setup at all! You simply have to introduce some kind of scrip or coupon that buyers can purchase and use for discounts at a future date - for example, in an episodic series, offering a discount for buying the whole season at the outset gives you this effect. This lets you push the cost of development forward in time, which is exactly what lending is supposed to do.
It seems as though Valve has stolen the idea from a smaller Indie project which is launching in a few weeks and has been receiving press lately:
http://www.zombieexperiment.com (started in May of this year, just started taking donations last week)
However The Zombie Game Experiment is donating a large percentage of the donations/investment to the Michael J. Fox Foundation for Parkinson’s Research.
Big time industry developers are getting on board for this indie project as well as some popular rock bands for music.
I suppose that now that The Zombie Game Experiment is getting press and good attention (they just started taking donations the other day and are up to $1,000.20), it's time for the hundred million dollar corps to try to march in and stomp, stomp, stomp.
They are attempting to steal "new blood developer", Will Weaver's idea for their own gain. Sure, the idea may not be THAT original, but is it not strange that Valve announces this three weeks before The Zombie Game Experiment is launching their community site? And after they started getting good press?
The interview was conducted during E3, not today, and I suspect that Newell didn't simply decide he was interested in it off the top of his head right as the interview was being conducted. He said it's something he's been interested in.
And this model is not unique to any particular game. As mentioned in this article, Kickstarter is an existing business already facilitating this for many types of projects. In addition to the above-linked interview, here is the official site: http://www.kickstarter.com/
Furthermore, how would Valve's usage of this business model in any way "stomp, stomp, stomp" on somebody else doing it? Are you claiming somebody should have "dibs"? If so, what about the Kickstarter people? Is The Zombie Game Experiment stomp, stomp, stomping on their already-implemented idea?
I think it could be an interesting proposition, but if you are looking to individuals to finance, it would have to be on indie-like budgets, and more for the fun of it than for a financial return. AAA titles would need institutions or corporations to put up the money, unless you can find 1 million people putting 30 bucks each. There could be a runaway indie hit or two making money for investors, at the end
Good points. Recanted.
I think that the moment you turn "fans" into "investors" they will not only cry for influence but also for profit hence they will turn into publishers ;)
Extremist issues aside, it would seem to imply that games would only be produced by people with agendas. Whether that agenda is good or bad, I would be concerned about the risk that games would become propaganda tools, not fun entertainment. Just look at what has happend to the FM radio service in the U.S. - independents driven out of business, nationwide radio stations all sound the same (except for the occasional low power college radio station.)
Mount and Blade is a great example of a similar idea. The small team started making the game, and offered public demo builds from a very early point in the development cycle. As the game matured (after a few years), and as the game started to become more and more fun, they offered a deal to anyone who would 'finance' the game: if they registered the product early on, for a very low amount of money (say 5 or 10 bucks), the user would be registered for life, all the way up to the final build of the game.
Through this process, a devoted fan-base arose, and the dev team used them as an asset in play testing, and improvement of the game.
In this method, the ones that bought the game early benefited from the lower cost they had to pay for the game, while Taleworlds Entertainment was greatly helped by steady trickle of initial investment money.
Innovative consumer-designer relationships such as this certainly should be explored -- sure they are probably more well suited to smaller projects -- but in any endeavor, we should constantly question ourselves as to the efficacy of the situation: are we doing something as it always done because it is the best method, or merely because we have always done it this way?
Well, could you imagine going back in time and questioning Google on their decision to make a search engine when there were more than plenty already available?
The fact is that the cost of developing games have skyrocketed and any source of funds to help develop these titles should be welcomed. Any additional strategies to accomplish this shouldn't be dismissed because there are other tried and true methods.
Another thing to consider that I didn't mention in my previous post is that many new games are coming out with higher priced limited editions, and these are being pre-ordered by loyal fans. This money sits with companies like GameStop or EB Games, and this pool of money accumulates interest over a period of time (typically pre-orders are taken 6 months in advance). While it's true that some pre-orders are held for as little as $5, I'm sure a good percentage of people wouldn't mind paying it in full. A game like Killzone 2 apparently had over a million pre-orders in Europe. Had the number of those who paid in full have been half that amount, that's $30 million right there.
Sure, I'm pulling these numbers out of the air (percentage of those who paid in full could be much less than half). But I think the potential for an additional source of funding is apparent when you factor the above in.
Downloadable titles found on PSN or XBLA have much smaller budgets, from $300,000 to $1mil. Using fans to fund such titles may not be a far-fetched idea.
There must be some sort of transparancy via good communication to give clear insight?
ps. Involving the community isn't new. Example http://www.sellaband.com/ - Fans donate money, getting to a minimum amnount. When that is reached their band can get a professional recording + deal.