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Introduction
Eastern
Europe hasn't historically exhibited the most inviting image to
outsiders, and until recently, hasn't been considered as a possible
source for technological competitiveness or innovation. But the
landscape of video game development has changed significantly over the
past few years. Nowadays, it's possible to see a competitive game
that's been developed in Brno, Czech Republic, instead of London,
England, or Los Angeles, California.
So, perhaps it's surprising that these games were developed in the
countries where, before the collapse of communism, game consoles and
computers had been extremely uncommon. There were no state-owned
development companies (and no companies at all besides state-owned
companies), and no video or computer game markets.
On the other hand, however, all of these Eastern Bloc countries
possessed fully developed film industries with big studios generously
financed by the government, official music markets, and lively
alternative music scenes. At present, both film and music industries
are facing fundamental financial problems, on the local level, and can
only dream about competing with Hollywood or seeing their artists on
MTV (although Eastern Europe is increasingly used as a filming location
for big-budget Hollywood movies, a somewhat different matter.)
It can perhaps be argued that a handful of Eastern PC and video games
are the only Eastern European products that have genuinely succeeded in
the global entertainment industry on its own merits. But who are the
important Eastern European development houses, what’s happening to the
market, and what are the significant positive and significant negative
factors affecting Eastern European development?
Game development in the former Eastern Bloc
In
the former Communist countries, it’s currently estimated that there are
more than a hundred different professional game development teams.
However, only a few of them have managed to create games that have made the charts, or have grown into companies exceeding 100 or more employees.
One of the most successful game development countries in the former
Eastern Bloc is the Czech Republic, where two companies have managed to
establish a strong presence on the Western market. The first to join
the ranks of leading game developers was Illusion Softworks, which in
1999 completed PC military action title Hidden and Dangerous (published by Take-Two).
That year, sales of this title surpassed the 400,000 mark and,
including the expansion pack and Dreamcast version, eventually exceeded
1 million copies sold worldwide. In September 2002, Take-Two released Mafia,
a game which spent several weeks on the European and U.S. PC Top 10
charts. Within one year the game sold over 800,000 copies. At the
beginning of 2004, PS2 and Xbox versions of Mafia were
released. Illusion Softworks is now home to six development teams
totalling around 190 members. Illusion Softworks closely co-operates
with Pterodon, whose latest PC title, Vietcong (Take-Two), entered at number two and remained in the Top 20 of the U.K. PC game charts for over 4 months.
The second company to become prominent on the Western market was Bohemia Interactive, with its military simulation title Operation Flashpoint
(published by Codemasters). The game was released in 2001 and has since
sold more than 1 million copies. An Xbox version is scheduled for
release in summer 2005 and the sequel, Operation Flashpoint II,
in spring 2006. Together with its U.S. partner, Bohemia Interactive has
even succeeded in licensing their military simulation technology to the
U.S. Marine Corps.
Other companies to achieve some success on the level of their Czech
counterparts are the Russian developer 1C: Maddox Games, with its
aviation simulator IL2-Sturmovik (Ubisoft), or Croatia‘s Croteam with Serious Sam
(Take-Two). Although headquartered in the U.S., Appaloosa Corporation
has its major development offices in Hungary, and were responsible for
developing both classic and recent Dreamcast/PlayStation 2 versions of Ecco The Dolphin, and are currently working on a Jaws console game for publishers Majesco. Recently, considerable attention has been paid to the game S.T.A.L.K.E.R.: Shadow of Chernobyl (THQ) by Ukrainian developer GSC Game World. There has also been some interest in the horror-themed, first-person shooter Painkiller
(Dreamcatcher) by a Polish team called People Can Fly. It’s noticeable,
as we’ll discuss later, that the majority of these titles are
‘hardcore’ PC military action or FPS games, however.
Eastern European Developers’ Share Of the Global Market?
Despite
the success of Eastern European developers Western countries,
especially the USA, Japan, and Britain, unequivocally dominate game
development. However, no game analyst or researcher has publically
mapped the market share of games produced in Eastern Europe recently,
even if the statistics may be available in expensive, private paid
reports somewhere. The most recent public survey of where game
developers are located, released in 2000 and carried out by Screen
Digest, describes the division of the market only among the six biggest
players.
Market share according to origin of game creation in games sold in 2000:
Without
a doubt, there are more games produced by developers from the Eastern
Europe on the global market each year than there were in the previous
years, but it’s unclear of the exact current figures. Nonetheless, when
quizzed about the trend, several game industry analysts considered
Eastern European development to be on the rise.
Specifically, Nick Gibson of UK Games Investor Consulting commented:
“In these risk-averse times, it is not surprising therefore that there
has been a growing acceptance of central and eastern European
development by the major North American and European publishers and I
expect this region's development market share to increase rapidly over
the next 5 years.”
Local Eastern European Publishers
Local
publishers play an important role in the development of the game market
in Eastern Europe. These companies originally started as distributors
of Western games and local titles. Extending their activities from
distributing and publishing on the local market to selling worldwide
distribution rights to their games was a logical step.
The largest Eastern European publishers are the Russian companies 1C,
Buka and Russobit-M, and the Central European firm Cenega, based in the
Czech Republic. Both 1C and Buka, apart from working with external
developers, also have in-house development teams. None of the Russian
publishers has its own distribution network outside the country, which,
compared to places like the U.S., Japan, Britain or Germany, at the
moment is a much smaller market. These publishers therefore are happy
to sell the worldwide rights to their titles to global publishers.
Cenega‘s strategy is to operate solely as a publishing company. The
firm came into existence in 2002 when the largest Czech and Polish
distributors joined forces with a venture capital fund. From the very
beginning Cenega has acted as a global publisher with an emphasis on
co-operation with Eastern European developers. The company has
subsidiaries in Poland, Hungary, Slovakia and Britain, and plans to
expand into other countries. Neither Cenega nor any of the Russian
publishers has yet published a true worldwide hit.
It’s obvious there is no publisher yet in Eastern Europe whose
marketing and distribution strength can compete with the biggest
Western publishing companies. Considering the fact that only very few
developers from the Eastern Europe are lucky to have direct contract
with a strong Western publisher, it is important that there is another
publishing network that allows local developers to operate. This
provides the Eastern European game development market with potential to
further grow and mature.
Western Publishers in Eastern Europe
Among
the companies that co-operate with developers from Eastern Europe,
British-headquartered publisher Codemasters is one of the more notable.
The million-selling PC hit Operation Flashpoint, developed by
Czech studio Bohemia Interactive, ranks among the publisher‘s most
successful titles. In one particularly successful month it was the
number 1 PC game in the UK, Germany, France and the U.S. American-based
publisher Take-Two has been similarly successful with games from Czech
developer Illusion Softworks. It will be seen at the beginning of 2005
whether THQ is equally successful with the Ukrainian title S.T.A.L.K.E.R.: Shadow of Chernobyl, developed by GSC Game World.
However, the biggest players in the game industry, like EA, Nintendo,
Microsoft, or Sony, have not yet published a game from Eastern
developers. But EA will change this soon. A real time strategy game, Armies Of Exigo, from Hungarian developer Black Hole Games is planned to be released this year.
Apart from the biggest Western publishers and local companies, the most
active co-operators with the East are German company CDV and Austrian
publisher JoWood, both large players in PC gaming circles within
German-language territories, although much less well-known outside
these.
Retail Sales in Eastern Europe
Much
as there is no recent public research data on the global market share
of developers from Eastern Europe, there are also no studies on the
volume of game sales in the region. In the 2003 Global Sales Record,
Eastern European sales are only included as part of the Rest of the
World figure (4.3%). Even if this percentage represented Eastern Europe
alone, with its more than 300 million inhabitants, it would be a very
small number compared to, for example, France, with 60 million
inhabitants and 5.7% of global sales.
This low share is attributed to rampant piracy (67%, compared to 23% in
the US or 26% in the UK, according to the IDA and BSC in 2003), a
still-emerging market and low purchasing power. The difficult situation
in Eastern Europe can also be illustrated by the fact that Microsoft
has not yet distributed Xbox outside of the traditional Western
European countries. In Eastern Europe it is possible to buy both the
Xbox console and games for it, but only as so-called “grey imports”
without official support from the company. This is probably one of the
reasons why console sales are still relatively repressed within Eastern
territories.
Nevertheless, the game market in Eastern Europe is quite similar to
that of the West. For example, there are several distribution companies
in the Czech Republic which supply games to specialized game retail
networks. They also distribute to supermarkets, computer retail outlets
and game e-shops. Among the best-selling games are products by local
developers, released with the support of relatively big promotional
campaigns.
Cost Differences For Eastern European Developers
Low
cost is the fundamental difference and competitive advantage enjoyed by
developers in Eastern Europe, though the region obviously also has
significant minuses that may offset those low costs. But nonetheless,
the salaries for game developers, which represent a substantial cost
item, are roughly three times lower than in the U.S.
Comparison of income in the US and the Czech Republic (USD)
|
Annual salary
|
US
|
Czech |
Czech salaries as % of US salaries |
|
Average national salary
|
36,210 [1]
|
7,333 [2] |
20% |
|
Computer programmers
|
64,510 [3] |
11,797 [4] |
18% |
|
Multi-media artists and animators
|
52,880 [5]
|
10,358 [6] |
20% |
| Lead game programmer (2-5 years exp.) |
76,904 [7] |
22,238 [8] |
29% |
|
Lead Game artist (2-5 years exp.)
|
53,636 [9] |
16,173 [10] |
30% |
On
the other hand, in Eastern Europe, personal income tax is higher, and
employee and employer social security contributions are more burdensome
than in the U.S. or UK . Even though this difference can increase the
cost of an employee by a few percentage points, however, the huge
difference in pre-tax salary compensates for this disadvantage.
Among other similarly low-cost items are office rental, and accounting,
legal and IT services. However, the purchase of hardware, software, and
telecom and Internet services can be more expensive by as much as 20%.
In comparison with the overall low cost of game development, a very
expensive item for developers from the East is travelling expenses -
visits to the West are necessary to present individual projects and
boost business activities. Also, travelling costs add to a project‘s
expense if a publisher from the West has to visit Eastern developers
regularly.
The total cost of game development can vary, even within Eastern Europe
. Development teams in Russia and Ukraine can have costs several
percentage points lower than those in the Czech Republic, Poland and
Hungary.
Effect of Low Costs in Publishing Model
The model of advances for development against future royalties can
represent a substantial competitive advantage for developers in Eastern
Europe compared to their Western counterparts.
Low costs result in a situation whereby Eastern developers can receive
their royalties at the volume of sales at which Western developers can
only dream of getting such monies.
Practically speaking, this could mean that, given the same agreement
conditions, a Western developer could receive royalties with the sale
of 1.2 million copies of a game. Meanwhile an Eastern developer, which
costs three times less, will receive royalties with the sale of only
400,000 copies. Of course this results in the same rate of return for
the publisher.
A model case:
| |
Western developer |
Eastern developer |
|
Development costs
|
6,000,000 USD |
2,000,000 USD |
| Remaining costs - marketing, testing, production |
4,000,000 USD |
4,000,000 USD |
|
Total costs
|
10,000,000 USD |
6,000,000 USD |
| Gross profit for each unit sold |
30 USD |
30 USD |
| Royalties |
15% |
15% |
| Break- even point – (units necessary to sell for royalties payment) |
1,333,333 |
444,444 |
| Publisher |
|
|
| Break - even point – (sold units for Publishers ROI) |
333,333 |
200,000 |
| Publisher ROI for 400k units sold |
20% |
100% |
Although
the cost difference is a major incentive for companies to invest in
Eastern European game development, the game development business in
Eastern Europe is yet not fully mature. There is a chronic lack of
talent for positions that require specialized experience, for example a
project manager with experience in game development, a business
development manager with working knowledge of the game industry, and
particularly, for anyone experienced in console development. Since the
majority of games developed in Eastern Europe are for PC only, as we’ll
discuss later, the specialized knowledge needed for console art and
especially console programming is unfortunately not yet fully
developed. Unfortunately, low salaries in the region make it
practically impossible to utilize human resources from Western
countries to fill these positions.
Global Labour Market and Eastern Europe
The Czech Republic, Slovakia, Poland, Hungary and three Baltic states joined the European Union[11] on May 1, 2004. Russia and Ukraine are not EU members and their accession is not currently planned.
Joining the EU has given the citizens of the new member states an
opportunity to become part of the European labor market; an opportunity
that had previously been severely limited by bureaucratic obstacles.
However, working legally in the U.S. is still very difficult for these
people, and even to visit the country as a tourist requires a visa,
which is still by no means easy to obtain.
As for the prospect of a ‘brain drain’ from Eastern Europe, it might be
expected that the opportunity to work anywhere in Europe will attract
young and educated citizens from the new EU member states. The German
government, for example, already introduced “technology work permits”
four years ago to react to the lack of qualified programmers on the
local job market. At that time, Czech programmers were expected to be
the ones who would answer the call, but their interest was very limited.
Considering
this specific experience, and also considering the traditionally low
mobility of the Czechs, neither an outflow of qualified Czech workers
nor an increase in salaries due to a wish to keep them in the country
can be expected. According to an OECD study from May 2004, it may take
between 29 and 40 years before the economies of the new EU members
reach 50% of the economic level of their Western counterparts.
Therefore, it is not likely that these countries will lose their cost
advantages any time soon.
Eastern Europe Development Platforms
As
mentioned briefly elsewhere, the game development industry in Eastern
Europe is based on the PC platform. This is mainly due to the fact that
console games have no tradition in the region, and therefore the
automatic platform for start-up developers is PC. In addition, the
expense of buying console development kits is also an issue for
relatively young developers. Game development overall is a young
industry in the region - the oldest development companies are not much
older than five years. As these companies grow, mature and come to
understand the structure of the global market, they can be expected to
start developing games for consoles as well.
In the area of mobile phone games, developers from Eastern Europe may
currently be on a technical par with their counterparts in the West.
This is because, unlike console games, they already have several years
of exposure to and familiarity with the technology. As the mobile games
market is developing rapidly and, at the same time, is relatively
scattered and influenced by various business models, it is difficult to
assess the position of developers from Eastern Europe in this market at
the moment. However, there are relatively few studios that have
achieved any major position in the development of games for Game Boy
console.
On the budget PC gaming market, some success has been had by those who
have managed to develop a game for an already-existing brand of a given
publisher (for example Romania's Funlab, who took part in the
development of the car series Cabela‘s 4x4 Off-Road Adventure
for Activision). Other budget games were originally local projects that
were introduced to the Western market by less prominent distributors.
Some developers have also been successful with games for their local
markets. The instances of such success, however, are rather isolated
and connected with the beginnings of the game development business in
Eastern Europe . Due to the small national game markets in the region,
it is highly risky to develop games only for domestic consumption. At
the moment, there seems to be no development company focused
exclusively on a local market.
Cheap
development is probably also the reason why Eastern developers are
employed to work on games with expensive licenses. For example the
million-dollar licensed game based on the film Terminator 3: Rise of the Machines
(published by Atari) was developed by the Hungarian company Clevers.
Another Hollywood film accompanied by a game developed by a company
from Eastern Europe was Pirates of the Caribbean (Bethesda Softworks), engineered by Russian developer Akella, and based on the already in-development original title Sea Dogs 2.
However, a development “factory”, capable of producing a new AAA hit
title on all the main platforms within two years, is not yet a common
or even uncommon occurrence in Eastern Europe .
Partial Outsourcing To Eastern Europe
Instances
where publishers from the West outsource only part of a game‘s
development are not very common. Most outsourcing takes the form of
art-related work, executed mostly by Russian studios. Developers that
focus exclusively on outsourcing are rare, at least in many parts of
Eastern Europe. The reason for this is probably motivation. Many
Eastern European game developers simply seek creative self-realization,
whereas other software developers in the IT industry have more
business-like ambitions.
However, the development of games based on original concepts that are
not created on direct order from Western publishers represent the bulk
of development activities in the East. This model therefore differs
from the IT model, in which Western companies seek partners for their
software projects. Projects that are suitable for these kinds of
services, e.g. game porting, so far most likely exceed the capacity of
developers in the East. This may be changing relatively soon, however.
So far, it doesn’t seem likely that the Western publishers want to
compete against developers in Eastern Europe by opening their own
development branches in the region. One of the few exceptions is
Ubisoft, which has its own development branch in Romania . But for the
future, Western publishers will most likely rely on carefully
thought-out acquisitions, and this trend is likely to be seen also in
the Eastern Europe as well.
Governments and the Eastern European Game Development Industry
Unlike
their Western counterparts, developers from Eastern Europe cannot rely
on specific support from their respective governments, be it in the
form of subsidies for specific projects (France, Norway, recently even
China), development kit financing (Australia), or a unified,
state-supported presentation of developers from a certain country at
international trade fairs (France, UK). They also cannot count on the
support of the education system, as in the U.S. where game development
has become part of the paid curriculum. On the other hand, they can
enjoy lower corporate taxes, which is a solace for Eastern developers -
in the Czech Republic the rate is currently 28%, in Russia 24%, Poland
19% and Hungary 16%. This compares favorably to 30% in the UK, 40% in
the US and as much as 42% in Japan.[12]
Conclusion
The
distinct disadvantages of developers from Eastern Europe are their lack
of experience in creating games for consoles, possible language
barriers, and a physical absence from the Western market. There is also
a risk of instability in specific economies (the Russian currency
crisis in 1998) and a possible mistrust by Westerners of doing business
in Eastern Europe. However, now that a group of nations in the region
have joined the European Union, developers from these countries will be
in a better position vis a vis the West.
But at the end of the day, there is definitely some strong potential in
the game development industry of Eastern Europe. The most striking
reason is the significant cost advantages, but with the prominence of
several well-established studios and their increasingly competitive
technical expertise, it’s likely that we’ll see more major console
games produced in Eastern Europe over the next few years.
Still, there remain a few reasons why it is unlikely that the East will
threaten the dominant position of the West in the game development
industry. These include the small market share of Eastern companies,
the increasing costs of establishing new studios, difficulties in
entering the Western market, the lengthy project completion time of 2-3
years (which is not particularly ideal for company growth), often
limited business skills, and poor access to funding.
______________________________________________________
1. U.S. Department of Labor Bureau of Labor Statistics, May 2003 National Occupational Employment and Wage Estimates
2.
Ministry of Labour and Social Affairs Czech Republic - Q1 2003 (for
conversion to US dollars was used an exchange rate of Czech national
bank of 30 March 2003
3. U.S. Department of Labor Bureau of Labor Statistics, May 2003 National Occupational Employment and Wage Estimates
4.
Ministry of Labour and Social Affairs Czech Republic - Q1 2003 (for
conversion to US dollars was used an exchange rate of Czech national
bank of 30 March 2003
5. U.S. Department of Labor Bureau of Labor Statistics, May 2003 National Occupational Employment and Wage Estimates
6.
Ministry of Labour and Social Affairs Czech Republic - Q1 2003 (for
conversion to US dollars was used an exchange rate of Czech national
bank of 30 March 2003
7. 2003 Game Development Salary Survey, CMP Media Inc.
8. Author’s estimation
9. 2003 Game Development Salary Survey, CMP Media Inc
10. Author’s estimation
11.
EU countries : Austria, Belgium, Cyprus, Denmark,, Germany, Greece,
Finland, France, Ireland, Italy, Luxembourg, Malta, Portugal, Spain,
Sweden, The Netherlands, United Kingdom, Czech Republic, Estonia,
Hungary, Latvia, Lithuania, Poland, Slovakia, Slovenia
12. KPMG’s Corporate Tax Rate Survey – January 2004
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