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In
recent years, game budgets and team sizes have grown to the point
where it's difficult for a new studio to gain a foothold in the industry.
A team may be incredibly passionate and creative, but it is competing
against the huge budgets of large developers and publishers. Consequently,
some teams are turning to agents to help market their game to publishers.
Developers often believe that employing an agent will let them focus
on making the best game possible. In reality however, many hazards
still exist.
From
early 2001 to early 2003, I worked at a small start-up game development
studio. Our team (comprising just four people) spent those two years
developing technology and a game demo, while simultaneously talking
with agents and trying to build contacts in the industry. We were
self-funded and working on the game full time. We were well aware
of the difficulties we faced as we tried to get our foot in the
door with publishers, so we looked for an agent to pitch our game
to publishers.
The
experience corrected several misconceptions that we had about the
role that agents play. If you're considering using an agent, the
following list of misconceptions that were corrected for us might
help you decide whether to use an agent. If you ultimately decide
to use one, hopefully these lessons will help you get the most out
of your relationship with that individual.
Misconceptions
1.
The agent will focus on the business, so we can focus on development.
Independent development studios are usually made up of a bunch of
programmers and/or artists who have a passion for making games,
and often they think they can make games better than the rest of
the industry. But this passion is often single-minded in its focus
in the beginning. It's not until later that the team realizes that
to be successful, you not only make that great game, you also have
to do a great job selling it to a publisher. When that is finally
realized, developers often assume that an excellent demo can land
an agent, who in turn will find a publisher. In theory, that will
relieve the developer from having to do the work of pitching the
game to a publisher.
But
it's not quite that simple. An agent won't agree to represent a
developer unless he truly believes in the team. Therefore, to get
an agent, a developer has to complete many of the same tasks and
produce much of the same material that would be required had the
developer just pitched the publisher directly. That material includes
team bios and/or resumes, a game treatment, projected budget information,
potentially a business plan and a project schedule, and above all
else, a mind-blowing demo.
Agents
usually have great negotiating skills -- probably better than yours.
That's why they got into that aspect of the business. But if you
want to succeed, your negotiating skills have to be at least passable
-- at a minimum, you need to negotiate a contract with your agent.
It's also a good idea to have a solid understanding of the major
issues that publishing contracts contain; there are some responsibilities
inherent to running a game studio that you shouldn't outsource.
These
duties and skills are not inconsequential, but it's important to
realize that this is what an agent provides in return for 5-10%
of your entire deal. If you set your expectations for the agent's
work accordingly, you'll have a more productive relationship with
that individual.
2.
We'll get a bigger deal if we have an agent negotiate the contract.
Agent or no agent, publishers won't pay top dollar to a team without
an established reputation for developing games (especially on time
and on budget). Publishers are incredibly risk averse, and look
for every possible means of reducing their risk. If a publisher
is willing to bet on an untested team, the company will probably
restrict the budget and require a shorter production schedule (probably
under 18 months). An agent won't magically convince a publisher
that these risks don't exist - even if your demo and the agent's
pitch blow them away, these risks still exist.
Note
also that you're competing against other development studios around
the globe, some of which have much lower production expenses. Tacking
on the agent's fee makes your game that much more expensive and
that much less competitive. For instance, if your total estimated
budget is between $1-$1.5 million, an agent's fee (at 10%) would
be between $100,000-$150,000. If the publisher can get a similar
game developed by a team in another country for $100,000-$150,000
less, they may go that route instead.
3.
An agent will take care of the legal hassles. Figuring out
all the potential loopholes in a contract can be a pain, often enough
to make you want to avoid the hassle. It's nice to believe that
the agent will handle the details of your publishing contract for
you. But even if you trust your agent to get you the best possible
contract, there's still no substitute for having a lawyer look at
it. And lest you forget, before you even get to that point, you
need to sign a contract with the agent, and you'll probably also
want a lawyer to look over that, too.
Agents
(the good ones, anyway) deal with the publisher when disputes come
up in the developer-publisher agreement. They should also check
up on the publisher's accounting data to make sure both of you are
getting paid the correct amount. But that doesn't relieve you of
legal problems you might have with your agent. There are lots of
ways a developer-agent contract could be structured that might negatively
affect you, and you need to be aware of them. For example, agents
often want publisher payments made directly to them, from which
they will take their percentage and then distribute the remainder
to you. You may not want this as a small company, as situations
often arise where a payment delay of even a few days can cause a
cash-flow problem. If payments do go through your agent, your contract
must allow you access to the agent's accounting data to verify that
the correct amounts were paid. If payments go directly to you, the
agent will undoubtedly want the same provision. And this example
would serve as just one paragraph in a several-page contract.
The
bottom line is that you should have a lawyer in addition to an agent.
If you're strapped for funds, make friends with a lawyer and try
to get some free legal advice. The advice of a lawyer is indispensable.
4.
An agent has contacts that a developer doesn't. The main benefit
to the agent's contacts is time savings - it's faster to get your
demo in front of a publisher if the agent has an established relationship
with someone at that company. The agent knows who to talk to and
what that person wants to hear, based on the types of games the
publisher is seeking, and how much risk the publisher willing to
take on a team it hasn't worked with before.
However,
the number of game agents is still relatively small, and many agents
have just a handful of well-placed contacts at publishing companies.
The number of contacts often depends on their length of time working
in the industry, and working specifically as an agent. There are
only a small number of agencies that have contacts that will make
a substantial difference in getting noticed by a publisher.
In
addition, no matter how close the relationship between the publisher
and agent, a publisher will never take an agent's word alone about
a game and its development team. The publisher will want all the
same material (game treatment, budget information, project schedule,
and so on) that the agent initially required, and they'll base their
decision on that information, plus additional research, and of course
their own business needs.
Note
that sometimes a publisher will react negatively to getting pitched
by an agent. Publishers understand that the final price has the
agent's fee tacked on, which means that about 10% of their development
funds are not going towards the game's development. While that can
be a negative factor for a publisher, it's not a deathblow, either;
they'll still go through the same process to determine whether or
not your game makes sense for them to publish.
Here
is some important advice about making industry contacts: don't let
the agent be a crutch for you in this area. There is no substitute
for having your own network of contacts. Our industry may be growing,
but it's still small enough to be affect by the "who you know"
principle -- knowing the right person at the right time can make
your life much easier. To expand your network, go to local IGDA
chapter meetings. Most cities have organizations for budding entrepreneurs,
and specifically technology-related entrepreneurial associations,
where you might be able to meet potential investors, lawyers who
work with venture capitalists and start-ups, and other people starting
a business and going through similar problems (even if they're in
a totally different industry). You never know who might want to
invest in a game company, or know someone who could help you. Sure,
it's a long shot, but if you're trying to get started in this industry,
you're obviously not deterred by long shots.
5.
An agent might be able to help us find contract game development
work. This concept seems straightforward: while your company
is working on its demo and technology, you can contract out your
company's programming and art skills. You hear about game development
work getting outsourced all the time, so your agent should be able
to find some projects for you, right?
Unfortunately,
the realities of outsourcing projects do not favor the use of agents.
The first reason this is true has to do with the nature of these
projects. When a publisher needs a contractor, it's usually because
the work is too expensive to do in-house, or because a contractor
can do it faster and with less risk involved. Because publishers
want to reduce their risk in these situations, they rarely outsource
projects to teams they haven't worked with before. And if they've
worked with a team before, chances are that contacts have been made
between the publisher and developer. There's less need for an agent
in that sort of situation.
But
let's assume that a publisher, one with which you successfully worked
before, had more work to outsource. If that company approached (or
was approached by) your agent, it's likely that the publisher would
balk at having to pay your agent's fee. Why? Well, if the publisher
is outsourcing the work, it's probably because it's cost-sensitive
on this project. If that wasn't the case, the publisher would just
do the work itself.
6.
We're rock stars, so we need an agent. This misconception that
agents are necessary is primarily based on our emotions. I think
it's safe to say that as an independent developer considering an
agent, your primary goal is making a game and establishing your
company, not the warm fuzzies you get through acceptance by others.
There's
no denying games are still marginalized as an entertainment medium.
Every developer, at some level, would like to feel the sort of recognition
given to bands, actors, even authors. Having an agent lends some
subtle credibility to the work a developer does.
But
our industry is still a far cry from a medium like writing, in which
an agent is required before publishers will look at someone's work.
Game publishers like to see that the team is dedicated to making
all aspects of their company succeed. In the same way an indie can
gain a publisher's respect by developing an engine from scratch,
I believe that teams sometimes impress publishers with their business
awareness when they pitch themselves.
7.
It's easier to get a publisher with an agent. Several points
I stated earlier may give a developer the notion that it's easier
to get published by using an agent. While it's not necessarily more
difficult, using an agent does not necessarily simplify the process
of acquiring a game contract.
There
are plenty of reasons why you might want an agent, but these are
similar to reasons why you might want to outsource any other aspect
of your game development. You could outsource the development of
your game's audio engine in order to get it done faster, but it's
likely that your team will also have to understand it since they
will have to work with it. In the simplest terms, you're trading
money (the agent's fee) for time. You save time because the agent
has the industry contacts and experience pitching to publishers
that you'd otherwise have to spend time acquiring.
Some
agents might try to impress upon you the notion that they want to
be your partner in establishing your company in the industry. While
they may certainly be rewarded for helping you, they are not invested
in your success in the same way you are. They serve multiple clients
(who may have games that compete with yours), and until they devote
significant time to getting you a publisher, they have not shown
that they are dedicated to your success.
There Are
No Shortcuts
If
you're an independent developer struggling in today's game industry,
knowing the business well enough to get your game published, combined
with an awesome demo, is your only chance of survival. There are
no shortcuts. An agent can save you time, but you still must be
intimately familiar with the business aspects of the industry --
which of course takes time.
Agents
will usually give you good feedback about what you're missing from
your pitch or your demo, since they've seen many before. If you
have the business savvy and a mind-blowing demo, but you want to
conserve your resources and have someone else pitch your game to
many publishers in a short period of time, consider using an agent.
But the business-related knowledge and skills you'll forego by using
an agent are a downside, as is the agent's fee.
Beset
on all sides by costs and difficulties in getting a truly creative
product to market, it's nice for a developer to think that somehow
an agent will solve many of these challenges. Unfortunately, that's
not always the case. To succeed, a developer must rely on his creativity
and flexibility. Are you willing to do anything in order to get
your game published, including learning business skills you'll need
to survive? That's the sort of attitude that's required to become
competitive in this industry when you have few resources at your
disposal.
There's
no question that agents have increased in popularity in the last
few years. But that doesn't mean that they're a requirement to get
published. Until regulations are codified to govern the activities
of game agents (as is the case in Hollywood) and/or until publishers
will only talk to agents, consider these common misconceptions before
you decide whether to employ an agent.
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