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Lighting The Ignition: Jumping From Niche to Triple-A?
 
 
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Features
  Lighting The Ignition: Jumping From Niche to Triple-A?
by Christian Nutt
9 comments
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July 13, 2009 Article Start Previous Page 2 of 5 Next
 

So that's in terms of the UTV equation. Was UTV interested in having cross-media IPs? Because UTV has a lot of film. That's the original basis of the company.

RS: I think, basically, we are a content company. So I would say film is one of them, but so are broadcast channels and television. So in small screen and big screen, our focus is always content, not platform.

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And I think, therefore, in games, and especially in console games, definitely the focus is content. Publishing, we consider aggregating, and I think the IPs is the content creation part of it.

Ajay Chadha: And I think we've seen the growth of Ignition. If you consider what we were bringing out last year, instead of what we are bringing out this year, a lot of third party developers are having confidence in what we're capable of doing.

I think we're a really proactive team, and I think we bring a different type of style, as well, to the industry. We complement people's games; we know how to look after the people's IPs. And also, I think I've already said, we're creating our own IP, and we know how to handle content, and we know how to look after our partners.

SB: I think the climate of the games industry right now, in the U.S., for a lot of developers -- you know, publishers are falling, consolidating, getting picked up, so there are good games developers out there who are looking for new venues, new avenues to go.

And they're open to talking to us, even though like two years ago they might not have heard of Ignition. But now, as the quality of our games is picking up, we can talk to more and more people, and I think the quality is going to be going higher and higher.


Ignition Entertainment/SNK Playmore's The King of Fighters XII

That reminds me of something I've been hearing: a lot of people have been talking about, with the consolidations and the scheduled downplays -- you know, Eidos canceling tons of games right before the Square Enix merger, and stuff like that. There's going to be some holes in the schedules -- 18 months out, 24 months out. Is that something that you guys are looking at as a strategy? Getting interesting, big titles in the medium term?

RS: I think our strategy has really been to focus on the games we've been excited about, and with the core team members that we've developed in these three places. I think it would be silly for us to say that the strategy worked out well because now there are holes, because that was not part of our strategy when we greenlit the games. But I think that it has worked better, so it will give us a lot of tailwind when we go forward right now.

AC: I think we're going to see a lot of publishers have been falling downwards at the moment. And I think Ignition is reversed: we're going upwards. You can tell by the titles and the acquisitions that we're doing.

We're a very passionate team. And I think that's key. We are seeing licensors who are looking for new options. When they see the core team, they feel very confident when they meet us. They know that we won't just bring a product, and take it to the market. Our marketing, our PR, the activities that we do are very, very different. As much as we have to do the cookie cutter, we think very much out of the box. And I think that's where people's compliments come in our direction.

SB: Yeah, and a lot of mid-level, and even bigger publishers, they have so many titles in their portfolio that they can't focus on any of them. And they spend all their marketing money on one triple-A game, and everything else gets the shaft.

Because of my background in editorial, I understand that every game is important, and to be able to approach it, you need perspective. Find the press, find the user. And if you treat it with passion, the way that we approach all of these games, I think developers see that, and [know] we'll give their game a better spotlight than some other publishers.

 
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Comments

Vics Gee
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Sounds like they have a couple of tigers by the tail.

Justin Leeper
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While Ignition is a company on the rise, it hasn't really sold anything yet. I'm also not convinced SNK fighting games and 2D Japanese Wii titles will push numbers -- as much as I may like and pull for them. Did OdinSphere do anything? I know it was sweet. How about SNK Playmore's KoF titles? Of course, King of Fighters XII is new.

I think Ignition has to be wary not to get too big too fast, especially with no income coming in. Atlus stays small by design, because that's how they make a profit off of their somewhat niche library. Look at what happened to Majesco when they tried to go big-time -- licensing Taxi Driver, Jaws, Aeon Flux, and putting big bucks behind Advent Rising. That all bit them in the butt pretty quick. Ignition is a company I want to see succeed, but it has to crawl before it can run.

Hayden Dawson
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Odin Sphere did more than well enough -- it even saw a Greatest Hits edition. The numbers niche games sell total are never going to compare to the mainstream, but what is important for such publishers is they find enough sales in a few titles to pay the bills while they keep their core fan base happy. KOF should benefit from the strong word attached to BlazBlue and the Odin Sphere crowd certainly knows about Muramasa.....you know thats gonna be a Play magazine cover in the next month or two.

Lux Pain was not the strongest localization (it appears it used an existing European translation), but it did release with the goodies its audience has come to expect from the likes of an Atlus or NIS. Muramasa is coming with the amazing scroll JP got and they've got a few other bullets in their hobbyist audience gun still coming.

Christopher Corbett
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Majesco is an interesting comparison, while I don't recall the history leading up to their growth I don't think it was like Ignition. Ignition has some money already. They're first pursuing credibility with the gaming/development communities before making some larger moves. I think Majesco just tried to buy their way to more money? Not only that but with a largely irrelevant idea of what would get them there?

Hayden Dawson
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@ Chris

Yes, Ignition does seem to have a better grasp on connecting with segments of the game buying community. Majesco I put more along the lines (even though they have been around SO much longer) of companies like Zoo, Destineer, Valcon or 505 whose catalogs are so full of shovelware crap that when they somehow get access to a title with some interest or quality not only do they not know how to market it, no one is bothering to look in their direction for product.

Christian Nutt
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Majesco now and Majesco then are quite different entities. It's an interesting comparison. I think that the main difference is going to be in the titles. While Psychonauts was an amazing game, Majesco had no idea how to market it (it was a challenge, to be sure) and Advent Rising, again, a challenge, and a not particularly great game on top of it.

I'm going to guess from what the guys said, and what I know of the Chadha brothers (and Shane!) that the games they have under development hew closer to the kind of stuff Ignition is becoming known for (e.g. Muramasa) but with a stab at broader appeal. It'll be interesting to see if they can spin that into broader commercial success, though.

I have very little doubt in Muramasa's likelihood to be a commercial success in the US.

Tom Newman
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I like the way these guys think. looking forward to their original IP's for sure!

Stephen Keating
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Original IPs will hopefully be what drive the industry forward in the next decade. There's been a tail-spin of triple-A titles being sold purely off of franchise popularity as of late and it has really degraded the market quality of many titles including new IPs which results in an apathetic user base which can't distinguish between a good game and a well marketed game.

Stephen Keating
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I suppose as an addenda I would really like to see more companies selling games using the company name, inspiring user confidence in product, based on the reputation of the company's releases in the past.


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