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Amidst last May's Nordic Game Conference in Malmö,
Sweden -- simultaneously
a celebration of the local industry and gathering of developers and students --
the last-minute revelation that Avalanche Studios founder and creative director
Christofer Sundberg would not deliver his scheduled talk didn't seem
particularly ominous. But the news that followed would be the first of many notable
negative occurrences to hit independent developers in the region in a span of
just a few months.
Sundberg's appearance was canceled in anticipation of
further layoffs for the Just Cause
developer, which shed 20 employees in May -- a sum that followed a previous
release of 77 employees in October 2008, nearly half of the studio's staff at
that time.
But while Avalanche soldiered on following the layoffs,
other Nordic developers weren't as lucky.
The week after the conference,
Deadline Games -- best known for Watchmen:
The End is Nigh -- filed for bankruptcy, while August brought about the
stunning closure of GRIN, a studio that had
recently developed high-profile releases for Ubisoft and Capcom, and was rumored
to be working on a Final Fantasy
title for Square Enix.
Economic hardship has been a reality for developers of all
sizes in recent years, and studio closures certainly aren't limited to the
Nordic countries. But between the grim announcements and some concerns noted by
developers at last year's conference, it became clear that there was a need to
investigate how independent studios in the region perceive how their location
and state of the local industry impact their success.
Speaking with several Nordic
developers and industry members, Gamasutra discovered disparate viewpoints on
some topics, yet many concerns are shared by studios throughout the region.
Nordic Origins
Several notable developers call the Nordic region home -- a
Northern European area comprised of Sweden,
Denmark, Finland,
Norway, and Iceland.
This includes publisher-owned studios like EA's DICE and Square Enix's IO
Interactive, as well as independents like Remedy, Funcom, Avalanche,
Starbreeze, and Redlynx.
While languages and currencies may vary between the
member countries, the Nordic countries' governments are linked politically
through the Nordic Council, and game developers in the region share a common
trade and support group, the Nordic Game Program.
Established in 2006 by the Nordic Ministers of Culture (and supported
by all five member countries), the Nordic Game Program was designed to make
Nordic-designed games better available to consumers in the region, fund local
development, compile and share market data, and create a larger Nordic presence
at international trade shows.
Its most recognizable contribution, however,
comes in the form of the aforementioned Nordic Game Conference, which takes
place each spring. In 2009, it attracted more than 1,200 attendees, as well as
international speakers like Grasshopper Manufacture's Goichi Suda and Media
Molecule's Alex Evans.
Though the Nordic Game Program's website calls the local
video game market the "sixth or seventh largest in the world," the
Nordic development scene remains relatively small. According to Jacob Riis,
communications director for the program, approximately 240 studios resided in
the region in 2008, with about 3,300 individuals involved in game development
out of a population of some 25 million people.
Riis says the industry evolved from demo groups hacking
Commodore 64 and Amiga games in the 1980s, with studios like IO Interactive and
the late Deadline Games emerging from that scene to become legitimate
development studios. While the 1990s brought a focus from local developers on
children's games and edutainment, it also marked the foundation of companies
like Funcom and DICE, the latter of which is responsible for Electronic Arts'
Battlefield shooter franchise.
However, Riis believes the last decade has seen a something
of a schism develop between larger, established studios, and the smaller
start-ups that have sprung up in recent years. "New companies have
struggled to grow really large," explains Riis. "Today it seems as if
there is a gap between big ones (DICE, IO, Remedy...) and the rest, with not that
many medium-sized teams, but [rather] a growing number of small studios and
start-ups."
Though the downloadable games market has brought success to
some local studios, some in the region believe a lack of proper business
understanding has kept many developers from weathering economic hardships and
finding long-term success.
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Possibly apart from Funcom, we don't have any large studios, and only recently did we get a publisher-owned studio through EA's acquisition of Playfish. The rest of the studios are from small to tiny, and the funding (again except for Funcom) is to a very large degree based on grants from Nordic Game and the state-controlled Norwegian *Film* Fund. A few of us do mostly contract work on advergames/serious games/visualization, but there are even fewer of us, and the local market for this is also quite limited.
In fact, given that we have an extremely limited entertainment industry regardless of media/format, our current game industry situation should perhaps not be considered half bad. We have almost no purely commercial film industry, and commercial TV productions are very limited outside the two main broadcasters (and advertising), so to have multiple commercially sound companies in the computer entertainment space is possibly all we could hope for?
As the article correctly states, we're burdened with relatively high salaries compared to the nations we compete with, and that of course doesn't make it easier. Generally speaking though, we have a professional culture that lends itself well to game development, with many creative, motivated, well educated and highly opinionated people working in the industry. I personally think that this is much of the reason we strive to, and succeed in, outperforming other cultures, efficiency wise. Trouble is ofcourse, that even if we're twice as efficient as say an Indian or Russian company (which I think is stretching our efficiency :-) ), even then, we still often end up being the more expensive choice, because their salaries are just so low.
But hey: We just have to convince the rest of the world that we're worth it :-) . Clearly, our main competitive edge can't be price, so it has to be quality. Luckily, we're not that bad off with quality.
Actually. I think one place where we might lack behind e.g. USA, is in our "product mindedness" sometimes. Americans seem to me to be very, very good at seeing the *product* in a game, where many europeans, and probably even more so many nordics see the *game*, the fun, the work of art if you will. I think we in the nordic countries need more focus on the business, and the product aspect of the games we make.
Good luck with that search. =)
I also remember how in late nineties there was a lot of talk how Indian game developers are going to take over the business from the smaller independent game developers, because of their ability to compete on price and opportunity to provide benefits of scale. However, I don't know if I have played a game developed in India (sure, some of the assets might have been outsourced there) and if I had, the developer's logo certainly wasn't there to be seen. Also, the price of Indian development isn't that cheap anymore. I think this is starting to happen in some Eastern European countries as well.
We are being protected by our cultural barriers for now and I believe that this takes another 10-15 years, before some of the developing areas are catching up. The current generation of game developers have grown up with games and being influenced by the Western culture. This certainly isn't the case in most of the developing regions in Asia for instance.
We Nordics have our window of opportunity still open for expressing our creativity and take a bigger slice of the games business, but it won't be easy if we don't get better support in the form of financing and education as we do have some inherited disadvantages as outlined in the article.
However, I for sure do not consider our company as a small to tiny. At most we have been almost 40 developers. Although the most part of them have been located in our Russian fully owned subsidiary, and the matter of fact we financially run the company from UK, the main competence and management is seated and employed in Norway where we consider our HQ to be and we consider us as a Norwegian company. We have been around for 15 years and most Norwegians do not even know who we are :) Yet we are one of the most established games development companies in Norway next to Funcom. We are probably the only games development company in Norway that has never ever applied for funding from the Norwegian *Film* Fund
I have lately learned that there are others too. Not large but at least bigger than "tiny to small" :) But that depends on where you put the bar for "small".
I also agree fully on the lacking businessminded-ness of Nordic (and even more of Norwegian, in my mind) game developers. Granted, the US model may at times become too money-focused, but as you subsequently point out, even quite a few indie developers in the US seem to have a very firm business and product focus, whereas we in our part of the world tend to value the creative expression more. Is this due to just mental attitude, business accumen or the need to have that focus to gather financing?
@Eirik: Well, that may be. However, I hadn't come across you at any Norwegian game development events, or noticed you in any of the major organizations before you appeared at the WS8 of JoinGame. And according to public records, your Norwegian company seems to have been a very minimal part of your operations, so I suppose it is debatable whether that makes your 40 devs count towards the Norwegian game developement industry or not. And my bar for tiny goes at 5-10 people, and small at about 30, just to give some arbitrary numbers. Not to discredit your work in any way; you seem to have accomplished quite a lot with your combined Norwegian and offshoring development practices, but whether it all counts as *Nordic* game developement is quite another thing. And my point is merely that the landscape of game business that we have is quite a far cry from the industry that we see spring into action next week at GDC, and in US- and UK-centric magazines.
As a side note, Eirik, would you like to consider: http://bit.ly/aWJTW3 ?
(Yeah, and my defintions puts TerraVision, my company, firmly in the tiny category, I know)
If you want to succeed, you need small teams of up to 30 people, which will doing really innovative, but also technically and artistically fully competitive with the big Molochs (Evil artz, Take2, M$), who have five times more employees, but do not have enough courage for innovation (even like censorship - Sony, Nintendo).
I know this extends out through the publishing community too as I've experienced whilst working for many of them.
Self-publishing is a great opportunity and it's quite easy to do, *if* you've got a compelling and exciting game in the 1st place.
Sadly, I think historically geo-location has been the issue with many publishers being based a significant distance away and that makes it hard for them to commit, simply for personal travel reasons. I know some of my friends came to the recent Nordic Games festival and they all said "but it's a long way". I know some external producers won't even work with teams over 100 miles away from London!
I think this is narrow minded and I do think that larger smart publishers will join the 21st century and embrace distance working by using technology to bridge this gap, vid con is rif, it's quick to get builds uploaded, etc. etc. Hey, we work in a cutting edge industry and things change on a monthly basis.
I know there are great opportunities and some awesome Nordic talent to be tapped into, it just requires effort but it ultimately pays itself back many fold.
I'm an advocate of small teams and their ability to eclipse larger dev teams with better games and more agile processes.
Maybe I'll see some of you guys @developconf2010?
Simeon
bl: http://game-linchpin.com
tw: @gamelinchpin