Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [14]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Develop 2009: Team17’s Brown Talks Challenges Of Self-Publishing Online
by Mathew Kumar [PC, Console/PC]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
July 14, 2009
 
Develop 2009: Team17’s Brown Talks Challenges Of Self-Publishing Online

How does one succeed in the digital distribution marketplace? "Right product, right place, right time," says Martyn Brown, co-founder of Worms and Alien Breed developer Team 17.

But there are numerous pitfalls possible when self-publishing online, warned Brown in an address at the Develop conference in Brighton, UK. For example, Xbox Live is designed for the mass market -- but it's a closed system limited by Microsoft's aims for its online portfolio, said Brown.

Still, Xbox Live might be a better location for developers than Apple's App Store, which is swamped with titles. If developers want to make a name for themselves on Live Arcade, PlayStation Network or any other online service, Brown said the key is to have realistic expectations.

"The top ten on Live Arcade is dominated by games which are either a known IP or very high quality, and there’s not really space for ‘me too’ products," he said. "Of course, when it comes down to it, the audience isn’t looking for new, unknown products either!"

But in aiming for the correct audience, developers must not limit themselves, Brown warned. Unlike most other small developers, Team17 owns all of the IP it created in its 19-year history, including Worms, something that has "put it in a very good position for self-publishing online."

While ownership is no requirement, being sure of IP rights is essential, Brown cautioned. "Licensing your IP is a possibility, and if you really don’t think you’re going to grow your IP, there may be no reason to own it," he said.

"But still, if your game is a huge success and you don’t own it, you’re going to feel stung. The most important thing is to talk to a good IP lawyer before you make any deals." Additionally, developers shouldn't be quick to sign on for exclusivity, said Brown. "We’re platform agnostic," he said, "and when we’ve decided to provide exclusivity it’s been when we thought the positives outweighed the negative."

"When we launched Worms on Xbox Live, for example, we received a lot of promotion from Microsoft on the dashboard, and that kind of thing is very hard to get without exclusivity," he said. But once the deals have been signed, there are a lot of special considerations in a closed system -- developers can't cut corners just because they're online.

"Use quality testing houses and do a lot of usability testing," he advised. "When it comes to certification, you can expect it to take a few months, and it can take a year if you make mistakes -- if you don’t have a contingency plan in this kind of situation, you can be screwed."

Indeed, this was a pitfall that Team 17 had fallen into -- Brown said Team 17 expected Worms on XBLA to take three months to certify, and it actually took nine. "You need to understand this," he sid, "and if you aren’t personally prepared for it you’re going to want to hire a producer who is familiar with this and lived through it, because they’ll be invaluable."

Rely on others when unfamiliar with something, concluded Brown. "Publishing is not easy," he said. "It requires a wide variety of skills and understanding of localization, financing, public relations, legal issues... If you don’t know something, get someone who does, because you will not be able to wing it."
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.