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Opinion: Why Project-Based Game Budgeting Could Work
by Tim Carter [PC, Console/PC, Exclusive]
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August 4, 2010
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[Could a project-based approach to game budgeting present advantages over traditional operations-based budgeting? Game designer and producer Tim Carter explains, pointing to benefits from transparency to greater creative freedom.]
We know how operations-based game development is traditionally budgeted. This is the model we use today. Basically a self-contained pre-existing company (a development studio) submits a prototype to a publisher. For discussion purposes, publisher says yes, then a list of milestones are agreed to. Publisher advances cash as milestone deliveries are met. Finally, studio delivers gold master, continues with updating work and moves on to next game.
But how would a world of project-based game budgeting work?
What is Project-Based Game Budgeting?
What is the significance of bringing up this topic? Isn’t budgeting budgeting? Whether done in the traditional operations-based model (studio-publisher) or a new project-based one (similar to the film industry)?
Project-based game budgeting is the business side of a core-talent-driven project. Basically, a bunch of talented people get together and say "Let’s put on a show in the barn." Then ,they work out the details of how much it will cost, including how much to rent the costumes, how much to rent the venue, the cost of the props, the cost for the talent, the extras, the make-up, et cetera. They decide that the show is a company unto itself for the sake of simplicity (so they can wrap it up). Then this is submitted to the investors for funding.
It’s a staple of the entertainment business.
You’ll notice the first thing that is different: Transparency.
Transparency
First off, the creators get directly involved in planning the budget. The writer of the show starts out wanting a hundred extras carrying full spears and so on. Then the producer shows him the budget. Whoa! Well, let’s just get that down to 10 extras, and we can use a cardboard cutout for the rest. Or better yet, rewrite it so the extras are officers and they refer in their dialogue to having a few legions offstage. There. We just trimmed our extras budget by a huge amount. So we have the key creative directly involved in adjusting their vision to compensate for the budget.
But it doesn’t end there. The investors see exactly how much is being spent on what, where, by whom and for how long, because it’s all laid out in black-and-white.
It’s not like a milestone-based system. In an operations-based venture (like a game studio), publisher asks for the milestone deliverables, and then dumps a bunch of money into this black box called a game studio, trusting that studio has it’s shit together to know how much to spend on what, et cetera, so that the milestone deliverable will be delivered. But not trusting too much: after all, the milestones are set up to make sure that publisher isn’t dropping money into a black hole. That’s why they only advance the cash in chunks. They can just decide, after Milestone X, to pull the plug.
This sounds all very great for the publisher, but what about the developer? Well, from the developer end, the milestone system is really a half commitment. The developer isn’t revealing everything to their funder, playing their cards close to their chest, which is why the publisher is going on milestones. I mean, is this advance actually going into the game, or is the developer in hoc and the milestone advance being used to pay off old debts?
But in a project-based, budgeted scenario this is gone. It’s all out in the open. Because we’re looking at this as a clean sheet project, which key creative have been instrumental in shaping, planning and directly budgeting. Now publisher knows developer has planned it out and they aren’t paying money toward old skeletons. So they greenlight it. Not fund a first milestone. Greenlight it. The whole thing! When the publisher funds it, they fund it!
Imagine that. No milestones. Just a full out commitment.
So it works for the developer too because the developer knows that money is earmarked. It isn’t going to disappear. The plug isn’t going to be pulled.
Well, to be honest this isn’t entirely a blind faith situation. Why? Because we can insure the project. The publisher has amassed enough data in and experience about these situations, and the production procedures and technologies are now so well understood, that we can pretty accurately know what the odds are that 1. the project will get made (the gold master delivered); and, 2. we know the likely volume of sales (not the best-case scenario, the average case one). This informs our insurance agents (completion bond guarantors) who insure the gold master.
Remember, it’s not 1998. The game industry is maturing. It’s more predictable. Your true risk factor lies less in "can they actually simulate physics?" and more in "will this gameplay really be fun?"
Reducing Burn
The next bit is, since we’re talking about projects here, we can wind the production company down after it’s done to stop the burning. Want to mitigate risk? Well, you can talk waterfall development or agile development or spiral development or critical path management. Nice theoretical exercises. But what about this good old-fashioned method?: write up a to-do list, do it all, check everything off as you do, then wrap it up, shut it down and stop paying for stuff you don’t need when you don’t need it?
In a traditional game industry scenario, between projects the developer is sometimes in dire straits to get another project to meet overhead costs. Result: the early planning (design, budgeting, et cetera) can be compromised. Rushed. In a project-based scenario, since you haven’t had more than a tiny office, a producer, a lead designer, a lead programmer, your burn is miniscule. You can take your time. Plan things out. Core designers can dream a bit and see what gnaws at them, what they really think will work as a game. It’s often called core-team / outsourcing. But we all know about this by now.
The Project Budgeting Culture
You probably see a challenge now. If you’re budgeting like this, you’re going to a scheduled development scenario. Current talk is you don’t want to be prototyping in a scheduled scenario. You instead want to iterate.
Well, 1. we can do a hybrid: we can iterate inside this phase of development, but set an ultimate deadline; and 2. maybe project-based development isn’t for everything. On the other hand, as mentioned above, you’re not iterating but you are taking the pre-project phase to plan out everything while not burning a huge payroll.
And let’s look at it through the cultural lens. Project-based development is almost totally used in film. Yet things aren’t predictable on a film. (No. Stop it. They aren’t. No matter how much you game developers who are experts in filmmaking insist that filmmaking is predictable, you’re wrong.) How do you iterate on a film?
The simple answer is each film already is an iteration. Does it do well or poorly? Get that sucker out there for sale, and see how it does. So now your next iteration is the next film.
You can contrast that with the game culture where there is the seductive possibility of endlessly iterating on a game until the point of absurdity. But in the current climate where basic features (such as normal maps, physics simulation and so on) are so well-understood, do we really need to iterate so much? Do we want to play it so totally safe we never let our baby out the front door, or do we want to go forth and meet our fate?
I’ve wondered why this is. Why filmmakers push hard to get their films done and out the door, while game makers will strive to remake and remake and remake. (I’ve experienced it from both sides.) My answer is that the two are made on wildly different circumstances. It’s easy to iterate and iterate and iterate when you’re sitting in a comfortable office environment. It’s much harder when you’re shooting in a steamy jungle in the Philippines, you have hundreds of extras in weird costumes standing around impatiently (which you must feed every day you’re delayed), the army keeps taking away your helicopters to go fight (real) guerrillas in the hills, your lead actor has a heart attack, and typhoons come in and destroy your movie set (yes, that’s Apocalypse Now). In a situation like that, nobody gives a shit about iterating -- "Fix it in post!" is a common saying on a movie set.
But, you know what? Sometimes that pressure is a good thing. Sometimes that pressure forces you to focus on what works and what doesn’t. And you can then look at the project as an entire iteration. Wind down your production capacity in the interim (let it go, the contract for your outsourcers is over); take some time to think about what worked and what didn’t; and then plan again for the sequel or your next project. For the next iteration.
And remember: do up a good budget.
[Tim Carter is a game designer and producer who has worked for companies such as Kaos Studios, BreakAway Games, Amaze Entertainment, the Washington Hospital Center and various serious games clients. He has experience as an independent film writer and director. He previously taught game design and business at the University of Ontario Information Technology in the Toronto area, and is currently the CEO of Core Talent Games Ltd, a game producing company.]
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"But in the current climate where basic features (such as normal maps, physics simulation and so on) are so well-understood, do we really need to iterate so much? Do we want to play it so totally safe we never let our baby out the front door, or do we want to go forth and meet our fate?."
I think you are forgetting one key component that is addressed via iteration and that's usability. Throwing iteration out the window or saving it for the sequel is not something games can't afford as poor usability and poor user experience is what makes players drop the controller within the first 5-10 mins of the experience.
Well managed iteration is what I believe you are advocating.
Nice, Tim. I'm officially stealing this idea.
As a project manager in the video game industry, I think that what ails us is not a lack of process, but rather a lack of planning. What you have described is similar to "traditional" project management in that the planning is done up-front: "here's what we're going to do, here's how much it will cost, now pay us and we'll go do it."
I do feel that the idea of "just making a to-do list" is a bit simplistic - I'm assuming you were being a bit sarcastic with that comment - but I agree with the core idea. Project management techniques and tools are simply scaffolding that should hold up the tent in which the tasks are done. Don't apply techniques that don't work simply because they are popular. Instead, do what makes sense to the team, fits the size and budget of the project, and Gets Things Done!
On the other hand, milestones are really helping to keep the quality of the game that the publishers are paying for high. Seems to me that the project-based budgeting you're suggesting is just laying out your resources, how much they're worth and how long it'll take. Which seems like plain-old budgeting!
Maybe this whole ideal you describe, with the iteration and multiple games, would work better for a big company. Like in Hollywood where a studio can shovel out many movies and as long as one hits, the others don't sink them.
Personally, I find milestones to be a safety-net in an uncertain industry. Say my company has budgeted for 3 programmers, 2 artists, a designer and a producer for a milestone. They're paid and happy. If they do what was set out and complete the milestone, which normally has some leeway based on problems that may occur, everyone's happy and things continue. If there's a big issue, for developer or publisher, you can re-evaluate and decide what you want to do next.
I think a lot of companies are budgeting along these lines at the moment. When looking at recent career opportunities around the industry, I regularly see funding-assured projects. For example, Eutechnyx has been given approx £10 million for their next project. You've got to assume that to secure that funding they used a model similar to what you proposed here.
In a new-company-for-each-game model, it looks like most of the risk gets shifted to the completion guarantor. So to understand how well this model might work for games, I think we'd need to see more than just one reference in one sentence to this part of the process.
For example, are there completion guarantee companies now who have worked with game development studios and understand the needs and difficulties of that business? How many such guarantors are there -- enough that they compete with each other, or just a few who can thus dictate "take it or leave it" deals to developers? How can developers contact guarantors, and what should they be prepared to present?
Finally, the question of iteration seems like exactly the right one to discuss with respect to shifting risk to completion guarantors. If they're going to say, "we'll insure you for X amount of money," then yes, that pretty much eliminates "we'll ship it when it's done and not before" as a development model. But while there surely are some developers who fritter away money on endless tweaks, we can also point to developers like Blizzard and Valve and Popcap whose determination to get it right has allowed them to make extremely high-quality games that appear to do very well for them financially.
Is it possible to structure a deal in the one-game-one-company model that allows for an extended polishing phase?
No one is saying there aren't milestones in this system. There just aren't "milestones" - as in the slang-term used in the game industry to mean payment that is only released upon certain stages achieved in the project schedule.
Remember: This system I'm espousing is much older than that used in the game industry. And if there was some defect of risk management in it, then how did all that innovation in film take place?
I think a lot of developers have a hard time seeing this as possible because it will be such a huge cultural shift. But it's really the best way to manage big entertainment projects as a business. Getting rid of killer burn rate will shift our practices toward better, high-concept designs and more established execution practices.
First, this is an entertainment industry. Understand that. It runs on projects. Projects end.
Next, what is the best way to go from project to project? Either as: 1.) an employee of a giant studio who is laid off between projects and then has to go get a job in another similar entity, only to be laid off again when that project ends; or, 2.) as an employee of an outsourcing company that moves from project to project seamlessly, not getting laid off when Project A finishes, because Project B with a different core team and producer is already scheduled?
However when it comes to retaining value, growing your company and keeping the talent around required for success, you end up shooting yourself in the foot. I find it unrealistic that many individuals or small groups would freelance between projects within such a system because it would require disproportionate amounts of administration for each entity.
Essentially I see people/groups/companies following such a model barely surviving between projects, taking even longer than today to accumulate resources to be self-sustaining and treating their talent strictly as a resource, which in my opinion is an unhealthy place to be.
Also I could rant on and on about how planning ahead with the granularity needed to put together a tight budget along the lines described requires guesstimating to a unacceptable degree and reject rather than embrace the uncertainties inherent to game development. But i guess that discussion have been beaten to death many times over by now...
What you describe is the old factory system, which is what film *used* to run according to, way back in the 1950s and earlier. That notion that you shackled your core talent inside a single studio, indefinitely, oblivious to hearing what *they* wanted to create, and instead beholden to serving the company's agenda of what was to be created.
But taking a step back (from what little I know about Pixar), Pixar or any other CGI house seems to me much closer to a game development studio... they have programmers and artists that work project after project in-house. Their investment in tools and technology spans multiple releases. I have no idea what their budgeting process is, but I would imagine it's a blend between traditional Hollywood project-based budgeting and studio-based budgeting to cover overhead between projects. Of course, I would equate Pixar and so forth more with Electronic Arts and Ubisoft and other publisher/developers that have a lot of strength in their back-catalog income and have been very successful over their lifespan. MOST developers don't fit that description. The rest of us are younger (than EA), and are still working to secure our survival through the next project while building our core value, to secure larger deals in the future. Without a strong track record, investors (publishers) don't want to put money into a new game studio any more than they want to put money into a new director without a good reel. I think you can see how that hurts creativity and innovation, and is already largely responsible for the stagnation in both Hollywood and games. Going to a Hollywood model doesn't fix that, in fact, it probably makes it worse because track records in games are associated with organizations, when it's a group working together, not so much with individuals.
I think in a world where there is no residual investment in the technology--movie productions rarely require new cameras to be invented--the project driven budget makes sense. But once you step into the creation of value that exists OUTSIDE the final product, ie. physical inventions or intellectual innovation in code and technology, having a multitude of different entities for each project is a lot of red tape and licensing and paperwork, and does not improve the long-term viability of a team. Tight teams produce the best games--that should be a primary objective over anything else.
Even though many game developers like to be inspired by the film industry - and they are arguably historically and technically related - there are some basic differences that by definition make development in the two areas differ too significantly for me to consider the project model you propose a "killer game biz model".
The most fundamental difference is that game developers are required to develop technical solutions in-house alongside the development of the aesthetic side of the game (the user experience if you will - LeBlanc & Hunicke & Zubek's "MDA Framework" defines it in terms of game mechanics, but aesthetics in games are hardly confined to interactivity, even though that is at the core of what make them stand out from "traditional" one-way communication media such as film, books and paintings). Even with 3rd party software you need code glue to hold things together and code to make gameplay related mechanisms work as intended. The combination of the aesthetic and technical rationales involved in the game development process is one of the things that make it really difficult to make a good game.
With film it is my impression that you *usually* don't base a project on the simultaneous development of one or more technologies. There are some obvious projects that stand out such as Lucas' Star Wars (early special effects), Cameron's Avatar (first with 3D galore) and Jason's mention of animation film studios such as Pixar. But *overall* I see studios invest in ready-made technical tools so they can focus intently on the development of their aesthetic output.
If you accept that there is a fundamental difference in the problems related to creating film and games, it seems clear that we must take that into consideration when defining how we work to solve said problems.
As Jason points out there is a vast difference in how many "super stars/prima donnas" you would hire for a film project and a game project. This could very well be related to the inherent difficulties/uncertainties introduced to game development by the struggle to combine and balance aesthetic and technical aspects of a project.
The point I was trying to make the first time around relies on the differences between making film and games. Divergent focus between opposing rationales make development problems more difficult to predict (apart from the fact that you are likely to have more of them with a higher complexity) which impacts the ability to plan your way out of longer development cycles. Great complexity and uncertain time scope inevitably affects budgets too (if neither is taken into consideration something is bound to go wrong anyway).
I don't pretend to have a ready-made solution to the problems I point out, but I stand by my opinion that project forms must take into consideration the characteristics of the media they intend to develop in order to be successful.
The basic thing I would say is that if you want to see if something works, instead of hypothesizing why it won't - try it to see if it does.