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The Art Of The Game Deal: Expanded Edition
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The Art Of The Game Deal: Expanded Edition


October 8, 2004 Article Start Page 1 of 3 Next
 

Note: This feature originally appeared in the October 2004 issue of Game Developer. This extended cut includes passages, denoted by an asterisk, not included in the original print feature that provide additional insights into the ways publishers and developers can work together.

While no deal is typical, there are certain familiar threads that stand out in the game development mating ritual between publisher and developer. Is there a strong game here? What are the revenue projections? How risky is the innovation? When is the right time to sign? Can we make the game we want to make? Are we going to get paid what we deserve?

These generic questions become concrete realities frequently enough, and the deal between Myelin Media and Tilted Mill to develop and publish Immortal Cities: Children of the Nile is no exception. While the name Myelin may seem new to you, its driving force, Gene Mauro, has been building interactive entertainment deals for years with Dotted Line Entertainment and more recently the infamous Capital Entertainment Group (CEG). His first deal as CEO of Myelin was to publish Tilted Mill's latest game. On the other side, Chris Beatrice, Titled Mill's president and director of development, also has a rich development history, having led Sierra's Impressions studio. In that capacity, his team developed and shipped the Lords of the Realm and the Lords of Magic series, as well as the city-building archetype Pharoah.


 

So what went through their minds? What criteria determined their decisions? Perhaps most importantly, how did this deal come about? Some of it was the old, unavoidable wink-wink, nudge-nudge. Yet a substantial element of making a deal comes down to balancing widely divergent goals. Read on to see how you too can doublethink your way into a publishing contract.

But before we get to that, first things first.

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Article Start Page 1 of 3 Next

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