Common perception
is that designing a game is glamorous but running business is
robotic, inherently unethical and soul numbing. Common perception is
wrong. Successful companies encourage their business side to flourish
with the same creativity and passion seen in their games.
This is the first
in a series of articles outlining the steps to build a successful
game business. These steps provide business guidance for companies
either at start-up or in transition. Though aimed at management, they
encompass basic business principals that informed developers at all
levels need to understand so they can make the best decisions for a
company.
Part One: The People
The game industry has a higher than
normal set of the right people in the wrong places. Creative people
start game studios, often just out of college. While possessing a
great deal of enthusiasm and talent, they rarely share the same
desire for negotiation, operations, finance, management or
operations. Often people at the top get shoved into roles they don’t
want to do, or aren’t suited to do. In startups, the CEO is often
the lead “something” at a company – a person with passion for
designing, programming or art. This person is the idea or money
person, though rarely is it someone who loves business. Business
becomes the expedient for the expression of the creative side.
While a romantic, it’s a disastrous
notion and an early death knell for a company. The CEO, corporate
board and top executives must have the same passion for business as
the devs have for games.
Take the CEO who would be far happier
and the company better off as the company's Chief Strategy, or
Creative Officer. Everyone knows at least one CTO, a position
fundamentally about people, resource management and dollars and
cents, who should be Chief Engine Architect, fundamentally about the
code and design.
Boards are filled with founders, and
don’t often draw on a vast pool of experience that exists outside
the company. So they end up as giant rubber stamps or petulant
micromanagers.
Studio executives are at best
undereducated (at worst uninterested) in the operations, management
or finance. Thus advice centers on immediate departmental needs
rather than a holistic view of the company.
The top roles in game development and
business design are very similar. Every game has a designer,
publisher and leads. The designer is the visionary who can close
their eyes and see the game. The publisher provides the resources to
get the game out the door and a high level quality control. The leads
are specialists guiding the people and process. Companies have
parallel roles. The CEO equates to the designer, the publisher is the
board of directors, and the leads are executives.
So the first step in creating a
successful business is to make sure a company has the right roles and
that they are filled with the right people.
The CEO As Business Designer
A CEO should adore the fine art of
business, be passionate about their craft, living and breathing
strategy, leadership, negotiation, finance, operations and
management.
The best game designers adore playing a
game of Risk for the 100 millionth time because see some new
nuance of the rules they may be able to use. The best CEOs thumb
their dog eared copy of The Definitive Drucker and catch that
one traditional idea and re-apply it to their company with a new
twist.
The best designers read comics keeping
up on the popular taste, parse arcane roleplaying game rules just to
see how they affect the gameplay, and/or surf the latest games on
RealArcade to see what other designers are doing. The best CEOs scan
through AdAge with a close eye on Neilsen’s new rating system and
how it’s affecting game sales, review differing financial models to
see how they could improve business and profits, and/or pick up the
latest Harvard Business Review to see how the army’s new
“idea-as-currency” system works.
Think of it this way no one would never
move lead audio engineer to lead artist or lead programmer. The skill
set isn’t the same. The temperament isn’t the same. Nor is the
passion. The same is true with a CEO. Her or his main focus and
desire must be business design, not game design.
And yet the game industry is filled
with CEOs who are unhappy designers, programmers or producers stuck
in the role of running the whole shebang. Topping this is a fear
among top management of losing control when moving people around. The
results can be disastrous.
One example of how this plays out is
first publishing deals. The story of poorly crafted first publishing
deals is so common in the industry; it is almost taken as fact that
all first deals have to be horrible for the developer. The result is
that a company comes out with a successful first game, the company
reaps little rewards, and is forced to take whatever comes along thus
perpetuating a downward spiral. A great businessperson lives and
breaths negotiation as a great designer intuitively understands
gameplay algorithms. They catch that one clause in the contract that
allows additional post production marketing to be taken from net
totals. And it is instinctual for them to review each potential
publisher’s profit and loss sheets for the last three years. And a
great businessperson is not blinded by the need to make a game and
understands that saying no to this deal may be the best way of
getting that deal.