The rocky relationship between developers and publishers

Sexy_beast
Monday, September 24, 2012
EDITOR'S NOTEfrom Jason Lomberg

It's the eternal struggle ... not between good and evil, but pitting art vs. the bottom line. Or put another way -- the pure craft vs. the business side of industry. Ryan provides a fascinating perspective on these often mutually contradictory goals.

Game developer

It's incredibly easy to forget that most games start as any other product -- with a sales pitch. Sure, people sometimes make these wonderful things because they love the craft, but they also want to profit from them.

Heck, even the seemingly humble Tim Schafer (Brütal Legend) jokes about never quite striking oil with most of his projects and makes tongue-in-cheek statements about the success of his Kickstarter campaign.

One money centric aspect of the industry that has stood out to me: Publishers, marketers, financers (whatever you want to call them) seem to pull more of the production strings than most like to acknowledge. Not only can this negatively affect the development process, but it sometimes actively dictates it. Many artists would agree that this is not ideal.

 

Between code and cash

Before I continue, I have to make a bit of a disclaimer: A lot of people, friends, and associates have placed a lot of faith in me. They were completely forthcoming regarding this subject, trusting I would do nothing to jeopardize their jobs. While it's incomplete journalism to not accredit a quote, I'm afraid I must refrain for the sake of many whom I know would be punished for their honesty.

Some important distinctions need to be made between the principles of developers and publishers. A dev's main focus is the product itself -- the experience, quality, and content. A publisher's eyes are typically on numbers: Have games of this type sold in the past? How much? To what audience? Any room for growth or new markets?

The difference between these two approaches are often conflicting; one might require a consideration for something that the other has to disregard (i.e., the right time for a game to release, no matter how fine-tuned or finished it is).

Numbers matter to programmers and publishers, just in different ways.


Don't be late for that important date

Many people would assume that, obviously, the preferences of those actually working on the product should take precedent over those simply selling it. Unfortunately, you'd be wrong. A long-time friend and employee at Maxis stated, "We're constantly battling with our marketing department. Sometimes, they come to us with something like, 'You guys need to be done with everything in this area by this date.' Oftentimes, my response is, 'Uh, no, we'll be done with it when we feel it's done.' They don't really like that response."

When I asked why marketing feels so inclined to force such demands on their development schedule, my friend simply replied, "Finished games don't always keep stock prices from dropping."

Such is the goal of the typical game we play today -- make a lot of money and please those on top ... never mind what it takes to achieve that. Sometimes, publishers will trust the developer's sacrosanct focus on quality. More often than not, though, the basic principles of marketing -- seen across several other industries -- tend to undermine and ignore the efforts of those producing said product. Therein lies the issue.

Time: abundant yet fleeting.


The marketing tool that is the game preview

Last March, I did a hands-on preview of Darksiders 2. This particular build was broken and unpolished; not only did each station feature a strategy guide (not too common in previews), but several other journalists there outwardly expressed their frustrations.

I'm not joking. One of them even shouted, "This is fucking annoying!" among the sighs and grunts of several others. Even THQ representatives spoke quietly behind me about a section I was stuck on that they couldn't beat (they thought I was still wearing my headphones, I suppose).

Afterward, I asked an associate of mine at THQ (not at the demo) about that very build and why it was even shown. "You know what," the person said, "we have to retain enough hype for the game so that customers will anticipate its launch. Some people at Vigil didn't want us to show it, but the game had to somehow remain in the eye of the public." I greatly appreciate this person's honesty; they could have easily spun the situation.

THQ is a unique case. The company has had recent financial trouble, and a lot of their future relied on the success of games like Darksiders 2. Nonetheless, it's disappointing that the artists -- who expend vast amounts of passion and dedication -- can have their efforts so callously disregarded to meet an arbitrary deadline.

Video games are one of the few mediums where the press regularly experience early, incomplete builds. While most studios dedicate time and resources to these presentations, sometimes the previews aren't ready in time. Sadly, these artists are still forced to show their work before they're comfortable with it. Imagine a self-respecting chef obligated to serve a half-baked dessert. Why? Because the customers might leave.

Exposé: a French term meaning "to publicly expose or advertise."


It's just business...

One thing needs to be said: It's incredibly naive to think that marketing isn't necessary. We now enjoy such big titles with bloated budgets because of the efforts of keen salesmen. Arguably, without the sort of crude, obnoxious advertising that we sometimes scowl at, we wouldn't have Mass Effect, Halo, Uncharted, and so on.

As someone told me in college, "This is a business. Most people make games to make money." And while we've been fortunate enough to reap the success of that business via large-production nerdgasms like Skyrim, we should remember that pioneers like Nolan Bushnell didn't create Atari because he admired the potential artistry of the technology; he was an entrepreneur who wanted to strike gold. The same is true for many others who followed him.

Nonetheless, it's still a pity that the business side of gaming shows such disregard to the creators ... the lifeblood of this medium.

 
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Comments (2)
100media_imag0065
September 24, 2012

It's gotten so bad out there, and the developers are treated with such, dare I say, disdain by publishers, that I can't believe games are still being made. Just look at the way things are going. Even if you release a great game with great reviews and great sales, you're likely to be fired, and the studio you worked at shut down. There is no loyalty in this industry. No job security. No trust.

That's not a way to run a business. No wonder some of our brightest minds have been jumping ship from this industry for years. It's just not worth it anymore. Publishers have taken all the fun out of gaming on the consumer side as well. You used to be able to walk into a store, buy a game, and play until your hearts content. Now, you have to fumble through 10 different stores who are all getting 10 different pre-order bonuses, which guarantees you won't get the full experience before you even buy the damn thing.

Well, maybe you'll just wait a few months and buy it used instead. Nope, it probably has a manipulative Online Pass in it that publishers used to swear was for server costs, but long since stopped lying about it and even started gating single player content behind the pass. Oh, and don't forget that if you want the "Real" ending, you'll have to buy it as DLC. And those DLC packs are $15 now. Also, micro transactions have snuck their way into your paid game, so you are now paying for a game to show your support, and then being nickel and dime as thanks.

But don't worry, you can buy the subscription to the game, which gives you access to a bunch of awesome features that used to come built in to the game for free. If you don't wan to do that, you can buy the season pass for all the DLC before we even release them. This is all banking on the fact that you enjoy the 4 hour game you just bought for $60. You can always try the tacked on multiplayer which had no business being made in the first place.

No wonder sales are falling and people are leaving. Granted much of this probably has to do with people who are tired of this looooong console generation, but I'm starting to wonder if publishers have scared away many gamers with their no stop barrage of greed. Games used to be so simple. Now, not only are they extremely expesnive to play, they are also alienating a pretty decent size of the audience.

Default_picture
September 25, 2012

"One thing needs to be said: It's incredibly naive to think that marketing isn't necessary. We now enjoy such big titles with bloated budgets because of the efforts of keen salesmen."

This I won't argue, but in as much that marketing brought in the buzz for big titles with bloated budgets, they are as much responsible for requiring the same titles to be bigger than neccesary with budgets that are bloated out of porportion. Such titles are often extremely heavily marketed which requires more money being funneled into it, which requires more sales to cover costs, which means more marketing and so on. Publishers bank on this as leverage to convince a developer that their game wouldn't even exist without the guiding hand of a publisher and their "crack" marketing team spending obscene amounts of money to sear the image of the game into people's retinas.

Fortunately crowdsourcing like Kickstarter is making development studios realize that top quality games don't need millions of dollars to make though it in it self is rife with abuse (publishers looking to fund vicariously and the fact that so far, only one game, "FTL: Faster Than Light" has seen the light of day) it wil, hopefully cause publishers to look at lowering their their marketing department's bottom line as opposed to gutting the development budget. Otherwise they'll find less developers willing to sign on (a number of developers have already told publishers like EA and Ubisoft to eff off when confronted with the usual blackmail tactics).

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