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Are Game Publishers a Necessary Evil, Or Just Necessary?

An editorial at GameSetWatch examines whether game publishers really deserve all the flak they get from gamers and developers alike. While some questionable decisions can certainly be laid at their feet, they're also responsible for making a lot of good game projects happen. Quoting: "The trouble comes when the money and the creativity appear to be at odds. ... Developers and publishers often have a curious relationship. The best analogy I can think of is that of parent and child. The publisher or parent thinks it knows best, because it's been there before (shipped more games), and because 'it's my money, so you'll live by my rules.' The developer — or child — is rebellious, and thinks it has all the answers. In many ways, it does know more than the parent, and is closer to what's innovative, but maybe hasn't figured out how to hone that energy yet."

173 comments

  1. Terrible analogy by abionnnn · · Score: 3, Interesting

    In a way, you may or may not need a publisher depending on what you're developing. A lot of the generic titles that the "industry" keeps pumping out require a publisher for marketing such a mediocre game. But then you get the unconventional games whose development is actually hampered by having a publisher breathe down your neck and make games easier for the general public.

    1. Re:Terrible analogy by Canazza · · Score: 2, Insightful

      this is why Steam is such a panacea for indie gaming. It's essentially a publisher you can go to once you've finished your game and go 'lookie what I did, sell this for me please', and a similar thing for XLBA. The only problem is that they don't pony up any cash for you mid-development.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    2. Re:Terrible analogy by Anonymous Coward · · Score: 0

      Perhaps a car analogy would be better?

    3. Re:Terrible analogy by Anonymous Coward · · Score: 0

      The only problem is that they don't pony up any cash for you mid-development.

      Honestly, that wouldn't be such a problem if they didn't take 50-65% of your profit just for listing your game on their service.

    4. Re:Terrible analogy by ivucica · · Score: 3, Interesting

      By not having a publisher, you don't have a way to reach the audience. In short -- without publisher, you can usually shove your unconventional game up your you-know-what, since it won't have audience and won't sell. Without a publisher, the distributors (online and offline) tend to send you away. Guess how I know what a difference a publisher makes.

    5. Re:Terrible analogy by abionnnn · · Score: 1

      You'll need a publisher to sell your game that's true, but its not necessarily an exclusive relationship. Which is what the article describes.

      >"If you're trying to make a risky game with new ideas, it's best to wrap the concepts in the familiar. Making new IP is always going to be a battle."

      *Shudder* making something new is now "Making new IP".

    6. Re:Terrible analogy by robthebloke · · Score: 3, Funny

      That's nothing new I'm afraid. I've been making new IP for over 10 years.....

    7. Re:Terrible analogy by Anonymous Coward · · Score: 0

      Get real, Steam rejects most of the games, only titles with some credentials from Indie world like PAX winners could be listed, the XBLA is even more barred unless you want to go Indie explicitly with VisualBasic or how they call that "simple and secure language for the community", C# now?. You would really want and need a publisher, there is lots of reasons for this. They have limited resources for certifications and other needed stuff, limited resources on networks and for support. There are other quirks like DRM and SDKs that they do not want to disclose to just every junkie who learned to code.

    8. Re:Terrible analogy by Anonymous Coward · · Score: 0

      Not to mention that when you live in Europe, steam prices are 50%, sometimes even above 100% more expensive than retail.

    9. Re:Terrible analogy by danbeck · · Score: 2, Informative

      A publisher is usually the funding behind a development project. Without a publisher, most development teams could never afford to up front the cash. The cut that the publisher makes has to cover marketing, admin costs, the cost of games that never sell or never make it to market and also they have to make a profit.

      We all love to hate publishers and some may deserve the hate, but without a publisher, many games that we've played would have never made it to market.

      It's disturbing that it's so easy for people to hate any large company or corporation, yet they have so very little education about how the real world works. Publishers are necessary because development teams don't have enough money to pay themselves to spend 5 years making a game.

      Do the math. Two parties are involved and without one, the other can't make a game. The dev needs money and the money needs dev. The way I see it, 50/50 sounds about right for a dev team without a big name like Valve, id, etc.

    10. Re:Terrible analogy by mcgrew · · Score: 1

      Did badanalogyguy write the article? Comparing developers with children and publishers with parents is a worse analogy than anything I've ever seen badanalogy guy ever post. It's not that the publishers "know best"; they don't, but parents in fact DO know best and are looking out for their kids' best interests, even at the cost of giving up their own best interests. Publishers aren't looking out for developers' best interests, they're looking out for the stockholders' best interests. When it comes to game design, how would a PFB be better at knowing what's best in a game? Developers are perfectly right to rebel.

      I suspect the article was written by a teenager, or someone who was recently a teenager who has yet to become a parent.

      You hit the nail on the head. It's more like the relationship between an RIAA record company and their musicians. And there are many, many paralells -- such as the use of DRM, which failed miserably back in the floppy days, when we refused to buy such games and the houses that employed DRM went kaput. A tech company should KNOW that DRM is as big of a fraud as any snake oil. It can't possibly work. Yet they keep trying.

      These corporations should let their creative people (musicians and singers in the case of the RIAA, coders and visual artists in the case of games) create and stay the hell out of it until the work of art (game or album) is finished, then market the damned thing.

      I'm reminded of Die Hard IV, where the suits decided that they'd tone it down to the point where it wouldn't have to be censored for TV, and it sucked. A PG-13 Die Hard? Those MPAA execs need to put that coke spoon down. The theatrical release went over like a lead balloon; the movie wasn't Die Hard. When they released the "unrated" version on DVD, it was as good as (maybe better than) the previous three.

      The games industry should realize that what they are producing is art, and let their artists create in a free environment.

      The Original DOOM and Wolfenstein had only a handful of guys making them. Seeing as how software development tools are far less primitive than they were twenty years ago when these games came out, I don't understand how they can spend millions developing today's games. Except for the graphics I don't see any difference in today's games, except that they just aren't as fun.

    11. Re:Terrible analogy by Anonymous Coward · · Score: 0

      The money obviously doesn't all get allocated to the actual development (coding, artistry, design) that goes into making the game, but rather all the people at the top who want their cut. A legal Pyramid scheme if you will.

    12. Re:Terrible analogy by tibman · · Score: 1

      That 50% includes bandwidth, payment handling, updating system, achievments, friends, drm of course, and advertising... it's a steal!

      --
      http://soylentnews.org/~tibman
    13. Re:Terrible analogy by poetmatt · · Score: 1

      If you are relying on a publisher to get the name out, either a:your game sucks, or b: your game sucks.

      Plenty of people can get their name out without, a good game will get coverage anyway by worth of mouth.

    14. Re:Terrible analogy by Anonymous Coward · · Score: 1, Insightful

      Steam is fine IF you have money to complete your project. They aren't a publisher and do no provide completing funding.

    15. Re:Terrible analogy by jmac_the_man · · Score: 1
      Worse analogy: C# is Visual Basic. Visual Basic.NET is the language you're describing. C# (and its XNA extension for game programming, which the parent post alludes to) is basically a language along the same lines as Java. (Unlike J#, which is the old Microsoft Java, C# isn't intended to be compatible with Java or it's virtual machine.) You compile to bytecode for a virtual machine, you have a massive library of built in functions, and you don't manage your own memory.

      Also, the sentence containing that analogy makes my eyes bleed. You should learn a simple and secure language for the community, because you clearly haven't mastered English.

    16. Re:Terrible analogy by ivucica · · Score: 1

      Having no success with word of mouth doesn't mean the game sucks, it's just that it isn't superb. You are overestimating the viral effect which doesn't score in most cases. Go and record your cat doing weird stuff, upload on YouTube. Will it go viral?

      This is especially true in casual game market, when you have hundreds of online distribution sites, and some of those advertise as having a new game every day.

      How can you, in your sane mind, recommend counting on word of mouth for the game that your company spent several months working on? Are you aware of mentality of average casual game player?

      Not every game is retail-worthy, not every game is a so-called "core game". We don't make sequels to "Elder Scrolls", we don't produce new "Warcraft". We're a small company with limited budget. We need to get the game out in any way possible; a good publisher can easily distribute the game on most of those online distribution channels, especially the big ones. If you contact the sites directly, the likelihood of being rejected is substantially larger than if a known publisher contacts them. I know, I've been there.

      Having a publisher is worth it.

    17. Re:Terrible analogy by Talgrath · · Score: 1

      Bullshit. What was the last game you played that you really enjoyed that didn't have a publisher? What was the last game you played that was well known (by the public at large) that didn't have a publisher? Making a great game is good, but it doesn't pay the bills unless you can sell it to somebody.

    18. Re:Terrible analogy by Talgrath · · Score: 4, Insightful

      The Original DOOM and Wolfenstein had only a handful of guys making them. Seeing as how software development tools are far less primitive than they were twenty years ago when these games came out, I don't understand how they can spend millions developing today's games. Except for the graphics I don't see any difference in today's games, except that they just aren't as fun.

      If you don't like today's games, then why did you just write about a page on it? While I will admit that badly run publishers can kill great games by under budgeting or pushing the game out the door too soon, well-run publishers produce a lot of great games that people find to be fun. If you're not having fun anymore then I'm terribly sorry to hear that, but video games today have a larger audience than ever; do you honestly think people are buying these games out of charity to the companies? They're buying them because they are having fun with them; this isn't just due to the developers but also due to the publishers.

      In a way the publisher being a parent is a fairly decent analogy, just not quite right; the publisher wants you to do well so that they can benefit. I'd say it's more equivalent to the relationship between a manager and another employee; good managers want you to do well so they can benefit as well to make them look good and get the work done. Much like a manager, a publisher that doesn't put any restraint on a developer and just lets them do whatever they please they put out crap like Too Human, if they put too much restraint on a developer they get an underfunded wreck of a game. Some developers already have the proper focus to create something great others don't just like human beings; good managers are there to help their employees just like good publishers. When publishers just let developers create in a "free" environment we've generally gotten shitty games; Too Human, that X-Box game series that died after the first game came out (can't remember the name of it off the top of my head), Daikatana and others are examples of what happens when developers don't have proper focus and are basically just given money.

      As to what all the money goes to in development, an awful lot of it goes to paying employees; anyone who hasn't been sleeping under a rock for the past two decades or so knows that most development teams now encompass teams of dozens of highly talented people. The increase of personnel has largely been due to the fact that computer programming has grown even more complex (note that computer software has seen a similar increase) and that most games today have more content in them. More people creating means you need more office space and generally have more overhead etc etc. Finally, marketing has also become more necessary (though the costs have mostly stayed the same compared to inflation) and those fancy new tools for development cost money to make too.

      If you really don't like publishers just put your money where your mouth is (and maybe you already have, given that you claim you don't play new games because they aren't as fun) and don't buy any games put out by a publisher. Or if (as you may have just realized) most games you can play today have a publisher, then don't buy from Activision, EA, Ubisoft, Sega, Nintendo, Sony or Microsoft as those are the biggest publishers in America right now. But those of you reading this aren't going to do that, are you? You'll bitch about publishers whenever they nix a game you think you may have liked or drop a series you like, but ultimately you'll still go out and buy the best games out there. For all the supposed evil of publishers, they're funding, shipping and advertising most (if not all of) your favorite games and game series; bitch whine and moan as much as you like but in capitalism your vote is your money and an awful lot of people are voting "yes" for publishers.

    19. Re:Terrible analogy by CannonballHead · · Score: 1

      Plenty of people can get their name out without, a good game will get coverage anyway by worth of mouth.

      After a while. Eventually. Most people don't want to wait 5 years and don't have the money to self-promote, though. Look how many open source programs are great and not popular.

    20. Re:Terrible analogy by DJRumpy · · Score: 1

      I have to point out the App Store. I can recall seeing very few actual app advertisements yet thousands of apps are selling there. I think in a way that these publishers have become their own worse enemy. They are so driven by profit that they sometimes damage the product to get it.

      On the other hand, you have something like Steam, or the App store, which is in itself a publisher of sorts (ok, more of a distributor, but they have aspects of both). The only advertisement you need is for the publisher, to get the people to the store. If the app is good, it will float to the top. If it's bad, it will sink the both bottom with the fart jokes.

      Less cost for the publisher, less cost for the developer.

      Once the developer has a brand recognition, it becomes easier to sell their product, maintain larger staff, etc.

      If the existing model of publisher vs developer is to survive, I think the developers are going to need better contacts.

    21. Re:Terrible analogy by jayme0227 · · Score: 1

      It is a lot easier to think about this whole concept if you think about the publisher as simply an investor. Investors are going to do everything they can to make sure they make their money back and publishers are the same way. If that means forcing developers to alter games to give them more mass market appeal, so be it. Does this suck? Yeah, sure, but it's nothing that you and I wouldn't do if it was our money on the line. There is a reason a shareholder gets a vote in the company whose stock he owns. The publisher just holds a lot more stock in the games than an ordinary investor holds in any company.

      If a developer doesn't want to compromise on his (or her) game, then he's going to have trouble finding the financial backing needed to make a quality product.

      --
      But then I realized the cable was blue, so I only gave it one star. I hate blue.
    22. Re:Terrible analogy by mcgrew · · Score: 1

      I'd say it's more equivalent to the relationship between a manager and another employee

      Which is what the relationship actually is. So's the relationship between an actor and a movie studio or a relationship between a musician and a record label.

      anyone who hasn't been sleeping under a rock for the past two decades or so knows that most development teams now encompass teams of dozens of highly talented people

      That was my point. Back "in the day" it was maybe a dozen or less highly talented people. With today's less primitive than yesterday's tools, the same number of people should be able to make today's games, only faster.

      The increase of personnel has largely been due to the fact that computer programming has grown even more complex

      Maybe this is part of the problem. I used to code in dBase, now they make me use Access. Access is far more complicated than dBase, but I could do damned near anything with Clipper and a linker. Figuring out how to do something non-trivial in a visual "language" like Access is a chore and a half, where with a language-oriented language like dBase I only had to whip out some code.

      I've played racing games on my daughter's new console, about the only difference I see is the graphics.

    23. Re:Terrible analogy by yurtinus · · Score: 1

      -1 WhatRealityDoYouLiveIn

      People only have so much time to spend playing games, and your game would have to be *ridiculously* good for any broad number folks to pick it up (let alone buy it) on word of mouth alone. Can you think of many games that have gone big without a publisher backing them? They are out there, but they are few and far between, and don't reach near the success of publisher backed releases.

      Word of mouth works for small productions, once any large investment has been made during development, you *have* to advertise. Be that on your own or through a publisher, you still can't rely on people telling their buddies "hey, try this game, bro."

      --
      +1 Disagree
    24. Re:Terrible analogy by Libertarian001 · · Score: 1

      Really? It'll sell itself, will it? And yes, that is what you're claiming. Shall we starting a talley of how many great products have failed because of this idiotic mentality?

    25. Re:Terrible analogy by TrollHammer · · Score: 1

      In a way, you may or may not need a publisher depending on what you're developing. A lot of the generic titles that the "industry" keeps pumping out require a publisher for marketing such a mediocre game. But then you get the unconventional games whose development is actually hampered by having a publisher breathe down your neck and make games easier for the general public.

      Yes, I agree: It is a terrible analogy. I think there is a perfect one: a director/screenwriter and a producer. The director (or the screenwriter, it depends) knows what film he or she wants to do, but the producer believes that he or she knowns what to do in order to make the movie a economical success. For instance: cast Scarlett Johansson in a semi-nude scene. That is a thing a producer would love to do (lots of tickets sold), but the director may not want Johansson in such a role, because it does not make sense in his or her film, or he or she though about another kind of actress for the role.

      Ok, maybe Johansson is a bad example, who wouldn't want her in such a role? :D But I guess my point about the analogy stands.

    26. Re:Terrible analogy by poetmatt · · Score: 1

      It's not a matter of viral. It's a matter of paying someone to do legwork that can reasonably be done yourself. Make a website, link to it in a million ways/places without it being obtrusive. What do you know, people start getting interest!

    27. Re:Terrible analogy by KDR_11k · · Score: 1

      That's apparently entirely up to the developer, if he says "make my 50$ game cost 50€" then Steam obeys and Europeans get screwed unless we know someone from the US to buy the game for us.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    28. Re:Terrible analogy by TheMuon · · Score: 1

      Mortal Online

      Its still in beta so its future success is yet to be determined but considering you have to pre-order the game to get access to the beta and that over 10k people have done so, tells me the game is at least on the right track at the moment.

      I can't really say anything about my personal beta experience, they have an NDA, but overall it is definitely a good game. Its whether that will translate into success or not that is still uncertain.

    29. Re:Terrible analogy by Anonymous Coward · · Score: 0

      That's not a minor difference. These new fangled graphics technologies require VASTLY more work by both programmers and artists. Also, much more than graphics have changed. I assure you the physics in your daughter's modern racing games are a tad more complex than an original NES racer.

      More advanced tools only make for a faster development cycle if the target remains stationary, but modern games are becoming more complex just as fast (or faster) than the tools we have to create them. Nowadays even a DS game can have hundreds of thousands of lines of code and many gigs of art (from source, not what is processed and put on the cart).

      On publishers: some are pleasant to work with, some not so much. Are they a necessary evil? Probably. There are increasing amounts of indie publishers, but like others have stated, they offer no financial aid to actually cover game development. They also place the developer in a vulnerable position -- what if a game does not sell well enough to cover its costs? I'm sure as gamers many of you would say 'then the developer deserves to go under', but if you owned that development studio, you probably would be more cautious.

      That said, I am all for having means to self-publish, but I don't see it being the sole solution for decently sized development studios.

    30. Re:Terrible analogy by Anonymous Coward · · Score: 0

      "do you honestly think people are buying these games out of charity to the companies?"

      No people buy things because 1) they are bored 2) there's nothing better available 3) The game is tolerably interesting enough to waste money on. 4) I'm sure many people have a stack of unplayed games they purchased

    31. Re:Terrible analogy by Christojojo · · Score: 1

      Yes and no to your reply Talgrath. Being pissy doesn't help either. The problem is not publishers. The problem is publishers that force everything their way. I am a big Call of Duty, Battlefield, Half-life, and Fallout Fan. I voted this last round with my money. I bought and enjoyed the BF series even the console based 1943. I bought and enjoyed Fall OUT 1 and2 but didn't have time for tactical's epic battles so i skipped it. Being a purist I did not like the concept of FO3 so I voted no buy; my money my choice. With CoD 1 & 2 I thought they were and still are fun games to play. Cod4 too many helicopters (freaking cheat like crazy) and points given for non-earned kills but I still play via mods. CoD 5 I voted with a purchase. It came out buggier than day old roadkill. I persevered through 3 updates and have been rewarded with some nice new maps and add-ons. The downside is still a game that crashes way too much. The Problem With CoD5 is that is was a forced port of a console gaming done on a tight time schedule. It wasn't something that was made sure to be done with the least amount of bugs and tarnished the series rep. I have friends that have literally shredded the disc in irritation (grown men not teenagers either) in pure frustration. The saving point for CoD5 for me has been the mods and dedicated servers. COD4-2 Modern Warfare 2 by publisher choice is going to get rid of mods and dedicated servers (at least at first.) The series was built and respected in the pc community and modders loved the game. Now due to a publisher- profit/ largest audience make money off of every single asset and possibility is in serious danger of loosing the community that helped make it great. Mods show new ways of playing games; give developers ways to see what could be done without much cost if any; breed loyalty; create a robust community that rivals sports. These things seem to be ignored for this mysterious larger audience that seem to want to play the games we have been playing for years. Publishers lately seem to want to control too much and seem to be going the way of GM and other car makers. If you want windshield wipers you must buy gps. If you want a full size spare it will cost 200 bucks more in unwanted accessories. But I digress in frustration.

    32. Re:Terrible analogy by Christojojo · · Score: 1

      "do you honestly think people are buying these games out of charity to the companies?"

      No people buy things because 1) they are bored 2) there's nothing better available 3) The game is tolerably interesting enough to waste money on. 4) I'm sure many people have a stack of unplayed games they purchased

      1) Bored sometimes 2) true sometimes few games are really the only choice out there 3) well COD 2 and 4 were good why not? DOh! Crap I just got stuck with the "make a buggy pc game they will buy it because it is part of a series" in COD5 4)impossible creatures(neat in concept boring in reality, GTA4 ( a great graphical sequel with all the fun sucked out of it i.e. no extra bonuses for completing the ambulance missions and police stuff.), any newer star bores games ( I loved it until Lucas surrounded himself with yes men Jar Jar arrrg and little Anakin "stoneboy" Vader), The Need For speed series was fun the first 100 versions or so same with EA sports games (high priced roster updates)The list goes on and on. Unfortunately it is hard to vote with oyur money until after you get suckered by the Publishers a few times.

    33. Re:Terrible analogy by cboslin · · Score: 1

      The way I see it, 50/50 sounds about right for a dev team without a big name like Valve, id, etc.

      Interesting concept but flawed, just because two groups need each other does not mean that the split should be 50/50.

      If I had the cash to fund the project I would do a 60/40 split. The 60% would go to the company for everything related to marketing, developing the product, packaging, shipping, taking it to market, etc... Possibly some profit sharing of about 10% of the 60%, should all 60% not be needed.

      The developers would split the 40% based on a series of quantitative measures combined with qualitative voting that everyone involved agrees with the quantitative data.

      The challenge would be coming up with the quantitative measures, there would need to be multiples. The checks/balance comes from the qualitative voting by the developers periodically during the development of the product.

      For instance, Either biweekly, or monthly (if the product takes 6 months or more to develop) everyone would sit down facing each other (nothing hidden) and the quantitative measures to date would be revealed. Each person would be told if the product sold for $x today you would get %a, person 2 would get %b, person 3 would get %c, ... person x would get %z.

      %a + %b + %c...%z would equal 40% of total GROSS sales (no net income, accounting BS tricks would be allowed). KISS, Keep It Simple Stupid.

      Once those numbers were revealed, I would tell the developers do you agree, yes or no. If no, please explain why now in front of god and everyone (all the other developers) why you feel this breakdown is not fair. In my experience developers on the same project know who is and who is not pulling their weight. So the BS goes out the window.

      Once the agreement for that period was reached, all the developers would be required to sign a paper agreeing to the percentage payout for that biweekly / monthly period. This process would be continued throughout the course of the project,, and in the end when the product sells, the 40% of gross sales would be divided based on the agreed to amounts (sum of all individual breakouts signed and agreed decisions) . For a new team that has never worked together, weekly or biweekly meetings for the first couple of months would be required until an acceptable velocity on the project was reached and an understanding by all involved on the quantitative measures. After two or three face to face meetings where all the developers agreed to the quantitative measures without disagreement; the group could optionally decide to have only monthly meetings or agree to the quantitative numbers via email. Thus a meeting would ONLY be required if there was a disagreement by anyone for any reason.

      An established team that knows and trust each other, after at least one successful product, could probably do everything via email and not need a face to face as their would be no disagreements. So an established group that knows and trusts each other could set the frequency of the meetings to as few or many as they deem reasonable and necessary. The frequency of the meetings would be established by the experienced team at the onset of the project.

      People get stupid when money is involved and that is when greed will get the best of someone. At the point the product is selling it is too late to make changes. Thankfully there is no need to make any changes as by that time, the percentages have been well established, defined agreed to and signed off on by all parties. You take the greed, that can ruin things, out of the mix. If someone gets stupid later when the product starts selling, they would have absolutely no legs to stand on. And there would be no attempts made to console them. They would be told to speak up at the periodic meetings next time.

      If someone was a pain in the you know what to work with, guess what, they would eliminate themselves for future group development effor

  2. They are not necessary, but convenient. by Hognoxious · · Score: 5, Funny

    Useful but not necessary. Their alignment would appear to be chaotic/neutral. Rolling aggainst DEX for an FP...

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  3. Publishers by Canazza · · Score: 2, Insightful

    Films, books, music and games all have publishers that push for them to complete for deadlines, yet I've never heard of an artist (painter, sculpter, whatever) pushed for a deadline due to their sponsors money issues, Certainly for public displays marking an event, but they're generally given generous amounts of time in the first place prior to starting.

    Maybe someone will burst my bubble and reveal that all artists are pushed by publishers, it's just that we never hear about it, but if not, what is so different about a painting or sculpture as a labour of love than a game or film as the same?

    --
    It pays to be obvious, especially if you have a reputation for being subtle.
    1. Re:Publishers by Anonymous Coward · · Score: 1, Interesting

      I guess it is because most works of art don't require massive up-front investment and most artists get paid based on what their works actually raised, rather than receiving a fixed sum regardless of the commercial performance of the result (unless they are on a grant, which is not a commercial arrangement). They don't have "publishers" so much as "agents".

      Also, most artists probably earn and cost a lot less than the average game developer. A $40k recoverable advance would allow a novelist to complete a novel at home, but the same amount of money would probably pay for about three months of a single developer once office space, equipment and overheads are factored in - and it wouldn't be recoverable.

      If you could hire a group of developers who were happy to not be paid at all for two years, and who would then receive an amount that could vary from $0 to $riches, and who would supply all the equipment and pay for any technology licensing required themselves, then yes, you can do without publishers. Otherwise you have to realize that the very high risk involved in developing games means the targeted returns (and control) of the publisher will have to be high.

    2. Re:Publishers by ivucica · · Score: 2, Insightful

      Games, films etc. are made to make money, not to just satisfy artistic desires. Sculptures and paintings can only sell because of some perceived originality or artistic value; they don't have continued entertainment value (and by continued I mean longer than 10min). Sponsor thanks the artist, publisher invests into the creator.

    3. Re:Publishers by Benjo · · Score: 5, Informative

      My sister in law is a sculpter, believe me she knows all about deadlines. Most of her work is commissioned by either wealthy people or companies like hotels. It takes a while to make a large sculpture but they definitely want it on time.

    4. Re:Publishers by alen · · Score: 2, Insightful

      are you naive? Do you really think the Catholic Church went to Michaelangelo and said here is a bunch of money, take all the time you need and just send a message when you're done? and if you never finish it then just keep the money?

      No, they said we need a sculpture for so and so church to be done by this deadline for some event where it will be prensented.

      I work in a part of NYC with a bunch of art galleries. there are bills to pay to keep the business going and that means you always have to have a supply of art to sell. Just like in the old days when Michaelangelo or Da Vinci had to pay their students who worked for them, buy the materials, pay the mortgage, pay the living expenses, etc.

    5. Re:Publishers by Targon · · Score: 3, Insightful

      A big issue is the costs involved with game development, and the advertising side of it. You also have to expect that when it comes to books, there ARE pressures placed on authors to release the next book in a series. Do you REALLY think that the seventh Harry Potter book didn't have the publisher asking for updates and pushing for it to be done so they could print and sell it?

      Now, in the development of computer games, you really have two types of development models.

      The first is when you have an independent developer with its own money that can get the job done from start to finish. In that case, the publishers only need to do some very basic work when it comes to the product development, like putting in the normal copyright stuff, publisher logos, etc. In these cases, the publisher only has to do advertising for the product to generate enough hype to properly sell the product. It should be noted that this CAN cost a lot of money. TV advertising is VERY VERY VERY expensive, and advertising in movie theaters and such also can be expensive. The production costs for the advertisements for TV ads as well can not be discounted. So, how many millions of dollars can they REALLY spend to hype a game before the advertising costs exceed expected revenue?

      Then you have the case where a publisher has to INVEST in the development of a title. This becomes more essential as the development cost of an all original game with engine takes four to five years, and all the programming, sound, and other development work, plus voice actors(every game has voice acting in it now for the most part), licenses for the software used for in-game cut scenes, etc. How many millions of dollars does it really take to make a game these days? How many start-ups can afford the risk of spending $10 million or more for a game that may not sell more than 10000 copies in a worst-case scenario? With this situation, the publisher DOES have to invest a bit to help the developer get the title out, in the same way that book publishers will give an advance on royalties to an author to help the author make it a full-time investment(rather than writing while working a regular day-job to pay the bills).

      The big thing is when a publisher really tries to hype a given book or product vs. these books that come out that are very good, but that no one has heard of. You will notice that you don't see books advertised very often, considering how many books are published each year. That shows the level of investment from the publisher. And, books have what, 1-4 people who do the writing, vs. how many people are needed for game development.

      So, a better comparison would be the film industry, where you have hundreds, if not thousands of people who contribute to getting a movie out the door. The thing is, film is a mature industry, so it is easier to see up front and early when a movie will be well done, or if it will be horrible. You hear from the film industry about movies that get started in production, but then die as well(if you look into it). You hear about budgets and costs in movie development. And you hear about the studios running into money issues when they release too many bad or mediocre moves in a year, and they lose money in a given year. The difference is that movie studios DO have systems in place for how things are done, and people with experience that can be called in to help fix problems with projects that are having problems.

      Now, do you see how generally independent game developers have it a lot harder? Who do you go to when you run into problems and don't have the expertise in-house to deal with them? Even companies like EA, which have a lot of expertise don't seem to have management understand how to make use of the talent they have available to them to help the smaller developers gain the experience and expertise needed to stand on their own.

      And of course, game technology is still advancing at an insane rate. Due to how much better(faster, better quality graphi

    6. Re:Publishers by Canazza · · Score: 1

      No, I don't, but the catholic church didn't force Michaelangelo to stop before it was finished because they wanted to make money as soon as possible

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    7. Re:Publishers by Anonymous Coward · · Score: 0

      That's because the good artists already have the marketing done in the form of important gallery showings. And if the artist sells something at that show, you better believe the gallery takes a LARGE cut of that money as payment for the marketing. Look up Lori Early and when she did her art showing in Manhattan 2 years ago. lots of money she got for working herself sick for several years...

    8. Re:Publishers by Hognoxious · · Score: 1

      I've seen the original contract, and it included the walls with an option on the floor.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    9. Re:Publishers by Urza9814 · · Score: 1

      Yea, but you can just give them as much as you have completed at the deadline and say it's abstract :)

    10. Re:Publishers by fritish · · Score: 1

      Or just give it to them unfinished and update it through a series of patches and service packs...

      --
      "Coffee is for closers."
    11. Re:Publishers by g4b · · Score: 1

      so the cool diablo 3 background is not a piece of art?

      drawings, paintings, sculptures are more present in your daily life, than you think. even if they are painted for promotion, they do have to be painted or be drawn - and get paid for.

      also, painting with a digital stick to draw a digital image compared to an oilpainting is only different, because digital sticks are still new.

      you are right about your differentiation between investor and sponsor, however it is not true, that paintings, sculptures are not made for money, as it is not true, that games/video/music is made for money only.

    12. Re:Publishers by ivucica · · Score: 1

      so the cool diablo 3 background is not a piece of art? [snip] they do have to be painted or be drawn - and get paid for.

      Diablo 3 background is promo art, created commercially with specific interest in promoting commercial sales. Thus, the artist creating the Diablo 3 background is on payroll or a fee, has a deadline, and the image wouldn't be ordered if Blizzard would have problems paying.

      you are right about your differentiation between investor and sponsor, however it is not true, that paintings, sculptures are not made for money, as it is not true, that games/video/music is made for money only.

      Of course. I mostly referred to Cananzza's statements, which says that most commercial art needs to be published, and most art is just sponsored and which I deem correct and offer additional commentary. Of course, exceptions prove rules.

    13. Re:Publishers by poofmeisterp · · Score: 1

      Films, books, music and games all have publishers that push for them to complete for deadlines, yet I've never heard of an artist (painter, sculpter, whatever) pushed for a deadline due to their sponsors money issues, Certainly for public displays marking an event, but they're generally given generous amounts of time in the first place prior to starting.

      Good point. I won't burst your bubble, but I'll throw another one out to be burst by others...

      Is this story about ALL game development, or is it just about the rush-to-market tendencies of a particular group of companies that certain developers go to work for?

      - A few companies rush and push out crap.
      - A few rush and push out good stuff, but the developers may or may not have suffered; the price may or may not be reasonable.
      - A few companies are slow and develop good products, but they may or may not have bugs or "lacking [blah]" stuff.

      What are you basing your point on, oh author? You having trouble finding work right now? Is this a school project?

      Not enough variables, too much time. Wait, strike that, reverse it.

    14. Re:Publishers by poofmeisterp · · Score: 1

      Whoa, flashbacks.

    15. Re:Publishers by Spykk · · Score: 1

      Games, films etc. are made to make money, not to just satisfy artistic desires.

      As a developer who writes games in his spare time that rarely see the light of day I have to disagree.

    16. Re:Publishers by ivucica · · Score: 1

      As a developer who writes games in his spare time that rarely see the light of day I have to disagree.

      Emphasis added. Q.E.D.

  4. R music publishers a necessary evil or just evil? by Anonymous Coward · · Score: 0

    A bit easier to answer that question eh? :-)

    But seriously, it's clear that publishers lend a degree of expertise to any business, but at some point their contributions may start to be outweighed by their negative influences and or their inability to adapt to a changing industry.

    In the games business this balance may be still be in the favour of the publishers since it's a much more technical business than say music publishing... but in the future the balance may tip the other way...

  5. Father and Child? by Thanshin · · Score: 4, Funny

    The analogy is completely wrong and misused.

    For starters, where's the car?

    1. Re:Father and Child? by vxvxvxvx · · Score: 3, Interesting

      More like a car design engineer who creates a seriously hot car designed to carry a family of 4. Then due to the $300k price tag and low-price brand is forced to cut corners to get to $30k, removing most of what made the car awesome in the first place.

      If the car designer disagrees and still wants to build that $300k family car, he should quit and start up a new auto company to do just that.

    2. Re:Father and Child? by Dachannien · · Score: 2, Funny

      I dunno - it seems pretty apt to me. It does facilitate the whole "eating your own babies" concept, after all....

    3. Re:Father and Child? by mcgrew · · Score: 1

      For starters, where's the car?

      In the garage, it won't start. Are you going to replace the starter?

    4. Re:Father and Child? by shutdown+-p+now · · Score: 1

      For starters, where's the car?

      The car is the game reviewers. And it was hit and run, I'm afraid, which is why you don't see it anymore.

    5. Re:Father and Child? by 91degrees · · Score: 1

      Mod up! That is the perfect Slashdot analogy!

      Contains mention of car, sufficiently similar a situation that it's completely useless for illustrating a point, and sufficiently different that it's pointless to draw further parallels!

  6. Innovative? by Anonymous Coward · · Score: 1, Insightful

    Ahahaha.

    I'll have whatever the writer is smoking.

  7. Third option by Fr05t · · Score: 4, Insightful

    Just Evil.

    1. Re:Third option by Thanshin · · Score: 1

      So IDs 69968 and 78285 posted the same response with just a minute of difference?

      Hmmm, suspicious.

      I want to say "alien conspiration" but it's most probably a glitch in the AI that posts all Slashdot's replies.

      And now that we're at it, "Dear SlAIshdot, please stop with the frist posts already."

    2. Re:Third option by Anonymous Coward · · Score: 0

      Please, let me have whatever you're smoking.

    3. Re:Third option by Anonymous Coward · · Score: 0

      Well the titles aren't the same. You can take you're tin foil hat of now.

    4. Re:Third option by MickyTheIdiot · · Score: 1

      I guess I am showing my bias... but why WOULDN'T the developers know more than the publishers?

      I'm sure that they have *some* knowledgeable persons, but aren't they like most overblown corporate organizations that are top heavy with MBA managers that know paperwork more than they know the actual product?

    5. Re:Third option by Xest · · Score: 1

      Yes, I was wondering myself why this option in answer to the question posted in the title was missing.

      A better analogy is that publishers are like RIAA members, and developers are like artists.

      I'll leave it as an exercise for the reader to decide from that analogy what level of relevance publishers have in this day and age.

    6. Re:Third option by Tridus · · Score: 1

      "Just evil" is the first thing I thought as soon as I saw the headline too. So its easy to see how it could be posted twice so fast. :)

      Activision is the shining example right now of everything wrong with publishers. "Evil" definitely applies to them. "Necessary"? Not so much. Most of what a publisher does is try to take stranglehold control over things they didn't actually create, to profit from somebody elses work, and to run franchises into the ground in the name of short term gain.

      In this day and age, we can get along without them just fine.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    7. Re:Third option by Thanshin · · Score: 1

      "Just evil" is the first thing I thought as soon as I saw the headline too. So its easy to see how it could be posted twice so fast. :)

      First 69968 and 78285 and now 79566.

      Clearly there a mind control experiment was done on new slashdotters around the time of IDs 78k.

    8. Re:Third option by stjobe · · Score: 3, Funny

      You have hindered our work for the last time, uid 1188877. You will not be allowed to do so again. When you hear the knock on your door, do not make a scene, resistance is useless.

      Thank you,
      /theAlienConspiracy of 69968 and 78285

      --
      "Total destruction the only solution" - Bob Marley
    9. Re:Third option by Anonymous Coward · · Score: 0

      Clearly there a mind control experiment was done on new slashdotters around the time of IDs 78k.

      That's just evil.

    10. Re:Third option by RKThoadan · · Score: 1

      Most publishers are evil, but there are a few exceptions. Stardock is probably the most notable, but Valve is pretty good with Steam. Oddly enough, they run the 2 largest digital distribution platforms. Blizzard used to be in the generally good category, but I doubt they will stay in that category since they sold out.

      On a side note, if you want unparralleled input on the development of a new game pre-order Elemental from Stardock and jump in on the beta. It's a multi-phase beta and they are just barely beyond the point where they make sure it doesn't fry your PC. You can actually join the forums even if you aren't in the beta and contribute that way as well. There is currently a spirited discussion on how resources will be accounted for. Right now it ranges from "If you have Iron you can build stuff that requires Iron anywhere" to "Iron from your mines is stored in the city the mine is built in and must be transported to other cities using caravans. Individual equipment can require specific amounts of Iron." It's really interesting seeing these decisions be made.

      Link: http://forums.elementalgame.com/

    11. Re:Third option by RiotingPacifist · · Score: 1

      Valve usually get given a finished product and still take a hefty cut, how is that not evil? Sure publishers deserve large cuts if the invest in the game, but to take as much as valve do for just distributing the game and giving it a few adverts (at 0 cost to steam) seams unfair.

      --
      IranAir Flight 655 never forget!
    12. Re:Third option by ginbot462 · · Score: 2, Funny

      I'm interested in your ideas and would like to subscribe to your newsletter.

      Though, as a 6-digit ID, I would probably be assigned "Probe Assistant" or some other lowly task. Maybe I can work my way up to "Bowel Dissector".

      --
      Atlas Shrugged : Thematic Story :: Battlefield Earth : Organized Religion
    13. Re:Third option by Hognoxious · · Score: 1

      I guess I am showing my bias... but why WOULDN'T the developers know more than the publishers?

      About developing? They probably do.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    14. Re:Third option by Deosyne · · Score: 1

      No, just necessary. It's for your own good, just relax and let go.

    15. Re:Third option by Fr05t · · Score: 1

      Nah it's just that anyone with an ID under 100k is wise in the ways of drive by karma whoring ;)

      I was hoping for +funny, but I'll take insightful.

    16. Re:Third option by TheVelvetFlamebait · · Score: 1

      That's the funny thing about options. "Just Evil" sounds like an option (as does "Neither" for that matter), but for most people, it really isn't.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
  8. Just evil by stjobe · · Score: 1

    Just evil.

    --
    "Total destruction the only solution" - Bob Marley
  9. like movie studio or book publisher... by lapsed · · Score: 5, Interesting

    Book publishers edit, ship, manage the printing of, and distribute books. They also balance the riskiness of publishing each individual book across their portfolio of books. In the same way, movie studios are good at financing and distribution, but a big part of what they do is invest in multiple pictures, so that even if one movie bombs there are always others.
    Something -- regardless of what it's called -- has to be able to hold a portfolio of games. To make informed investments, that entity is probably going to have to understand the industry. That knowledge is likely to be valuable and applicable high-level marketing and strategy decisions, and *rightly or wrongly* the investment will only be made if that knowledge can be applied, or if the investor has some power of the developers.
    Workers in other very capital-intensive creative industries -- film and television, for example -- tend to be stratified into two economic classes. People in the upper classes eventually get money and are then able to call the shots. There's no reason why the same thing can't happen in gaming. But money will, for the most part, determine who has the power.

  10. Publishers a parent? by Anonymous Coward · · Score: 0

    If EA was a parent, I think I'd rather be an orphan.

  11. Like anything else by phanboy_iv · · Score: 2, Insightful

    ...sometimes a good thing and sometimes a bad thing. Publishers can obtain and manage capital, and if they deal fairly and wisely with the devs they fund it's a good thing.

    If, on the other hand, we have something like Activision/Kotick, well, that's pretty indefensible.

    A publishing house that has degenerated to the point where it cares exclusively for ensuring its own well-being is an evil one. There has to be a symbiotic relationship, not a lethal parasitic one.

    1. Re:Like anything else by Interoperable · · Score: 1

      A company should care exclusively for it's well being. It just isn't doing a very good job if it fails to recognize the creative aspect of the developers.

      --
      So if this is the future...where's my jet pack?
    2. Re:Like anything else by phanboy_iv · · Score: 1

      Exactly. It's not doing a good job if it fails to realize that developers are a major part of it's well-being.

  12. Kinda depends by Sycraft-fu · · Score: 4, Interesting

    Publishers can do good and bad, and have done both. Likewise developers can do well one their own, or poorly. Overall I'd say publishers are useful.

    One of the biggest things they do is provide resources to get games developed that otherwise might not be able to be made. If you are a small games studio, you probably don't have the money to work on a large scale title for a couple years with no money coming in, and additionally buy other things you may need (like if you need to hire an outside composer, because you don't have one). Well, a publisher can provide that. You sell them your idea, they pony up the money for you to make it a reality.

    Another useful thing they do is setting deadlines. If they are stupid about it sure it can be a problem, but when it gets down to it this needs to be done. You can't work on a game forever. Technology changes, you have to get it out in a reasonable timeline. While developers might get all wrapped up in their project and just want it to go on forever, publishers can be more objective and set goals. A game that isn't everything you want, but it fun and actually on the market is much better than a "perfect" game that never exists.

    Also even if a game studio totally develops a game in house, self funded and everything, they may choose to sell it to a publisher. Reason is that when a game is released there is still stuff to be done. It has to be marketed, it has to be distributed, etc. A game studio doesn't always have the staff/resources for that, so they hand it off to someone else.

    An example of a situation where a publisher was really needed was Duke Nukem Forever. While it technically had a publisher (Take Two), they weren't in the typical arrangement of funding it. As such 3D Realms could basically do what they pleased, they were footing the bill. What happened was a decade of unfocused running around and now a canceled game because they ran out of money.

    Now an example where a game was fine without a publisher would be Galactic Civilizations 2. Stardock decided that since they'd been screwed over by a publisher on GC1, they'd just self publish. The game came out in a reasonable amount of time, with a low budget, and sold well on account of being a rocking title.

    Overall, publishers are probalby useful. In part just because it creates something of a division between the creative and business sides of a game. You'll notice that even large integrated game houses often function in the developer/publisher setting. EA owns a lot of game companies, and if they wanted to they could simply make it all "EA". They would be the developers, publishers, and so on. However they don't seem to do that. They have separate internal game studios, with their own headquarters and so on that develop the game, and the EA publishes it. Even their EA label stuff is that way. EA Sports is a subsidiary in Vancouver (with it's own CEO and so on), whereas EA itself is in Redwood.

    My guess is they do it that way because it works better. The development subsidiaries are just "developers" and just worry about making the game. EA itself then worries about funding, marketing, and so on.

    1. Re:Kinda depends by Anonymous Coward · · Score: 0

      To journey back to the "old days" of cardboard chits and hex paper, Avalon Hill lasted for a MUCH longer period of time than SPI because it was, at a very real level a printing company, not a game company. The FIRST Avalon Hill went tango uniform very quickly. (IIRC after two games). Their biggest creditor was their printer, which got their stock and name. And proceeded to go into the game business with hard-edged business sense that was missing from the game creators who founded either the original company, or SPI. So yes, it can be helpful to have number crunching killjoy adults in charge. Doesn't make it fun, though.

    2. Re:Kinda depends by Anonymous Coward · · Score: 0

      Sycraft-fuI I was writing something very similar to what you just wrote. Unfortunately I deleted it all as to not be redundant. This leaves me with instead of writing several pages breaking down cost profit structure or to just give people the urge to think it through. It's very dependent on the type of contract.

      What that means is that it is very dependent on exactly who is responsible for what. Everything from funding structure if there is a need for one, down to how many photo shoots and interviews the game company CEO is responsible to go too and who arranges the limo to get that person there. It all costs money. So this brings us to money. Yes it could be a 50% take if the developer needs hand holding and funding. Hand holding down to the level of arranging the limo to get to an interview somewhere. Only the already famous have the interviewer pick them up.

      Then the delicate subject on how much is risk worth in the return expectations. Goto any industry and try to get risk capital money to expand your product. You would be very lucky to keep 50% of your company. Remember the publisher might be risking millions. Most PC games don't make $20million.

      The answer is. Unless you have very deep pockets and want to branch your game development business out into being a publishing business and risk more money than your game will make. Then by all means be my guest, because this whole viral thing only works if your game does in fact become contagious to a very wide audience, or hugely successful to a small niche'. Either way, the developer needs to be a genius business mind, or in fact does have a better mouse trap where people are beating down your door. But if they do in fact beat it down, then you screwed up!! Because you should have marketed better to sell your game to those that are not beating down your door. You missed the 'what's all the fuss about market segment and that is also huge.

    3. Re:Kinda depends by tepples · · Score: 1

      Stardock decided that since they'd been screwed over by a publisher on GC1, they'd just self publish.

      That worked because Stardock develops in a PC-centric genre. But because there isn't a gaming PC in most living rooms yet, developers of games in genres more suited to the living room than the computer desk (e.g. anything multiplayer that isn't an FPS, RTS, or online RPG) need an established publisher to represent the developer to the console makers.

    4. Re:Kinda depends by Aklyon · · Score: 1

      You can't work on a game forever.

      Nethack is 20 years old. there is STILL a Dev Team. think about that.

      --
      I reserve the right to have a physical object so I can sell it later, and recover my money.
    5. Re:Kinda depends by Anonymous Coward · · Score: 0

      need an established publisher to represent the developer to the console makers.

      Oh yeah, you know all those XBLA and WiiWare games must have gone through "an established publisher." How else could they get there?!

    6. Re:Kinda depends by Sycraft-fu · · Score: 1

      Yes, and I think Nethack sucks by today's standards and does not (and has not) made any money.

    7. Re:Kinda depends by Backward+Z · · Score: 2, Insightful

      I worked briefly as in-house game development staff in an entry level position at EA Redwood Shores. I, for one, using the example of EA, am of the opinion that the publisher would be willing to amputate a game's legs if it meant shipping on time.

      And that's not good for the developer.

      The studio I worked in, formerly just called "EARS - EA Redwood Shores" has been renamed "Visceral Games," but don't let that fool you into thinking it's anything like an independent studio. It is very EA there. It is seeped in EA there. The. Game. Must. Ship. It really amazed me how late in development they were still tooling with basic mechanics, making drastic changes to the jumping and fighting systems and then finding out it broke the level design...

      I mean, there are a lot of other problems at EA other than "it's the publisher," but the environment that pressure creates IMHO causes the game to suffer terribly. Everybody there thinks in "features." They get so compartmentalized in their thinking, the sound guy is ONLY worried about sound, the art guy is ONLY worried about art. We'd sit around talking about problems with the game design in such a way you'd think the designers were in a different office on the other side of the planet--not just down the hall. "Maybe they'll get to that, but we're not going to bring it up."

      Also, the publisher brings a lot of other baggage like dependence on focus groups. We ran focus groups for months and the feedback was taken very seriously. As a result of the focus groups, every objective point in the game had a blue glowy marker, making the only difference between our game and a Disney ride that in our game, you actually have to push a stick in the direction you want to go.

      But fuck, man! We're too busy to question it! They say, "Do this," and we're fucking ON it because it's the difference between four and six hours of sleep tonight. It amazes me the mental gymnastics that people do to justify the hours demanded of the position, for the sake of what's increasingly becoming more and more of a mediocre game the more time we spend overworking on it... "It's what you gotta do." There's this complete tunnel vision of get to the end and everything will be okay.

      I know I'm getting onto a slanderous tangent, but I gotta relate this: when I was in college, the studio head of the department I worked in and ultimately the guy who ended up hiring me came and spoke at an event at my school. The most palpable, salient statement I remember him saying was: "Once you accept that it really is all about the shareholder, it gets a lot easier."

      It still makes my skin crawl.

      The development subsidiaries are just "developers" and just worry about making the game. EA itself then worries about funding, marketing, and so on.

      I love this. I'm picturing a Dr. Strangelove-esque war room where instead of a world map, it's a huge EA logo and there's all these different people sitting around. Seated in the middle is "The Decider," who hands down deadlines from above. Around him sits all the different departments, or advisors. There's marketing, there's funding, there's HR, there's development, there's acquisitions, there's property management, and on and on and on. The point here is that development is only one seat at this table. Apt image. I like.

    8. Re:Kinda depends by Draek · · Score: 1

      True for the second, but oh-so-much-wrong for the first. I've yet to play an RPG approaching the openness of Nethack that's not a direct Nethack derivative (ie, Slash'em and such). Only a few have randomized dungeons but usually the interaction with the enviroment is nonexistant beyond opening doors, even basic things such as needing to eat and having edible and non-edible monster corpses is absent almost everywhere, let alone having the food you consume affect your stats or rotting over time.

      Nethack was, and still is, very much ahead of its time. My only regret is that nobody has yet to make a good-looking interface for it beyond (the outdated and apparently unmaintained) Falcon's Eye. Perhaps one of these days I'll try and do it myself, even the younger, graphics-addicted generations deserve to know what a good single-player RPG is like.

      --
      No problem is insoluble in all conceivable circumstances.
    9. Re:Kinda depends by geminidomino · · Score: 1

      Gotta disagree with you there... whether nethack is good or not is really subjective. I find it to be evil. AFAIC, hunger/thirst have always been annoying micromanagement in games where they were used, but nethack is just horrible about it.

      Dying of thirst. Find a fountain... do you drink? What if it's a trap? Well, if you don't drink, you're dead anyway... so drink.

      Ahh, covered in snakes. You are dead.

      Screw nethack. The biggest proof of its evil is the fact that, every few months, I reinstall it for some reason...

      I hate nethack...

  13. Follow these steps by Dunbal · · Score: 1

    1. Create a bad analogy
    2. Get lost in your own analogy because it's so bad
    3. Make sure you submit story title as a question
    4. YESNOMAYBE

    PS: Publishers suck. Haven't you noticed how hard it's getting to find PC games, even in game stores like Gamestop? THEY have decided to shift everything to consoles, because consoles "can't be pirated". They are middlemen that often add little value to software, and yet expect EVERYONE (devs AND consumers) to dance to their tune.

    It's the 21st century. If Steam/Gamersgate/whoever can sell me a game online as a download and/or as a boxed set, ANY developer can. This model has worked successfully in the past for independent companies that have chosen to implement it. The cost of the bandwidth is nothing compared to what the publisher is going to screw you with.

    --
    Seven puppies were harmed during the making of this post.
  14. Fourth Option by Anonymous Coward · · Score: 0

    Yes

  15. Totally unnecessary by syousef · · Score: 1

    I have an Internet connection. I can rent bandwidth and rent or buy space on a web server. I can broadcast news of my game via social networking, message boards and other free medium. If I can work out how to write games, managing a web server isn't going to be brain surgery.What the fuck do I need a publisher for? I'm not unique.

    Publishers fuck off.

    --
    These posts express my own personal views, not those of my employer
    1. Re:Totally unnecessary by timmarhy · · Score: 2, Insightful

      uhuh. dude you have no fucking idea. sure for a website taking a few 100 meg a day from a few visitors. it gets a hell of a lot more complex when your content is pumping gigs an hour. not only that who is going to fund your team of developers?

      --
      If you mod me down, I will become more powerful than you can imagine....
    2. Re:Totally unnecessary by 91degrees · · Score: 5, Insightful

      Yeah. The only other things a publisher can do is get shelf space in high street stores, advertising space in computer magazines, mentions in the mainstream press, show at E3 and fund development for a year, as well as hire professional web designers who know about promotion and page layout to sort out the website.

    3. Re:Totally unnecessary by syousef · · Score: 1

      Who the fuck needs shelf space in high street stores? Music downloads now exceed physical sales, and music is more main stream. Advertising in computer mags isn't what makes a game sell. Certainly mention in mainstream press doesn't make a hit. If you're a hot developer with good titles you'll also be able to show at E3, and overpaid web designers who speicalise in page layout are highly over-rated. As for funding development for a year, I guess complex software never gets written by hobbyists, or by sponsored professionals - Linux, Open Office etc must be figments of my imagination.

      --
      These posts express my own personal views, not those of my employer
    4. Re:Totally unnecessary by syousef · · Score: 1

      I guess you've never heard of high bandwidth web hosting? Or teams of developers that build complex software that are either sponsored, do it for profit but independently, or do it as a hobby. By that logic most open source wouldn't ever exist.

      In fact last I heard most publishing houses treated their developers like shit - expecting them to work 80-100 hour weeks year round.

      --
      These posts express my own personal views, not those of my employer
    5. Re:Totally unnecessary by twosmokes · · Score: 1

      I have never purchased a game that wasn't in a store. I don't know many people who have. I have never PURCHASED Linux or Open Office. It seems silly to do so. How do you think developers get hot in the first place? Sales. Good luck with your hobby.

    6. Re:Totally unnecessary by nomadic · · Score: 1

      Or teams of developers that build complex software that are either sponsored, do it for profit but independently, or do it as a hobby. By that logic most open source wouldn't ever exist.

      The problem with your argument is that the best games tend to be proprietary; open source game development has been mostly mediocre for the past decade, with the occasional gem.

    7. Re:Totally unnecessary by 91degrees · · Score: 1

      Well, yes. If you want to write a game as a hobby, with net costs of zero, then you can make a profit the way you suggest. If you want to make a decent amount of money though, you need to at least pay your developers. Any "sponsor" who funded development would want something in return if you're planning on making a commercial game. Nobody is going to fund your development out of a desire to make you rich selling games.

    8. Re:Totally unnecessary by syousef · · Score: 1

      The problem with your argument is that the best games tend to be proprietary; open source game development has been mostly mediocre for the past decade, with the occasional gem.

      Funny, that's how I'd describe most commercial titles too. They just vastly outnumber the open source efforts. Perhaps its time for all of this to change. The only reason we've had so much commercial work is that it's so competitive that most developers fall over each other trying to do longer hours and outdo everyone else for comparatively mediocre pay.

      --
      These posts express my own personal views, not those of my employer
    9. Re:Totally unnecessary by syousef · · Score: 1

      I have never purchased a game that wasn't in a store.

      There are plenty of people who haven't purchased music online either. However the majority of sales are online. What does that mean? It means you and I are dinosaurs.

      Good luck with your hobby.

      Isn't that what gaming's suppose to be? A hobby? I'm sorry if you're so caught up in it being a serious money making industry that you've completely forgotten that, to the point that you'd use it as an insult.

      --
      These posts express my own personal views, not those of my employer
    10. Re:Totally unnecessary by 91degrees · · Score: 1

      There are plenty of people who haven't purchased music online either. However the majority of sales are online. What does that mean? It means you and I are dinosaurs.

      Online game sales only account for 25% of the market. It's not bad but you are potentially throwing away 75% of your market with your strategy.

      Isn't that what gaming's suppose to be? A hobby? I'm sorry if you're so caught up in it being a serious money making industry that you've completely forgotten that, to the point that you'd use it as an insult.

      Rockstar, id, Valve, and Blizzard would all disagree with you. If you can name any hobbyist development that is anywhere near as good as their games then you'll have a point. Games being a serious money making industry is what results in publishers investing in developers. If you want to develop games as a hobby, then that's great! If you can make money from your hobby, then that's absolutely fantastic, but that's not what the article was about. It's about balancing the profit with the freedom to take creative risks, possibly maximising the former with the latter. Hobby development is about sacrificing the profit for the freedom to take creative risks. Great! But these companies need to show a profit.

  16. NEITHER! by Hurricane78 · · Score: 4, Insightful

    I am a game designer, and I don't see any point at all to game "publishers". Everybody can rent a server for a couple of dollars, and offer his game there. People can pay with paypal. It's also really easy to offer other payment options (e.g. with web shops). Then you can pay a marketing company to do advertisements for you. Put videos on YouTube, make a nice game site, maybe some local real-world ads. And a ton of viral marketing.

    What more do you need nowadays?

    Sure, you can always also put it in web shops, like Amazon, eBay, Steam, etc. But only as a second thought, because it has a big price attached to it most of the time, and you have to check its profitability first.
    That's why I never ever go to actual game "publishers". With them, you are very unlikely to be profitable at all. Because they take giant profit margins of the actual retail price. And on top of that complete insult, they also want and assume all kinds of rights, and may actually damage your business. (e.g. Don't be surprised it they loudly think about suing you for still selling the game yourself on other channels!!)

    So I call the title of TFA "game publisher FUD". Plain and simple.
    If you so much as think about contacting a game publisher, you already have done your first error. Don't make the second one.

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
    1. Re:NEITHER! by Anonymous Coward · · Score: 0

      You call yourself a game designer but yet you go out and do all the things a publisher should do! Sounds to me like you don't like the publishers that exist today but that doesn't mean that there cannot be a publisher doing the things you just described.

    2. Re:NEITHER! by ivucica · · Score: 1

      Not everyone has: a) money to rent and maintain the server, b) access to PayPal withdrawal options (I'm from Croatia) _OR_ money to pay web shops for maintaining your content, c) money to pay marketing company, d) money to pay local real-world ads.

      Not to mention producing viral advertising isn't trivial. You need publishers to take off the burden of marketing from you, so you can concentrate on what you do best: development. Or do you want to hire several people just to sell the game, while that one combo of developer+artist you can afford after all the expenses works on the next $5 shareware puzzle game for the next two years?

      Hm.

    3. Re:NEITHER! by Anonymous Coward · · Score: 1, Insightful

      Well the primary reason developers go to publishers is to secure funding to develop the product. Unless you have access to vast amounts of capital or are making a small indie game how do you plan to fund development? Venture capital? It's just as cut throat as a publisher. Even indie games can cost a huge amout of money to produce. Also don't underestimate the value of a propperly organised traditional marketing campaign. Viral is great when it works, but I suspect we never hear about a great many viral campaigns because they simply fail badly.

      That said the deals publishers offer are stacked in their favour and they retain huge control of a product. The hold the purse strings and almost all of the control.

      The core problem is huge team sizes, very limited sales windows and generally limited shelf life of a product (there are exceptions) in brick and mortar retail outlets which drives up the risk and cost of producing games. Lets leave out the whole debate on weather or how much used games sales hurt developers.

      Publishers aren't evil, they are just a business that is extracting maximum profit from market conditions. Some of them can be a developers greatest allie and some of them can ruin a developer. I don't think you can tar them all with the one brush.
       

    4. Re:NEITHER! by BananaPeel · · Score: 1

      You have to take into account there is a huge difference between small indi companies and larger game developers. If you have invested a lot of money up front to make your game. You need to recoup that as quickly as possible (time value of money). You also need to be certain that you have made enough noise compared to all the competing products out there. Your investors will not be happy if you left this very important area to chance. Advertising, PR etc are all hugely expensive, you have to be sure your product will make the biggest splash.

      This process costs money. Sure you can do without it but lets face it many games are a bit lame, If there games are launched they will probably only make a fraction of what it would have made with a publisher pushing it for you simply becuse the whole viral thing would not work for you

    5. Re:NEITHER! by Anonymous Coward · · Score: 0

      Not everyone has: a) money to rent and maintain the server.

      Actually, yes they do. A server is trivial cost even to a tiny company.

    6. Re:NEITHER! by metrix007 · · Score: 1

      Sure, for small games.

      If you want worldwide distribution and marketing, and the money and manpower needed to make your game as big and detailed as you want it to be, then a publisher comes into it.

      Compare making a game like, say, Batman: Arkham Asylum from scratch, compared to say....Bejewled.

      --
      If you ignore ACs because they are anonymous - you're an idiot.
    7. Re:NEITHER! by danbeck · · Score: 1

      Actually, no they don't. The physical server cost may be trivial, but the cost to host it, supply bandwidth, maintain it and keep it updated is not. We aren't even talking about the dev work required to do something useful.

      Or are you talking about one of those companies that hires the VP of Marketing's 15yr old nephew to do the dev work instead of a real person? Boy, you betcha, that's gonna be successful.

    8. Re:NEITHER! by russotto · · Score: 1

      You need publishers to take off the burden of marketing from you, so you can concentrate on what you do best: development.

      That's a good theory, and not just for games. But in practice, it's always the developers who get shafted in that arrangement. The marketing, sales, and business people get the control and the big bucks, and the developers are treated like interchangeable widget-makers. And in case you think that's a valid distribution of reward given the risks, note that if the product flops, the developers get laid off first.

    9. Re:NEITHER! by jellomizer · · Score: 1

      It seems like you are doing a lot of work that is not designing games.
      So Lets say it took you 6 months to make the game.
      So with PayPal how much do you get dinged for every sale. How much is the marketing company going to charge you? How much time are you planning to put in making YouTube, developing a nice game site, all the viral marketing. Sometimes Marketing fails, so that is even more risk on your end.

      For the most part you may get better margins however you may end up better with a publisher, in terms of better living (not having to do everything) and the fact that you may get say $1.00 from a $60.00 box copy. vs. $30.00 per $60.00 box copy. But it could be the difference between millions of sails (A million dollars to you) vs. 10000 sales ($300,000).

      Now the trick it to find the right publisher for you one and make a deal that you feel is fair, and make sure the publisher can do better then you could alone.

      But like all business sometimes it is better to do it yourself (say that $300,000 my be the best your game could do due to a niche status your are filling) or sometimes it is better to get a publisher because a lot of people would like your game.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    10. Re:NEITHER! by ivucica · · Score: 1

      I'm talking about sum of all the costs. If you sum all my points, it can grow to be significant. A server by itself it cheap and worthless. But if company has to choose between spending loads of money on marketing but pay me (their employee) much less, or offloading it to a publisher with established practices and connections and pay me (their employee) more ... guess what I vote for?

    11. Re:NEITHER! by ivucica · · Score: 1

      Of course the developers gets much less than they deserve. But if you have to choose between getting nothing at all, and getting much less than you deserve, what do you choose?

      Besides, my experience with publishers says they invest a great deal of money and effort into you. We've had the services of the publisher's QA team, we got voice-overs recorded. They covered things that we'd have trouble covering. Three-to-four betatesters almost-full-time covering a game developed by four-to-five people? They caught quite a lot of bugs. Some more, some less important, but they were very detailed.

      That sounds nice, doesn't it? Would we be able to manage that? I don't think so. Without the publisher's support, best we could do is ship a half-product that would have certain areas of the game in certain corner cases impassable, and occasionally the game would even crash.

      That's the experience I've had -- quite positive. YMMV.

    12. Re:NEITHER! by tepples · · Score: 1

      Everybody can rent a server for a couple of dollars, and offer his game there.

      A video game console's shop app would never think to look on your server.

    13. Re:NEITHER! by mcgrew · · Score: 1

      Old school publishers will probably all either go out of business, or radically change their business methods. Book publishers will probably be the last to go; on-demand printing will be their downfall. RIAA-style music labels will probably be the first, because they think they're selling music. Book publishers know they don't sell novels, they sell books, even if their marketing depts sell novels.

      The trouble with publishers is they're listening to their own marketers, who don't sell the steak, they sell the sizzle. Music publishers should "sell" the music by selling CDs.

    14. Re:NEITHER! by TheVelvetFlamebait · · Score: 1

      So, how many games have you produced with publishers, and how many without, and what was the difference in profits? Did you self-publish only later works, perhaps when you were a bit more confident/competent/respected and known? Were all your projects small (i.e. 1-3 person team)? Did you ever have to organise a team of developers? Did you ever pay them for their time up front? Did you do many large-scope games; i.e. ones that you could charge 20-30 dollars or more for?

      It seems to me that for small projects, you can get away with organising everything yourself, if you have a bit of loose money and time to blow around. When the project grows that next step in size, when you and a friend or two isn't enough to finish the game in a reasonable time-frame, and you have to look for paid outside help, publishers start to become very valuable.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    15. Re:NEITHER! by petermgreen · · Score: 1

      It all depends on the genre of game really.

      Big 3D games (particularly HD ones) are much like blockbuster moves. They take huge teams of people to make (most of which aren't coders BTW) and those people have to be paid.

      This means you to develop such a game requires a backer with two things
      1: the money to advance the development costs
      2: the marketing clout to get sufficient customers to recover those development costs.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    16. Re:NEITHER! by metaforest · · Score: 1

      First rule of self publishing game software:

      DO NOT QUIT YOUR DAY JOB!

  17. Re:They are not necessary, but convenient. by Anonymous Coward · · Score: 0

    Oh oh, you roll'd a fumble...

  18. No. by imakemusic · · Score: 1

    No.

    Ask a stupid question, get a stupid answer.

    --
    Brain surgery - it's not rocket science!
  19. A matter of size? by sten+ben · · Score: 1

    I can't help but wondering if it is a matter of size. It seems, just from casual observation, that the bigger the publisher gets the less inclined it gets to allow innovation. Actually that seems to be a pattern in most areas, perhaps, as profits and revenues increase, human caution kicks in. More to loose, less to gain so to speak.

    Taking risks is only natural for those with either nothing to loose or with enough resources that a loss doesn't matter.

    Of course this is just speculation, and I have enough papers to read to bother looking into this. Anyone else?

  20. Re:They are not necessary, but convenient. by arth1 · · Score: 1

    Since you mentioned trademarks of Dungeons & Dragons(tm)(r)(c)(sm).
    Judging by the releases over the last few years, as well as the reaction of the actual developers, Wizards of the Coast in bed with "New Atari" isn't any better as games publishers than others.
    Personally, I think they'd sell tickets to Gary Gygax' grave if they thought it could make them money.

  21. In short, not really by Niubi · · Score: 1

    But I confess that I like shiny games with nice graphics and an interesting storyline. That's not to say there's no indie games out there like that, but on the whole... (I liked Prey, for e.g.). Perhaps minor gamemakers could form some sort of coalition and flog their wares on a site like DubLi or eBay which both have some kind of global reach?

  22. Maybe there is room for more App Stores? by Anonymous Coward · · Score: 0

    People have varying degrees of love or hate for Apple, but most will agree that even as frustrating as it can be for developers, the Apple App Store has been wildly successful at promoting, delivering and managing the marketing and updates of iphone and ipod touch applications. They take 30%, but they handle all the mechanics and don't require you to sell your soul. The beauty is that any regular joe developer is on a level playing field against the big boys - the EAs and the Zynga's of the world. Any one can build a game and successfully sell it through the App Store.

    Why can't this model be created generically outside of Apple to apply to all other applications, games, books, music, art and anything else that traditionally required a publisher or middleman? Combine the best features of App Store, Zazzle, Amazon, Ebay, and Deviant into one really cool, state of the art website where the owner takes 25% or something and lets the developer/artist/writer call the shots?

    1. Re:Maybe there is room for more App Stores? by TheRaven64 · · Score: 1

      In your long, rambling, Apple fanboy way, you have arrived at the point. Publishers, in all fields, are reputation traders. They invest some of their reputation in a particular creator. If that creator does well, then they get a dividend and it increases the value of the publisher's reputation. They can then invest some of that in new creators and so on.

      The benefit to the people creating the products is that, initially, they have no reputation. The publisher puts their name on the product, and it inherits some of their reputation. Eventually, the (good) authors will have sufficient reputation of their own that the publisher's contribution is negligible.

      What does this reputation buy you? It gets people to look. In some cases (e.g. GOG or the Apple App Store), the publisher and reseller are the same, so they can directly place your product in front of customers. In more common cases, the publisher's reputation gives the resellers an idea of how well the product will sell, which lets them decide how much space to devote to it.

      The mechanical act of publication, in an era of online distribution, is much less important than this. The Internet is full of rubbish that people can download. Having someone with an established reputation say 'this is worth your time and money' is a valuable service, but it only remains so as long as that person or company continues to only associate their name with products of a certain quality. Putting the EA brand on something, for example, is worth almost nothing.

      --
      I am TheRaven on Soylent News
    2. Re:Maybe there is room for more App Stores? by Anonymous Coward · · Score: 0

      oh, you mean like Steam?

  23. Publishers are not the problem by jonwil · · Score: 3, Insightful

    The problem is the large publishers like EA and Activision and Atari (many of which also have in-house development shops) and the fact that said large publishers wont publish anything thats in any way new or different.

    What the games industry needs is publishers that are similar to what Fox Searchlight and similar studios are to the movie industry (i.e. someone willing to do smaller indy games).

    And we need publishers (and retailers) that realize that not all games need graphics that push a GeForce 9800GT to its limits, audio that is best heard on a 8.2 channel speaker setup and 5-year development times.

    1. Re:Publishers are not the problem by canajin56 · · Score: 1

      Atari is pure evil. Well first, they're a really shitty publisher who bought a new name to try and make people forget how shitty they are. Didn't work because they kept on being shitty. Also, they somehow acquired the Starcontrol trademark at some point in their buying trademarks spree. (The copyright is still in the hands of the original developers). Now, if you have a trademark but don't use it, you lose it. So they hammered out a 5 second job Flash game called Starcontrol, just to cockblock the original developers from ever making another one.

      --
      ASCII stupid question, get a stupid ANSI
    2. Re:Publishers are not the problem by Talgrath · · Score: 0

      Wrong. It's not that publishers don't (generally) want new things, it's that the public doesn't. How many idiots rushed out to buy Halo ODST? It's the same shit as all the other Halos except now you play cannon fodder, woohoo I'm weaker! How many people went out and bought the latest Madden? The new Guitar Hero? Rock Band? The only game players that care about new, exciting and different IPs are people that play a lot of games, sometimes called "hardcore" gamers. The thing is, they also go out and buy the latest Halo, Madden and Guitar Hero; why would the publisher risk money on creative/cool series when the same old shit gives them millions? How many here have heard of Majesty 2? Folklore? Beyond Good and Evil? How many bought them? Not many, the publisher is just giving people what they're asking for.

    3. Re:Publishers are not the problem by Anonymous Coward · · Score: 0

      And we need publishers (and retailers) that realize that not all games need graphics that push a GeForce 9800GT to its limits, audio that is best heard on a 8.2 channel speaker setup and 5-year development times.

      Right. They just need graphics and sounds to the local limit of the Xbox 360 or PS3.

  24. Console makers prefer to deal with publishers by tepples · · Score: 1

    why WOULDN'T the developers know more than the publishers?

    For one thing, the companies that control access to the platform (e.g. Nintendo, Sony, Microsoft, Valve) prefer to deal with larger, more established companies, and that usually means publishers.

  25. EVIL EVIL EVIL by Anonymous Coward · · Score: 0

    Of course not! The FOSS games available are so wonderful in comparison to the crap the publishers push! They don't even support Linux for the most part! These jerks in the suits don't understand me anyways!

  26. You don't need approval to sell CD-R albums by tepples · · Score: 1

    A better analogy is that publishers are like RIAA members, and developers are like artists.

    You don't need an RIAA member to get the approval of Philips to put your album on CD; a band can just start selling copies through CDBaby if it comes to that. But you do need a publisher to get the approval of Nintendo or Sony to put your game on a disc or on the console's online store. And without the possibility of a console version, there aren't enough PCs in the TV room to make a viable market for some genres.

  27. Learning by Anonymous Coward · · Score: 0

    I've been developing an indie game in my spare time for a very long time (I don't want to quit my day job). I should have a demo out by the end of the year if all works out; and the full version done some time next Summer. I currently don't have a publisher, or any real ironclad marketing-distribution plan...though the trailer is almost done.

    I'd like to delegate the work of marketing and distribution to a publisher so that I can focus on development. I've had no luck in exciting any publisher (big or small) with my game. None of them actually told me *why*, but my guess is it's for one or more of these reasons: I'm an unknown and therefore undesirably high-risk, they prefer the game be 99.999% done before I pitch it, I simply haven't looked hard enough, or the game is just bad and undeserving to be published.

    Having said that, I'd like to hear other indie teams share their experiences with publishers (or lack thereof), marketing and distribution. Viral marketing and listening to your player base is a no-brainer; but the rest, to me, is still a mystery that will only be solved through experience and asking many questions.

  28. Both by cirby · · Score: 1

    There is now room for both the small, single-person game shop (as long as that person is a programmer, game designer, artist, editor, and publicist) and the major, high-dollar, high-end company (yes, it costs money to create really big games). That small-game person becomes... the publisher. On a smaller scale, but the same thing a "game publisher" does.

    If you're good, you can create a one-author game, put it online, and let people download it for some amount of money. If you want to make money with it, or get more than a few dozen people to buy/play it, you're going to need some sort of promotion. Which means you either need to hire a promotion group, or farm the game out to someone who will promote it (take out ads, convince reviewers to play it, etc). You know - a publisher.

    If you put together a team (ten or twelve people), create a hugely successful "big" game, market it, and make a lot of money at it, bad news - YOU'RE the publisher...

  29. Re: New Style Air max 90boot man Shoes,CA Bag by Voyager529 · · Score: 3, Insightful

    We offer kinds of Newest Style Handbag,Brand Handbag,Fashion Handbags,
    Ladies' Leather Handbag,Replica Handbag

    Selling leather handbags on Slashdot? Seems like this AC is a perfect example. If he had a publisher, he'd have known that Slashdot isn't the place for him.

  30. Re:They are not necessary, but convenient. by danbeck · · Score: 1

    I did some checking and I found out that Wizards is actually a for profit company. Your post made me think for a second that they were a non-profit organization created to help spread D&D around to poor and underprivileged people.

    You may want to check that out yourself. You seem to be confused about why Wizards is in business.

  31. It's the monkey suits, man by SilasMortimer · · Score: 3, Insightful

    This, to me, is where our watered down version of capitalism fails. Now, I'm a capitalist, but I'm not one of these fanatics who call socialism evil. Socialism works if done correctly and capitalism works if done correctly. To admit the biggest failings of both systems, socialist economies tend to be too focused on a limited number of industries which might make it more difficult to withstand tough economic times, while capitalist economies tend to spread too thin among all manner of industry, perhaps creating problems with quality specializations and therefore affecting the overall view of products from those companies.

    However, as I said, they both have their place. And they're not mutually exclusive. You can have both in balance or in moderation.

    Anyway, pardon me for digressing. Going back to my original point, our version of capitalism in the US is corrupt, plain and simple. And it's not because of over-regulation. Regulation can indeed stifle competition, but it can also encourage it. And this is perpetuated by both major parties. This is a subject where we are firmly entrenched on the Right. There are Democrats who speak out for moderation, but they aren't exactly vehement about it and most of them aren't generally willing to crusade for it.

    However - and this is coming from a very unabashed liberal - our "Right" actually fails to achieve or even try to achieve the traditional outlook on economy. The supposed champion of capitalism in this country, the Republican party, has very little interest in promoting true capitalism. On the contrary, they regulate it more than the Democrats do.

    Our legislation and tax practices are heavily stacked against the small businessman in favor of the corporations. This is deliberate and our government has every reason to continue this trend, particularly because the poor and the middle class show no interest in challenging it.

    Think of this: an entrepreneur might open a small business in a poor area. The owner is local, the employees are local and the business is tailored to the needs of that community. The money made generally stays within that area and if the business is successful, ultimately proves to be a great benefit for the other members of that community. At the same time, it is greatly in the owner's best interest to deal honestly and provide quality service and goods. They simply cannot afford to screw up. And yet, these businesses are the most common targets of the IRS and local agencies like the various health departments. It makes sense for them to. The big businesses not only can hire professional accountants to keep everything kosher, they can keep lawyers on hand to help them cover their butts when the tax laws become inconvenient. The small businessman is prone to mistakes. He or she must do everything themselves unless they have a family member who can figure it out. The health department can find all sorts of reasons to fine a small business. A small business in the food industry can have an industrial sink that's an inch too narrow according to arbitrary city or state guidelines and not only receives a fine, but is given a short amount of time to remedy the situation before the inspector returns and gives them another fine.

    But the small businessmen are a feisty bunch. They'll fight through all of this and, with luck and struggle, make it to the point where they can consider making a small profit. The economy of the neighborhood inches up. More potential small businessmen are encouraged to give it a try. The local economy seems on its way to a small renaissance.

    And this is what Wal-Mart and McDonald's have been watching and waiting for. Up pops the Megalomart to take advantage of a slightly more affluent community that is still just poor enough to go for the incredible bargains on low quality goods in order to keep making it. The myth that the politicians and pundits have drummed into our head is that these monoliths create more jobs, so the small businesses be

    --
    Omnes tuae crepidines sunt nobis sunt. Ascendo tuum!
    1. Re:It's the monkey suits, man by SilasMortimer · · Score: 3, Interesting

      Something I forgot to mention: I recently heard a quote that made me think.

      A banker can rob a farmer and no one pays attention. But if the farmer tries to rob a banker, dozens of police are immediately on the scene.

      --
      Omnes tuae crepidines sunt nobis sunt. Ascendo tuum!
    2. Re:It's the monkey suits, man by jroysdon · · Score: 2, Interesting

      Have to nit-pick a few things: Prince of Persia was published by Br0derbund (ref 1) and The Secret of Monkey Island by LucasArts (ref 2), hardly any different than the current crop of game publishers such as EA, etc. Sierra Online was another of the great publishers of their day (before they were bought and turned into what we despise, but that's what happens when the original owners sell out), but then they started from the ground up as developers - and I think that's the key to "getting it."

      Developers really do have a choice, though. In the old days it was publishing under the Shareware method or fronting money yourself to get into game shops (yeah right). Today, it's the do-it-yourself model that the 2D Boy folks who made World of Goo used thanks to the internet and Paypal. Oh, and it's even better than that, because they can publish independently for PC/Mac/Linux and then try their hand at publishing via Nintendo WiiWare at the same time. There is minimal risk other than hard work with no profit.

      The folks that always bought the published box titles will continue to do so. The folks who went the Shareware method have found OSS and won't drift to the non-free side often (myself, I wait 2-3 years to get a Wii title for $15-20).

      I, like you, despise WalMart. As a small business owner, I get it, but as a person trying to keep expenses down, I still go to McDonald's/Burger King and partake of the dollar menu. When we "splurge" it is going to In-n-Out Burger (privately owned burger chain in California who treats employees good and just does it right). I actually would go to In-n-Out more and pay double for the burger if I wasn't feeding a family of 6 while on the go to football games and such and they were closer and not 40 minutes out of the way from home/games.

      But I do think really hard before shopping at WalMart, and usually it comes down to not being able to find what I want somewhere else, and not being willing to drive all over town to 2-3 stores to make 4-5 purchases. If I can, I go to WinCo, who again, treats their employees right (interesting how they can be profitable and have an Employee Pension Plan with a Foods Employee Stock Ownership Trust - try that, WalMart).

      But that's just it, I make conscious decisions to prefer companies that are doing the right thing over companies that don't. The problem is that most American's do not do this, and they "vote" with their dollars the wrong way. If people really cared about people (cared about the employees of WalMart, for instance), we could change WalMart in less than a month with a boycott demanding they offer real health care plans, refuse to allow (let alone promote) their employees to be on government assistance by paying a real wage, give all workers who want to work 40 hours those hours. One month of a well-organized protest and people helping people coming to WalMart to understand why WalMart in its present form is bad and where they can shop for nearly as cheap, but without the economic hurt to their communities, and things could be turned around.

    3. Re:It's the monkey suits, man by Anonymous Coward · · Score: 0

      Well said, both of you.

    4. Re:It's the monkey suits, man by bartyboy · · Score: 1

      Socialism works if done correctly and capitalism works if done correctly.

      Socialism does not scale very well. At the core, it attempts to set up a mechanism to control supply and demand (of jobs, goods, money, resources, etc). This can be done in a small, tight-knit community where every member has the same goals and ambitions. But expand the community to a country, and you'll find people on every end of the demand and supply curves - some want to work 90 hours a week and drive a Land Rover, others are content being on welfare and having no boss. No amount of government planning and control can take that into account.

      Capitalism and free markets have their own set of problems, but at least they're not impossible to solve.

    5. Re:It's the monkey suits, man by cboslin · · Score: 1
      A very well written and seemingly well thought out post. I see many common thoughts and similar desires / hopes aspirations.

      All in all very impressive.

      I too get tired of all the "same type of games" give me a series of challenges, missions, a ship to fly (and fight in), like Battlezone or Wing Commander. As for the stick my head around the corner and shoot games (too many of those already, yawn) and the drive a car and run over things, sorry boooorrrrring.

      Innovate, even if open source and sell, people will buy, they most certainly will buy!

      I too am a capitalist, but the shortcomings in the system are very self evident. With the right board of directors, putting customers and people first, corporations can do great things. However when they are only focused on maximizing shareholder value or even worse, only making the board of directors rich, well we all have seen what that has brought us.

      Give me a community that prevents big box stores from ruining individual family businesses. Where the infrastructure, electric, water, sewer, Internet (fiber only...Greenlight please...), etc... benefit the community (not make a few greedy people rich or get misused by politicians or developers) only making enough profit to fund expenses, including repairs. Banking / financial industries like the couple of towns where the bank issues a local currency (yes in the USA) and all the local businesses offer discounts for using the local currency. Where doctors care more about healing than bankrupting Americans (granted its the health care and insurance concerns bankrupting 40% of Americans, not doctors). Where you know you have freedom of religion and religious practices because the church is smart enough to see the absolute need, as our founding fathers did, for the separation of church and state. Where property rights are respected, always, and imminent domain is rarely if ever used...if used a fair market price + appreciation is paid as compensation...and never used by a developer to take away from one family just to make one person or another family wealthy. Where neighbors look out for neighbors. That is where I want to live...

      Number one on my list, Fiber over the last mile to my home, like Greenlight did for Wilson N.C.

      Number two, preference for small businesses attuned to the needs of the community.

      Number three, freedom as promised in the Constitution and Bill of Rights.

      Where people do what is right, because it is right, not just because it is convenient and everyone benefits and grows together. And people do not push their prejudices on others. Where people can discuss, argue, talk and agree to disagree without feeling the need to force/bend another to their will.

      It is possible, I know it is!

  32. I fixed it for you by Anonymous Coward · · Score: 0

    "Are Game Publishers a Necessary Evil, Or Just Evil?"

  33. Console makers hold the keys by tepples · · Score: 1

    I have an Internet connection. I can rent bandwidth and rent or buy space on a web server. I can broadcast news of my game via social networking, message boards and other free medium. If I can work out how to write games, managing a web server isn't going to be brain surgery.What the fuck do I need a publisher for?

    A publisher represents you to the console makers, which hold the digital signing keys to the console bootloaders. If you decide to make a multiplayer game PC-exclusive, you have to make it good enough that people will spend either $1,800 for three additional PCs and monitors for players two through four, or $450 for a gaming PC to connect to the TV.

  34. The Child is Usually Right? by Stormy+Dragon · · Score: 1

    In many ways, it does know more than the parent, and is closer to what's innovative, but maybe hasn't figured out how to hone that energy yet

    Without commenting on the validity of the analogy, I for one found that as I get older I increasingly realize my parents were usually right.

    1. Re:The Child is Usually Right? by scopius · · Score: 1

      In many ways, it does know more than the parent, and is closer to what's innovative, but maybe hasn't figured out how to hone that energy yet

      Without commenting on the validity of the analogy, I for one found that as I get older I increasingly realize my parents were usually right.

      Antoine St. Exupery's "The Little Prince" has a few things to say about this topic.

    2. Re:The Child is Usually Right? by painandgreed · · Score: 1

      Without commenting on the validity of the analogy, I for one found that as I get older I increasingly realize my parents were usually right.

      I on the other hand, often find that my parents were very often wrong. They meant well, and their advise was in my best interest, but in many cases, while it would have been the correct advise for them while they were growing up, it simply did not apply my experiences twenty years later because conditions had changed. One case being getting a job. My father was a company man whose advise was for me to get into a company, give them loyalty and work for them for the rest of my life like he did. Needless to say, this did not reflect the job situation I found myself in, especially in the computer industry during the dot-boom and dot-bust. He also found out about the new reality when his company threatened to outsource his department for the last five years he was working there and finally did but luckily close enough to his retirement that he could get a nice package. I won't even go into when he yelled at me for not quitting my cushy summer 9-5 pizza job to instead go work for McDonald's because he thought that was a respectable company.

      Of course, I was the good kid that always did what my parents told me to usually. However, looking back, there are lots of times I think I should have been more rebelious and realize that their advise wasn't the best and should have done what I wanted. Some was stuff like my career, but also, I should have skipped more high school, partied more, and otherwise did more of the things other kids were doing rather than be a good kid. Experienced missed.

    3. Re:The Child is Usually Right? by Stormy+Dragon · · Score: 1

      They were often wrong, but far less often (and usually in less diastrous ways) than I was wrong. YMMV, but I can think of far more situations where I wish I had listened to them then where I wish I hadn't.

  35. Gatekeeper by tepples · · Score: 1

    Music downloads now exceed physical sales

    A single at typical encoding settings is 4 MB; even over dial-up, a single takes only 15 minutes to download. Your video game is probably at least 10 times that if not 100. And to distribute a game in a genre not well suited to PCs, you have to gain the approval of a console maker that prefers to work with big publishers instead of small self-publishing developers. Music doesn't have such a gatekeeper.

    I guess complex software never gets written by hobbyists

    Nintendo flatly refuses to work with hobbyists.

    or by sponsored professionals

    Video games are more than complex software. They are also complex meshes, textures, audio, etc. I don't see as much evidence of mass collaboration on those as I do on system and business software.

    1. Re:Gatekeeper by syousef · · Score: 1

      A single at typical encoding settings is 4 MB; even over dial-up, a single takes only 15 minutes to download. Your video game is probably at least 10 times that if not 100. And to distribute a game in a genre not well suited to PCs, you have to gain the approval of a console maker that prefers to work with big publishers instead of small self-publishing developers. Music doesn't have such a gatekeeper.

      Yes, and most people still stuck on dialup are at many kinds of disadvantage. You're completely overlooking live console gaming on the latest consoles. Many games now require broadband. Dialup isn't going to let you play.

      Nintendo flatly refuses to work with hobbyists.

      Longer term this may yet prove to be suicide. Then again longer term this may change.

      Video games are more than complex software. They are also complex meshes, textures, audio, etc. I don't see as much evidence of mass collaboration on those as I do on system and business software.

      Take a look at a few of the Microsoft flight simulator sites. Many terrabytes of meshes, textures, audio, configuration files, effects files, scripts etc. Being unaware of something existing doesn't mean it doesn't exist.

      --
      These posts express my own personal views, not those of my employer
  36. Typical Corporation by Orion+Blastar · · Score: 1

    game Publishers are typical corporations. They only think about one thing, money. They don't think about customer satisfaction, quality, enjoyability of the game, or even giving customers what they want. Instead they tell customers what they want.

    Many customers want classic games like Bard's Tale and Master of Magic to be remade for modern systems. But when they tried to make a console version of Bard's Tale it was nothing like the C64/Amiga/Atari ST/Mac/Apple //GS etc version and became stupid and they tried to make it a parody of the original game and it failed badly. Master of Magic 2.0 couldn't be made because Atari bought the rights to Simtech who made the game and Microprose owns the Civilization type engine it was based on. So if they do make a game it will be nothing like the original Master of Magic.

    If Game Publishers cannot come up with original games, they ought to look at past hits from the 1980's and 1990's and remake them for modern systems. But sometimes that means buying the IP from the original company that made the game and not all original companies are willing to give up their IP much less sell it.

    IP often gets in the way of making a good game, and game Publishers suing each other does not make the gamers happy.

    Most modern games I am not happy with, and I play old games via DOSBOX or my Amiga emulator and they are more enjoyable than modern games for modern systems. I own the old games, and wouldn't mind buying the new modern versions if they sold for a reasonable price and didn't need a lot of resources and RAM to run.

    That is another thing, some modern games need 3G of RAM and a 3.0 Ghz processor or higher to work, why? How bloated can a game be to require that much RAM and that fast a processor?

    --
    Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
    1. Re:Typical Corporation by Talgrath · · Score: 1

      Yes yes, corporations are all evil and all they're out to do is make money. So, you do you'd do your job for free, right? No? Well if you bought stock in a company and they lost it all because they let their "arists" just do their thing you'd be fine with it, right? No? Any company anywhere, from the smallest mom and pop shop to the largest corporation only cares about customer satisfaction because it makes them more money, any company that and any shop owner that tells you otherwise is lying to you. Why should game companies be different from any other company?

    2. Re:Typical Corporation by Orion+Blastar · · Score: 1

      Actually if all a corporation does is focus on money, they will be bankrupt really soon. Look at the economy and the banks and companies being bailed out. They are being bailed out because they were stupid.

      Companies that have a better quality product, better customer satisfaction, etc tend to earn better profits than a company just based on money and profits that makes crap quality and poor customer satisfaction. Business Management 101 there, Participatory Management, Servant Leadership, Organizational Behavior, take some modern college classes to learn them. The Game Publishers are ignorant of them and thus fail.

      Actually I have lost over $50,000 in my 401K and IRA from technology companies that only focused on money and profits and nothing else, so I know what I am speaking about here.

      Video Games that require 3G of RAM and a 3.0 Ghz processor is shutting out a lot of potential users, and thus dooming the Game Publisher to not earn a profit from the game as a majority of the market cannot run it unless they buy a better computer. When you have bloat that bad, it starts cutting into the profits.

      Video game development is not an "art" it is a science, and if game publishers treat it as an "art" and don't follow the rules of game making and computer science, it will become bloatware that hardly anyone wants to buy or cannot buy because their system won't meet the requirements to run it.

      All I am saying is that most game publishers are penny wise and pound foolish and focus mostly on profits, and thus they get what they deserve. I am one of many people upset by a poor experience and lack of entertainment in modern games. I am tired of paying $60 for a bad game only to take it home and use it and learn that it stinks, it is bloated, it is buggy, and the patches/updates only make it worse.

      Would I do my job for free? Being that I am developing FOSS software, I do what I do for free anyway. I also write content for free at many Wikis as well. I don't even ask for one penny for what I do. But I do it way better than the paid professionals do.

      --
      Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
  37. Welcome to Art by tthomas48 · · Score: 1

    We have a wide spectrum. Avant-garde. Commercial. Some artists get large grants from the government or private foundations. Some don't. It's like movie production. Or theater production. Or sculpture. Some things can only be done with the large amount of investment that commercial dollars can provide. Some can be done in the artists free time with little up front investment. Getting the commercial dollars involves having more hands in the mix to make sure the end product is commercially viable.

    These complaints go back to ancient Rome.

  38. WiiWare requirements by tepples · · Score: 1

    Oh yeah, you know all those XBLA and WiiWare games must have gone through "an established publisher."

    I haven't looked at XBLA closely, but WiiWare development has the same requirement for a dedicated office and a track record on another platform as Wii Game Disc development.

  39. Localization by g4pengts · · Score: 1

    Didn't see any comment mentioning this, but without publishers willing to localize games, small time game companies would not be able to afford to localize games for different regions. I'm thinking publishers like Atlus and NISA here.

    --
    Strange women lying in ponds distributing swords is no basis for a system of government.
  40. Terrible analogy. Game publishers = RIAA/MPAA by MobyDisk · · Score: 1

    Seems like we have a lot of industries are split into creators, publishers, and distributors. Publishers are a middle-man, and they sometimes help, but sometimes get in the way. The biggest problems arise when the publisher is completely unnecessary, so they try to block creators and distributors from meeting. This is the RIAA situation today: Anyone can put their music onto iTunes if they want to, and RIAA companies are becoming marginalized. So they respond by trying to strangle the industry.

  41. When you ask questions like this... by poofmeisterp · · Score: 1

    When you ask questions like this, you'll get a lot of answers and just spark debate.

    The only answers that contain the true form of "answer" are from the subjects in question. Ask the developers. Ask the publishers. What are their answers?

    Once you have those, there will be another debate to be had, because there will be liars and truth-tellers. Both will be coming from positive and negative perspectives.

    In the end, there isn't an answer. Just hypothesis.

  42. Can we get a 'stupidanalogy' tag? by Anonymous Coward · · Score: 0

    well?

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  44. Resource providers that is all by Anonymous Coward · · Score: 0

    Large game publisher simply provides one thing. Resources as in money for development and marketing. Other then that they dont really contribute anything to the game itself or the quality. I would much rather see an environment where you have independent game developers who have avenues to distribute their games like Steam as an example, and network to connect good developer projects with investment for capital.