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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."

30 of 173 comments (clear)

  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 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.

    3. 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.....

    4. 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.

    5. 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.

  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 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.

    2. 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.

    3. 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.

    4. 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

  4. 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....

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

    Just Evil.

    1. 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
    2. 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
  6. 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.

  7. 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.

  8. 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 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.

  9. 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.
  10. 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....
  11. 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.

  12. 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.

  13. 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.

  14. 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.