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."
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."
The analogy is completely wrong and misused.
For starters, where's the car?
Just Evil.
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.
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.
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.
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.
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.
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.