Top 3 reasons to NOT work with publishers

15 02 2008

So I already told you why it is good to work with publishers. Unfortunately working with publishers isn’t great for all the time. Even if the deal looks great on paper, sometimes it doesn’t work out for you. It doesn’t work out for many reasons, but here are my top 3.

#3 Less creative freedom

NotesOnce someone agree to put money into your game he may want to have creative control over your game. Most often both sides will work to make the game the best thing on earth, but it may happen, that you’ll be forced to add or remove features that doesn’t go with your ideas.

Remember, you have the passion for your game. Employees of your publisher may not.

#2 Lack of experience

Yeah, I know how does it sound, but believe. Just because they are cold publishers, doesn’t mean they are experienced in the area you are wanting them to be. Need an example? Great retail publisher doesn’t have to be great online publisher (and vice versa).

If you work on a casual game, make sure your publisher can provide you quality beta tests. And put it in contract! Casual game success depends a lot on gameplay balancing and without a real player testing your game it is not possible to catch all weak points in your game. Some devs advice to test game mechanic on every stage of development. Make sure to test it after each bigger change in gameplay mechanic.

#1 Money

50 DollarsEarly cash advance is great, but then you have to wait for a long time before the flow of cash comes in… It can take 4 mothns (best case scenario) or… but it may never happen. Your publisher takes 50% or more of your game NET revenue and needs to recoupe your advance first.

Publishing online is quite easy. It can take some time, but it’s not worth giving away 50% of your games revenue. The only reason to go with a publisher in this case is only when you can’t get there without him… and there are only 2-3 places that will not work with indie developers directly (AOL, Yahoo). So sign a deal to publish your game only on those two portas. Submit your game yourself to the others.

Your publisher may want to trick you that he will get a better deal with a portal than you do on your own. I really doubt it (mine didn’t). Portals just don’t feel like giving more to anyone and it doesn’t matter for them if you’re small or not. Of course, they may want to try to give you lower royalties, but it doesn’t mean that you have to agree. Learn to say no. Negotiate. It is a great skill in the long run.

And last but not least… let’s say your game is not so hot as it seemed to be. With so many titles in publishers portfolio they may just don’t work that hard on monetizing your game, cause they may have better converting game. If you sign exclusive you’re screwed. Your game is probably all you have… you’ve been working on it for 6, 9, 12 or more months. You need to make those money back. Even if your game is not so well converting among all other games it may still be the best converting game in your portfolio. Keep at least the right to sell from your own website.

Whatever you choose – good luck!

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Anawiki Games 2008 resolutions

1 02 2008

Yeah, I know it’s odd to post New Year resolutions in the beginning of February. My thinking is that if you post them so late then actually they are worth anything.

Year 2007 was not a very good one for me. I had great plans in the beginning, but in December I started to wonder why it didn’t happen? The first half of the year wasn’t so bad, but the second one was devastating to all my plans.

  • We released Pony World… and then received request to translate it to 6 different languages. We had a contarct and we couldn’t deny request and each translation took so looong, because Pony World is a complex game with a lot of written and rasterized text. If you ever want to translate your game, make sure it doesn’t use rasterized text or make it data driven. Each menu, caption, buttons, icons should be defined in a file that you can change without the need to recompile the game.
  • We started 2 or 3 game projects and run into cash-flow issues… I didn’t expect that getting money from released game takes so long.

Well, there are other minor things that made it difficult, but 2008 looks much different.

Year is very long… and it’s very difficult to predict in detail so I decided to split my predictions into 3 parts: short term (first quater), medium term (first half of the year) and long term (second part of the year).

My main goal is to improve company efficiency at making games and selling them. Making games is time consuming so when I written down all our projects I was shocked. If I want to finish them as I plan I should release a new game almost every 2-3 weeks. Yep, it’s sounds unbelievable… though we create games in a way that we can easily make add-ons and sequels.

    So here it goes:

  • Pony World Deluxe – should be released in Feb
  • Runes of Avalon 2 – should be released in Feb
  • JigSaw Quest: Avalon – scheduled for release in March
  • Alice Adventures – scheduled for April
  • … and 5 more games to be released in the first half of the year
  • … and 2 more in the second half of the year

Sounds crazy when I look at it… though first four titles on the list are in production or near completion at the moment. We just have to focus on finishing it one by one instead of making little steps in each game. In the second half of the year we will release only two games. If game development is your business, then monetizing comes first and if you have no games to monetize you run out of the business.

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How long did it took you to create your last game?

15 01 2008

It took us more than a year to create Pony World, about nine months to create Runes of Avalon. How about you? The trick is that those number state only start to finish dates. The real thing is here (posted originaly by Cliffski on IGF forum):

Legend has it that Pablo Picasso was sketching in the park when a bold woman approached him. “It’s you — Picasso, the great artist! Oh, you must sketch my portrait! I insist.”

So Picasso agreed to sketch her. After studying her for a moment, he used a single pencil stroke to create her portrait. He handed the women his work of art.

“It’s perfect!” she gushed. “You managed to capture my essence with one stroke, in one moment. Thank you! How much do I owe you?”

“Five thousand dollars,” the artist replied.

“B-b-but, what?” the woman sputtered. “How could you want so much money for this picture? It only took you a second to draw it!”

To which Picasso responded, “Madame, it took me my entire life.”

I really like that legend. Yep, nine months, but I started creating games when I was 15 (and thinking about creating games when I was 10). Now I am almost 30. It took a lot of time to learn all that little tricks to make great looking and fun games. Entire life seems about right. Keep that in mind next time you negotiate publishing contract.

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Stamp Out Piracy Awareness Week

21 11 2007

Stamp Out Piracy logoEvery day StampOutPiracy reports hundreds of links to illegal pirated games that are hosted on file sharing accounts. StampOutPiracy also try and take down full warez sites/blogs and Ebay listings.

The idea behind the awareness week is not just to remove links but to educate people and inform them about game piracy.

Stop saying that you can’t fight piracy. Educate yourself. Educate others. Or just don’t approve it. That makes a difference.

The Facts

  • By using pirate games you are basically stealing from the actual developer of the game. This is how they make their living. If you don’t pay for the game, then they don’t make any money.
  • Game development takes time (sometimes years) and money. It is only right that developers get paid for their hard work.
  • By using a pirated game you are not entitled to any technical support or updates for that product.
  • Pirated games can often expose your computer to viruses, spyware and adware, to name a few. If your computer is infected then you only have yourself to blame.
  • The bottom line is that pirating games is illegal and people do get caught!

Piracy: Why is it wrong? – An article by ELSPA to make consumers aware of the issues with piracy.

I will just quote one argument from that article:

By knowingly purchasing or downloading a counterfeit computer game you are running the risk of children having access to unsuitable material.

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