Book Review:
Secrets of the Game Business
Some of the most common questions we receive at
GIGnews are posed by new developers desperately seeking
business advice. How do we get published? We need
artists, how do we put a team together? We’re about to
sign a publishing deal, should we agree to X? We do the
best we can to steer them in the right direction, but we
don’t always have all the answers. Happily, a new book
from Charles River Media has come to the rescue.
Secrets of the Game Business provides an
insider’s look at how the game business really works.
This well-organized and insightful collection of
chapters by industry professionals reveals the workings
of the game development and publishing industry through
their experience and insights. These publishing
executives, developers, veteran producers, designers,
owners of independent studios, and academics have
written a unique collection of articles that really
delve into the intricacies of the business. The
articles, case studies, and interviews cover all aspects
of the industry, providing real-world examples that
illustrate how successful companies and individuals have
achieved their goals. Everything is covered from how the
retail market works to financing a start-up and deciding
on the right business model for a game.
The book is divided into four primary sections
(Publishers & Developers, Game Development Startups,
Taking a Game to Market, and Managing Game Development),
with six to eight chapters in each section. Certainly,
every game studio start-up would be well-advised to read
this book cover-to-cover, as well as those existing
studios who need a refresher course on the business-side
of game development.
Section 1: Publishers and Developers
The helpful and honest tone of the book is set in
the very first chapter, and editor Francois Dominic
Laramee does an excellent job of keeping the train on
track.
In chapter one, "The Top Ten Misconceptions New Game
Developers Have About Publishers", Mason McCuskey of
independent game developer, Spin Studios, attempts to
shed light on publishers or those "magical beasts,
capable of granting wishes or destroying fortunes…" In
practical, no-nonsense terms, McCuskey tells it like it
is, and, as he notes, while one could fill an entire
book on the topic of how to get a publishing deal, this
article gives you a good start on the basics and
provides direction as to where to go next.
In fact, this "just the basics" approach is what sets
the book apart, and why it is a breeze to read
cover-to-cover. Yes, there are books that go into much
more detail, but getting the big picture is a big key to
success and, as you read through the book, you’ll be
able to quickly note those areas requiring further
study. In short, this is a game business primer that
will help set your company’s course.
Speaking of which, the course to delivering a game
into a consumer’s hands has become an increasingly
complex, lengthy, and costly process. How many entities
do you think it takes to get a game into the consumer’s
hands? How about 14? In "The Role of Each Entity in Game
Publishing," Kathy Schoback, Director of External
Development and Publishing for Sega of America, outlines
the roles of 14 entities that collaborate to deliver a
game to market. From the game developer to the
motion-capture and art and animation service providers
to the publishers and the QA providers, this chapter
lays out the intricacies of the process.
Section 2: Game Development Startups
Given the complexity of the process, an established
business plan to guide your company would seem of
paramount importance, but based on the emails we
receive, many game developer startups appear to be
operating without one. "Writing a Business Plan for a
Game Development Startup" by Francois Dominic Laramee
makes you ask yourself the important questions and
define your goals in a nutshell format. Again, not only
could an entire book be written on the subject of
business plans, entire books -- plenty of them --
have been written on the subject of writing business
plans, however this chapter is specific to a game
development startup, and provides a good jumping off
point for further exploration. Similarly, in the chapter
"Financing Projects & Startups", author Thomas Djafari
illustrates the various sources of financing you can use
for your project, how they work, and what the people who
will decide whether to fund your team are looking for
when evaluating your project. Also included are chapters
on specific business models for wireless game developers
("Wireless Business Models" by Johanna Wilson) and
online game developers ("Online Business Models: Using
the Net for Profit" by Sande Chen).
Also included in this section is Sean Timarco
Baggaley’s candid article on "Development Misery and How
to Avoid It." As Baggaley notes, only one in five new
businesses, regardless of industry or market, succeeds
and as success speaks for itself, his article highlights
"the mistakes, the traps, and pitfalls that can beset
the unwary."
Section 3: Taking the Game to Market
In this section, public relations ("Public
Relations: Making the Most of the Gaming Press" by
Beverly Cambron), pitching ("Securing a Development
Contract: The Art of Pitching" by Ed Bartlett), and the
use of game agents ("The Whys and Wherefores of Game
Agents" by Borut Pfeifer) are tackled. How do you, as a
developer, market yourself to publishers? And, for
self-publishers, how do you handle public relations,
customer service, and maybe even direct sales? These
chapters provide specific advice and direction.
Also included in this section is attorney Thomas H.
Buscaglia’s "Effective Development Contracts," and game
agent Jay Powell of Octagon Entertainment gives the
"Pros and Cons of Worldwide and Country-by-Country
Deals." Jay’s presentation at GDC2003 on negotiating the
best deal possible, played to a packed house. He knows
what he’s talking about and if you missed his lecture,
you can learn many of the basics as set forth in this
chapter. And, finally, Mason McCuskey outlines
"Techniques to Increase Upsell for Online Games."
Section 4: Managing Game Development
As noted in the introduction to this section,
managing a game development business is hard work, and
while much has been written about the game industry’s
"idiosyncratic problems" such as lack of business
acumen, burnout, and employee revolving doors, little
direction has been provided to help avoid these issues,
which is where Secrets of the Game Business comes
in.
In "The Stages of Game Development", Michael Sellers
of Online Alchemy, outlines a development process that
is practical, realistic, flexible, and takes into
account the unique aspects of game creation. Sellers
advises that by applying the stages of game development
as discussed in his article, you will "clarify your
process, and increase your chances of developing a fun
game that sells."
At the end of the day, games are made by people, and
a cohesive and happy team will not only save money, but
valuable production time as well. How to create and
maintain a "legendary and legendarily happy team" is set
forth by Heather Maxwell and Melanie Cambron in
"Leadership: The Making of Effective and Happy Teams."
Maxwell and Cambron include the warning signs of an
unhappy team and ways to head problems off at the pass,
now and in the future.
Conclusion
Not every chapter in Secrets of the Game Business
has been covered in this review, but virtually every
chapter in the book provides at least one (at the very
least) core concept of advice that every game developer
should not only take to heart, but apply in practice.
Again, this book isn’t about the subtle nuances or
detailed variations, it’s about the big picture and key
concepts, and when we receive those "help!" emails from
game developers, there is a good chance that "read this
book" will be our answer.
Book Details
Publisher: Charles River Media
ISBN: 1-58450-282-7
MSRP: $39.95 (US) $61.95 (CAN)