
July 2002
GETTING PUBLISHED PART 1: PROCESS OVERVIEW
At one of the sessions at the past E3, during the
question and answer portion, an audience member told the
panelists he was developing a game and he wanted to know
how he could go about getting it published. He said his
company’s plan was to completely finish the game before
showing it to publishers. The panelists’ response was
unanimous: "This isn’t the right session for that
question."
On a regular basis, GIGnews receive emails from developers
who are desperately seeking funding and publishing
deals. They want publicity. They want advice. Does
anyone know anyone who can help? Anyone? At all?
The topic of how developers go about getting
published is an involved one and, apparently for many,
an elusive one. Rather than trying to cover it all in
one article, GIGnews has decided to begin an ongoing
exploration of the topic, beginning this with an
initial overview.
Setting the scene
This series is not for the person with a
"game idea." That is, you’ve got a "great idea for a
game", and you want to "sell" your idea? As addressed by
game agent Jay Powell of
Octagon Entertainment,
in a recent GIGnews Q&A, there is very little you can do
without the backing of a developer, publisher, or
finance group. As Powell explains, publishers and
developers very rarely pick up ideas that are not their
own. Many larger publishers even have NDAs
(Non-Disclosure Agreements) that say they will not
guarantee that they do not have a similar idea in the
works. Rather, he says, your best bet is to find the
financing to pay for the game. Many smaller developers
exist that are avidly seeking contract deals. If you
have the money, they will be happy to help your dream
come to life. The other option would be to use your
spare time to create a demo of the game. You could use
the advances from a publisher to finish out your team
and complete the game. In short, there is very little
chance at all of simply selling an idea.
Given that, this is for those of you who are
the developers. You’ve taken your game idea and made it
a reality. You’ve put together a team that can handle
the various elements of design, programming, and art and
created a demo. What you need now is a publisher’s money
to get the game finished and on the store shelves.
Getting your ducks in a row
So, here you are, a game developer. You’ve got a
demo, now you need to get it in front of publishers.
Where are they? How do you find them and, once found,
how do you present your game? First, before you start
knocking on doors, make sure you’re ready just in case
someone answers. You don’t want to appear scrambling and
disorganized from the outset.
As Powell notes, the more information you can provide
a publisher, the better off you will be in the long run.
And, what you need, will depend on the state of your
project. If you have a very early game for which you are
seeking development funding, you will need to show the
publisher as much of the gameplay as possible, but the
user interface and a technology demo are
essential. You should also provide a design treatment
that will show your budget, timeline, and
the unique selling points of your game. The
design treatment should not be a 400 page document,
rather, it should be around 15-20 pages that outline the
unique gameplay and technology features.
This lets the publisher know the time you plan to
complete the game and gives an idea of the cost.
Finally, let the publisher know about your team. What
have you done in the past as a team or individually? If
a publisher feels confident that you can deliver a
quality game on time and on budget you will have a much
better shot at a deal.
With regard to the importance of the size of a
development team, says Howard Horowitz, founder of game
publisher,
Got Game Entertainment, "The team and previous
projects concern me more, and the fact that the lead
programmer is 100% dedicated to working on my titles,
and not juggling a number of titles. The size of the
team should also be in line with the size and scope of
the detailed game concept. A small team would not be
able to handle what is clearly a large project in scope,
that is just a set up for failure."
If your title is at beta, says Powell, you are
presenting a publisher with much less risk. You should
show them the game in its present state, an idea of the
budget you are looking for, and a synopsis of the unique
selling points. If possible, compare and contrast your
title with any of the big sellers on the market right
now. Let them know that your game will be a good buy for
them and everyone can profit from it.
With both of these scenarios, you should definitely
provide the publisher with a walkthrough of the
demo you are sending. Always assume that the person
reviewing the title has no idea how to play the
type of game you are submitting. This will help ensure
that no one misses anything that is shown in your demo.
It can also help you make a better presentation because
the tester will not enter the areas that are not
finished yet, or try commands that have not been
implemented. And, says Powell, "I always recommend that
developers sit down, define their selling points, and
structure their demos and walkthroughs to show these
off." Publisher Horowitz, notes that he also would like
to know about the previous projects the company worked
on and how those games were reviewed.
When putting your presentation package together, be
sure to proofread before sending it out. Good grammar
and proper spelling seem to have gone the way of the
dodo bird. Even though you and your buddies communicate
just fine, the decision-maker at the publisher may have
gone to school when proper grammar still meant
something. He or she may be well aware of the difference
between "your" and "you’re", possessives and plurals,
and, whether it makes any sense or not, "tough" is not
spelled "tuff."
In short, if you’re talking about submitting a 15-20
page document, make sure it is clearly and properly
written, and easy to read.
While being completely prepared is very important,
particularly for those face-to-face presentations Damion
Schubert, Creative Director and CEO of
Ninjaneering,
advises that extreme flexibility is also key.
"People sometimes come in late," he explains, "You may
need to squeeze in walk-ins, and some publishers have
differing priorities. Some presentations will be an hour
long, and others will be made 5 minutes long due to
unforeseen circumstances. Rather than a formal speech,
I’ve found its better to make a list of 3-5 points
you want to be sure to nail."
Before learning how to find publishers, and going
back to that question from E3, is it wise to complete a
game before showing to a publisher? What about the value
of getting feedback based on a demo?
According to game agent Powell, having the ability to
finance a game through to completion places a developer
in a wonderful situation for maximizing their revenue on
the game once it has launched. "However," he adds, "I
would highly recommend having someone look the game over
during development."
A developer can still sign with a publisher but
finance their own game. By bringing the publisher on
board earlier in the process the developer will benefit
from the support of the marketing team. If the marketing
division of a publisher has spent significant time with
a game they will be more likely to support it heavily
than if the game was just "picked up" at the last
minute.
Schubert advises that all publishers really care
about is risk. "Whether it's money, timeframe or
marketplace, risk is the reason why they'll say no,"
he says. "Obviously if you have a game that is on the
brink of shipping, that risk is very, very low. Some
smaller publishers, in fact, have an entire business
model devoted to publishing games that are done or
almost done." He also notes that the more risk your
company assumes yourself and the closer you get to
shipping, the better your negotiating position. If you
can get that far, you're much more likely to get a good
royalty rate.
Schubert’s company, Ninjaneering, a company of
massively multiplayer veterans, most of whom came from
Ultima Online 2 is currently pitching a massively
multiplayer title aimed at the mass market. Because of
the expense associated with MMPs, even the one being
developed by Ninjaneering which Schubert notes will be
at the less expensive end of the MMP spectrum, the
finish the game before pitching approach was not taken.
Furthermore, he says, several additional arguments
against going too far past the demo stage can be made.
First, along with all the other risks, you're assuming
the risk that a publisher will come along at all.
Secondly, if a publisher is eyeing a title that can
either be adjusted for a license they own, or slid in to
fill a specific need, you can find yourself "throwing
away" a significant amount of work to meet that need.
And, lastly, it has been argued that a publisher is more
likely to financially support a game that (a) they have
invested more heavily in and/or (b) that they have a
greater royalty stake in. Given that a young studio
needs to build a proven track record in order to make
the next game easier to get, some may find that having
that additional buy-in by the publisher is worth it.
"I think there are definitely pros and cons either way,"
Schubert concludes, "In our case, our chosen genre
forced our hand."
Philippe Renaudin, of French game developer
Doki Denki
notes the importance of
being creative, but realistic, in developing games that
can find their place on the market. For that reason, he
says his company prefers to build their projects in
partnership with publishers at a very early stage versus
going too far in development without marketing advice.
As a European developer, he believes this strategy is
particularly important when talking with American
publishers. Renaudin notes that games made in France
have been considered too "Frenchy" in the past, but that
Doki Denki learned a lot about American marketing
through their publishing partnership with Disney
Interactive (Tigger’s Honey Hunt, Party Time
With Winnie the Pooh, and Peter Pan’s Return to
Neverland).
All developers learn as they go when it comes to the
pitching process. Based on his experience, Schubert
offers some final advice, "Be confident enough to answer
any question because you have spent the time to think of
every question that could be asked. Let your hard work
guide you to the right answer! Be sure you have a good
public speaker doing your presenting. Get a solid biz
dev guy to handle the busywork of preparation and follow
up, so that your developers can focus on the
all-important demo."
Now, before you have that face-to-face time with a
publisher, make sure your "face" is one that can
represent your company and your game well. It’s not
about physical looks, it’s about smarts and presentation
skills. And, okay, a shower and a tucked in shirt.
Finding and contacting the publishers
You’ve got your demo and supporting documents ready,
and you’ve chosen your presentation person. If a
publisher answers when you start knocking, you’re good
to go. But, how do you find a publisher and a contact?
Thanks to the web and an ever-growing game community,
there is a wealth of information available. Gamer sites
like
Gamespot
and
Gamespy
keep a database of games and note the publisher of each.
Or go to your local game retailer and look on the boxes.
What kind of game are you working on? Might as well
start with publishers who publish similar genres. Let’s
say you’re working on a military-based game for the PC.
Go to your local game retailer. Check out the military
style games. There’s Jane’s Attack Squadron
published by Xicat
Interactive. On Xicat’s website click on "company"
and then "development". On that page you will find
specific information on what kinds of games Xicat is
looking for and the exact person you should contact,
including his email address. Xicat also advises that
before sending any design documents or demos you should
ask for an NDA, this is for your protection as well as
their protection. Will it always be that easy? No, but
learning who publishes games in your genre and then
checking out their websites is one place to start.
Attending trade shows like E3, GDC, and ECTS are also
ways to meet the right people. E3 and ECTS are about
game publishers, so you can bet a few a will be around.
Also, the trade show directories provide a wealth of
information including key company contacts listed in the
body of company descriptions. And, if you’re not already
involved in the game development community in your area,
such as a local IGDA chapter, you should get that way.
Other developers are an excellent source of information
not only in terms of getting contacts, but of also in
terms of learning which publishers live up to their
agreements and value a developer’s property.
For European game developers, a unique opportunity to
meet publishers and demonstrate your product is at Game
Connection, a business convention held in Lyon, France.
Sponsored by Lyon
Game, a non-profit
organization, the first Game Connection took place in
December 2001, gathering 27 French developers and 20
world publishers. While the 2001 event was dedicated to
French developers, the event this year is dedicated to
European developers.
French developer Doki Denki took part in last year’s
event which ultimately lead to a significant deal with a
"leading publisher". Renaudin says the developer had
one-to-one 30 minute meetings with publishers for a
total of more than 12 meetings in 2 days. "In 30 minutes
we had to present our company and excite their interest
in one of our projects that we had selected before the
event," Renaudin explains. "That was a very good
exercise because we had to be clear, efficient, and
attractive in the way we presented our project, by
extracting the key features of the game. And, when the
project is good, 30 minutes should be enough to attract
the audience."
The Game Connection team arranges private meeting
rooms for the developers and all scheduling is handled
by Game Connection. According to Pierre Carde of Lyon
Game, the cost for developers will be 2000 euros or 1000
euros for Lyon Game Members. This cost includes a night
in the hotel and meals for 2 people. Game Connection
will again be held in Lyon, France in December. For more
information, visit
www.game-connection.net
or contact
connection@lyongame.com.
Another way for developers to connect with publishers
is by using a game agent like Jay Powell of Octagon
Entertainment who represents game developers. In short,
game agents do the pitching for you. However, much like
getting your information in front of a publisher, you
must likewise first get it in front of the game agent.
Says Powell, "We look for the same information
publishers need. Ideally we like to see a playable demo,
design documentation, outline and description of the
technology used in the game and the features of that
technology, and a comparison to similar titles in the
genre." He adds that calls or emails prior to submitting
a product can be useful to verify the agent is seeking
your type of title. He adds, that once your package is
sent it is "imperative" that you call to follow up on
your submission.
While agents actively seek out properties, they also
consider submissions. In either event, Powell assures,
the developer is treated equally. "We may not be able to
represent all of the titles that are submitted but we
try to reply with feedback from our experience to help
them along."
Powell finds the most common mistake developers make
when approaching a game agent is that they simply have
not planned for their game distribution far enough in
advance. "We see a lot of submissions that need deals
immediately, and we have generated great deals for some
of our clients in 1 month, but with more time the terms
could have been much better." He adds that many
developers don’t anticipate the problems that can arise
in localization either. By having a localization kit
ready soon, developers can hopefully have a world-wide
simultaneous release and eliminate piracy issues.
According to Powell, localization kits can also speed up
a publisher’s evaluation process.
Note: A localization kit is all of the
information that a publisher needs to translate the game
into different languages. This can be as simple as a
text file outlining the dialogue of the game or a
complete package with artwork that needs to be modified,
samples of the speech from other versions, etc.
Another avenue for developers to get their product in
front of publishers is through a "game scout" such as
GAMEproducer, whose primary function is to serve as a
content scout for game publishers. Scouts work for and
are compensated by the publisher, the opposite of an
agent who works for the developer. Scouts seek out the
best titles at a good value. Lloyd Melnick, President of
GAMEproducer,
says developers must submit their games just as they
would if submitting directly to a publisher. With regard
to product proposals, Melnick says the biggest mistake
game developers make is submitting games or concepts
that are "not the best of breed nor have a really strong
hook. No publisher, regardless of the project’s cost,
wants a game that will be ‘almost as good as’ something
else that will be on the market at the same time."
Following up
Finally, whether it’s following up with a game agent
following your submission as Jay Powell advised, or
following up with the publisher, follow up is key. Don’t
just submit your life’s work and cross your fingers. You
need to act while your game is still fresh on the
publisher’s mind, and to make sure they received
everything needed for a good evaluation. For example, if
you’ve met with a publisher at E3, the publisher
probably doesn’t have time to deal with you immediately
after the show as he is catching up on everything else
put on the backburner for E3. Damion Schubert suggests
emailing first, to give the publishers a chance to catch
their breath, but he always says it’s important to be
aggressive. Notes Schubert, "It’s far better to be
perceived as aggressive than to be forgotten. At least
if you’re aggressive, you’ll know they’ll actually talk
about you."
AUTHOR BIO
Beverly Cambron is the founder of Rocco Media, LLC, a
public relations and marketing firm. She also holds a
degree in finance and international business, and is compelled to write the occasional article on a
business-related topic so she doesn't feel like she
completely wasted her college years. Contact Beverly at
beverly at roccomedia dot com.
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