May 2003

THE DEVELOPER'S LIFE PART 11:
SIZE MATTERS
By François Dominic Laramée

Some time ago, the esteemed editor of this publication and I briefly considered looking for a sponsor for my column. Back then I quickly dismissed the idea, convinced that no sponsor worth his salt would give a second look to my left-leaning nonsense when there were so many worthier targets for their not-entirely-disinterested generosity. But now might be a good time to revisit the concept, because the more I think about it, the more I believe that I just might be the last sponsor-free entity left on Earth.

Indeed, corporations (and, in some peculiar corners of the world like mine, governments) are so desperate for brand visibility that everything from high school proms to regional curling championships to supermarket egg shells has been covered with ads and logos. One family even appeared on NBC's Today Show last year to offer to sell the naming rights to their child to the highest bidder. There seems to be, in the minds of today's image-makers, no such thing as too much marketing; in fact, an ever-increasing branding effort is perceived as the only way to survive in the corporate jungle. A particularly crude case in point: in No Logo author Naomi Klein quotes David Lubars, a senior advertising executive, as saying that consumers "are like roaches – you spray them and spray them and they get immune after a while."

On behalf of the roaches, let me express a suitable level of gratefulness.

OK, I'm done.

Brands, Not Products
No Logo
describes how multinationals have moved from a product-based economy to a brand-based one over the past twenty years, thus transforming themselves from purveyors of goods to providers of prestige, good feelings and self-worth. We are no longer buying shoes and clothes; we are buying hope and social standing. Which, judging from the price of the pair of tennis shoes I have used to inflict the latest round of sports injuries upon myself, is very expensive indeed.

The method is frighteningly simple:

[] Jack up your marketing budget to 5 or 10 times what it used to be, focusing on the brand instead of the product.
[] Pay for it through a reduction in unit costs – by slashing jobs and moving production to unregulated, union-busting offshore sweatshops.
[] Since you are selling prestige, sell it at an incredibly high markup.
[] Count your money.

What does this have to do with us? Plenty. Sure, there aren't many game development studios that pay their workers 80 cents a day like some Chinese garment factories. However, the same forces are at work in our neck of the woods, albeit at a much more modest scale. And their impact isn't hard to feel.

Selling Ain't Cheap…
… And it ain't easy either. With so many games competing for so little retail shelf space, ad budgets grow by leaps and bounds; the big brands that advertise on TV, like EA Sports and the console manufacturers, do so at a cost that easily reaches the tens of millions of dollars. And in addition to the traditional ad and promotion channels, which cost more every year, today's marketers are forced to use strange ways to reach their consumers. For example, when I interviewed Chuck Kroegel of game publisher Strategy First for Secrets of the Game Business, he told me that a majority of his company's marketing effort and much of its budget went to online agents, who visit chat rooms and handle public forums to promote the games to consumers one on one.

Bottom line: selling games and consoles takes a lot of effort and money. All that marketing and promotion money has to come from somewhere. More often than not, that somewhere ends up being the pockets of consumers – and especially those of developers, who must produce bigger and bigger games on tighter and tighter budgets, with all of the unpaid overtime and minute-after-gold-master layoffs that this vicious cycle entails.

And even that much effort doesn't always work. How many high-profile games with sky-high marketing budgets still tank in the marketplace? And in the rest of the world, for every Nike that successfully hires thousands of direct marketers to hawk their wares on campuses and playgrounds, there is a Daewoo that thinks it's going to do them a big fat lot of good to try the exact same thing – and that promptly goes bankrupt anyway.

Cannibalization
Around 1913, says Klein, A&P quickly opened 7,500 supermarkets, killed off many of its competitors, then closed half of its outlets because the market was grossly oversaturated. Today, companies like Starbucks invade a market by blanketing it with stores until they end up competing with each other more than with rival chains. Game publishers are forced to do pretty much the same thing: publish many, many games, shoving the competition off the shelves and hoping that the overall revenue generated by the lot will be enough to compensate for the losses on any single one.

An effective strategy for the big guys who can afford to launch 50 titles or more a year, but one that has driven the mid-list publisher to the brink of extinction, not to mention the developers who can't tap that big consolidated revenue stream.

Big Bullies
That being said, we can count our lucky stars that we don't have to deal with the truly horrifying conditions that globalization has brought to other industries. One chilling example from Klein's book: in the Cavite Export Processing Zone in the Philippines, minimum wage is an appalling $6 a day – and if companies feel that is too expensive, they can (and, sadly, most of them do) file for a waiver and pay even less. As a result, such zones, now present in dozens of countries and originally intended to bring investment and better living conditions to their populations, have become havens for 19th-century capitalists, where they can impose martial law on workers, unhindered (and often actively supported) by the local authorities.

Another sad side effect of the EPZ phenomenon: companies setting up shop there receive tax breaks, sometimes for many years, as an enticement to create new investments, but in many cases, corporations simply shut down operations outside of the zone, create new shell companies with different names, and resume business in the zone, thus getting the tax break in exchange for nothing whatsoever. Closer to home, much criticism was levied at Montreal's Cité du Multimédia, where information technology companies (including a handful of game shops) could get similar tax breaks on salaries, because instead of stimulating new jobs as promised, it simply ended up relocating existing companies from elsewhere in the city.

And Now, A Word About Ratings
When confronted by activists who had documented human rights violations in their offshore operations, Klein says, several multinationals began by denying everything, then blamed their local contractors (since they technically didn't own the factories), then elaborated voluntary codes of conduct in the hope of foiling attempts at regulation. Does that last tactic sound familiar? It should, because that is what the game industry has done with ESRB ratings.

Now, the problem with voluntary codes of conduct, as opposed to legislation, is that they are unenforceable, because they are rarely (if ever) subject to independent inquiries and carry no significant penalties for failure to comply. A game may be rated M, but if a retailer wants to sell it to a five-year old, there is nothing to prevent him from doing so.

Very recently, our old friend Senator Liebermann has proposed legislation to change all of that. But as usual, he goes too far, and his motives are suspect at best. Controlling sales of egregiously violent games to minors would be a good thing; as an industry, all of us who support the concept of the ESRB ratings and what they stand for should support any initiative that seeks to inflict penalties against those who disregard them and make us look like a bunch of sleazes in the process. And if a parent wants to let their kid play Grand Theft Auto: Vice City, they'll just have to buy it for them, like most of them already do anyway. But letting a government agency create a new ratings system and decide who gets what, according to criteria no one has ever seen? That reeks of censorship. And we get enough of that from Wal-Mart, don't we?

BIO
If you aren't really tired of FDL by now, don't say so in public unless you are looking for a serious beating. He's been the bane of the game industry for over 10 years, during which he cajoled and threatened his way into over 20 credits as designer, producer, programmer and writer. For some reason, magazine and book editors seem to like him; his Game Design Perspectives and Secrets of the Game Business are available now from Charles River Media. With the dozens of articles he has contributed to other industry publications and the roundtables he hosts at GDC every year, it is getting really hard to avoid him these days. But there is hope; FDL has been freelancing for 5 years, so we expect him to starve to death any day now. Visit his mediocre web site, http://pages.infinit.net/idjy, at your own risk.

Missed Part 1? Click here.

Missed Part 2? Click here.

Missed Part 3? Click here.

Missed Part 4? Click here.

Missed Part 5? Click here

Missed Part 6? Click here

Missed Part 7? Click here

Missed Part 8? Click here

Missed Part 9? Click here

Missed Part 10? Click here
 

Secrets of the Game Business
Secrets of the Game Business

 No Logo: Taking Aim at the Brand Bullies
No Logo: Taking Aim at the Brand Bullies

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal