October/November 2002

THE DEVELOPER'S LIFE
PART 9: TOP TENS REVISITED, OR HOW TO SCREW UP EVEN WORSE THAN EVER BEFORE
By François Dominic Laramée

By now, I have written over 60 articles and close to 250 comedy capsules for a dozen different publications. I just found out that I will be hosting roundtables at the GDC for the third straight year. I am about six weeks away from signing off on my second book. And yet, I get more reader email discussing my old diatribe "How to Screw Up a Perfectly Good Game Company in 10 Easy Steps," published over two and a half years ago, than all other topics combined.

That got me thinking: did this article (and its sequel, published in these esteemed pages in October 2000) age well? Is its advice still relevant?

So I went back, re-read them both, and put together the following notes and thoughts. Including a couple of extra ways to inflict grievous damage on ourselves without even really trying.

Old Trick #1: Still Choosing the Wrong Product
In the original article, I mentioned meeting numerous teams that had made the mistake of betting their futures on me-too games for which they didn't even have any distinguishing skills. Well, it has been 30 months since then, 36-48 months since these teams got to work, and not one of them ever shipped a complete game. Between the wasted time and effort, the wages they could have earned working elsewhere instead of slaving away on non-paid pipe dreams, and the investments that never yielded a single dollar in sales, I estimate that these bad ideas have cost their owners the equivalent of several millions of dollars.

And yet, most of the hopefuls who contact me for advice these days are still making the same mistake – the only difference is that now, instead of copying Quake, they want to copy Starcraft or Grand Theft Auto. And they're miffed at me when I tell them they don't have a prayer.

If you're a beginning game development team looking for a project, look at the games that have shown enduring power in the best-seller lists in the past few years – but as sources of business inspiration, not as cloning material. Some of these games, like Diablo II and Half-Life, fit into well-established genres, but they are picture-perfect implementations. Many others, like The Sims and Roller Coaster Tycoon, are very hard to compare to anything.

The lesson: to make a hit, you either need to be better than the competition, which is hard when you don't have any money, or you need to hit where the competition isn't, which isn't easy either, but may at least be doable. Remember that Roller Coaster Tycoon was pretty much made by one person!

Old Trick #2: Relying on Games' Appeal to Replace Decent Salaries
Here, the situation has improved somewhat. If you take a look at the most recent salary survey published by Game Developer magazine and the IGDA, you will notice that we're making pretty good money these days. Not nearly as much money as the dot-com crowd banked in their heydey, and not quite as much as we could be earning elsewhere, but plenty enough to live on. I thought this would occur, and it did: game companies in my area have been hiring Ph.D.s and stealing people away from other sectors of the high-tech business, so they have to offer competitive packages.

Now, if we could only do something about these hours…

Old Trick #3: Fighting With Publishers
I keep hearing horror stories about the business practices of game publishers – but most of them come from people from outside the industry, and they sound suspiciously like urban legends.

Sure, some releases get bungled, and some (many?) contracts that publishers submit to developers are disgustingly one-sided, but new developers who come into the industry expecting every single publisher to act like Genghis Khan or Kenneth Lay are only hurting themselves.

Be careful, hire a good lawyer, but don't assume that the publisher is the enemy – even if the economics of the industry make it easier for him to make money on your game than it is for you. And once the contract is signed, don't circle the wagon at every single request: chances are everyone is acting in good faith and just trying to make the game better. You'll have to work with the publisher for years, and you may want to make another deal with them someday, so keep the relationship amicable until you have definite proof that the other side deserves anything else.

New Trick #1: Deprive Yourself of Resources
I've ranted and raved about this before, but it bears repeating: why is it that so many game companies can't bear the thought of integrating the Internet into their business practices?

Some people will subcontract pieces of their productions to specialists located in Russia, India or Brazil. Others will insist that all potential employees relocate to their place of business, and that contractors travel to their premises for assignments of any duration. Who will have access to the largest pool of resources?

And while an everyone-on-site policy is viable if your company is based in Austin or Laguna Beach, enforcing a similar rule when based in South Africa or Iceland (two examples that I have seen with my own eyes) will kill you.

On a related note, make sure that your other company policies don't cause you more harm than good. Small cubicles cost less than closed offices, but how much do they cost in reduced productivity? Do you really get more out of an employee who gets 2 weeks of annual vacation than out of one who gets 4? And even if you do, how many good people will not even consider working for you because of the rules? Will you still be able to fill every position with good talent, or will you have to settle for whatever you can get?

New Trick #2: Accept Contracts That Can't Possibly Work Out
On several occasions, I have had clients disappear without a trace when I told them that making their games for them would cost two to forty times what they were prepared to pay.

One company, in particular, called me half a dozen times, hyping the prestige of their project (linked to a successful TV series) and pressing me to lead their effort. They had an impossibly tight schedule, tough requirements, a big design, and enormous sales expectations – but still balked at a budget that barely grazed six figures. My best guess is that they thought I (and whomever I brought in as my partners) should be grateful for the exposure and not expect much more.

There is always work to be had at bargain-basement prices. Don't take it. Postponing starvation is one thing, but what is the point of an assignment that doesn't even cover your burn rate and prevents you from looking for something better?

Conclusion
Any industry with a turnover rate like ours is bound to repeat the same mistakes over and over again. Or is it?

I'm happy to report that the development company births that I have witnessed over the last year or so have been much smoother than before, because the principals have been researching the experiences of their predecessors. Sure, the game industry is still a tough place to break into, and there are no guarantees of success, but I am heartened by the fact that sites like this one and the ever-growing game development book collections are making the process a little easier.

After all, there is nothing that I would like better than to get out of the Top 10 mistake list writing business. I'm sure we can find something else to talk about.

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 are available now from Charles River Media, and another tome called Secrets of the Game Business will be released by the same publishing house at GDC 2003. 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

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