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1 October 2000
TEN MORE EASY WAYS TO SCREW UP
YOUR GAME COMPANY
by François
Dominic Laramée
Last
January, before this esteemed web site got on the air, I wrote an article
describing ten easy ways to wreck a perfectly good game startup without
even really trying.
I expected that particular piece to incite
at least a few death threats, which would have cemented my status as
Respected Author (tm). No such luck; the response was almost unanimously
positive, leaving me immensely disappointed. However, there was so much
response from all over the business that, in good game industry fashion, I
just had to churn out a sequel.
Here it is, then: ten more ways to run your
very own studio into the ground and, if past history can be trusted, get a
better paying job in the process.
#1. Merrily Sign Under-Specified Contracts
A couple of years ago, I learned a little
bit of trivia that scared the bejeezus out of me:
There are more practicing lawyers in
the United States today than there were in the entire history of the
World up to 1970.
But here's the real kicker:
There are more students in American
law schools today than practicing lawyers.
It's hard to imagine what society could
possibly do with so many attorneys. (Soylent Green comes to mind, but for
some reason I don't think it would fly.) However, legal counsel becoming
dirt cheap and/or having to create their own jobs in the near future is a
distinct possibility, with the result that more and more companies of
questionable ethics will be trying to weasel you out of your hard-earned
money in the courts instead of doing real work.
Even today, errant wording in Article 32b)
of a publishing contract can cause irreparable damage to your company.
Talk to a good lawyer early and often and don't assume anything. If
Clause A is not in the writing, you can bet your last dime that the other
guys will deny agreeing to it verbally if circumstances change and it's no
longer in their best interest. A competent lawyer will make sure that:
- Milestones are clearly and unambiguously
defined in the text, so that you will be on solid ground when it comes
to demanding those payments. Some publishers have been known to drag
payments (and starve developers) until they could squeeze an extra
concession or two in mid-project.
- The publisher's right to demand changes
is strictly limited, especially when work that has already been
approved is concerned, so that he can't drag development for an extra
6-8 months at your expense. As long as cost is yours to assume, the
other guy will feel free to run it up.
#2. Promise The World And Fail To Deliver
Play it safe. When you write the publishing
contract, add a clause listing, in great detail, what absolutely has to be
in the final product and what can be taken out without penalty in
cases of force majeure, if the publisher pushes up deadlines,
demands last-minute changes or refuses to give you an extra month when
your entire programming team comes down with mononucleosis. Trust me: it's
worth taking less money now to reduce your risk, because you can be darn
sure that failing to meet signed requirements will cost you a lot more
down the line.
In this case, the further into production
you get before signing the contract, the better: if 80% of intended
functionality is already implemented and tested, there won't be much in
the "if we have time" section and you can demand more cash up
front.
#3. Fight, Fight, Fight With Your Publisher
If you followed my advice in areas #1 and
#2, this shouldn't happen... But it will.
It's one of this industry's dirty little
secrets that some publishers promote their "internal producers"
according to how much of their input makes it into the final product
(i.e., how many useless changes they push through) or how much money they
save the company (i.e., how many extra features they cajole or threaten
the developer into adding at no charge.) Again, being extra careful with
the contract's wording will limit the risk of aggravation.
Conversely, if your publisher acts in good
faith, it is your job to keep them happy. Be forthcoming with information;
talk several times a week, every day if necessary, to keep them abreast of
your progress. This way, you will build up their confidence in you, and
they will be more likely to let you deal with problems your own way
instead of parachuting one of their trouble-shooting experts into your
studio at crunch time.
#4. Grossly Under-Utilize Assets
Some licenses come with enormous libraries
of music, cut scenes, characters, etc. Use this stuff; it'll cut your
costs and speed up delivery. Obscure licenses may be worth picking up on
the strength of these ancillary assets alone, even though they might not
generate much in the way of extra sales. For example, if you are producing
an adventure game set in Chicago in the 1930's, you might be able to
acquire dozens of hours of music for a few thousand dollars if you license
an old gangster TV series to which composers sold all of their rights.
Might be worth investigating.
You may also save a nice chunk of change if
you buy second-hand assets: 3D libraries, second-run music, etc. Movies do
it all the time; I have heard one of my favorite pieces from the Bruce Lee
biopic "Dragon" in at least 3 other films. Remember: the perfect
song for your game is just as valuable even if it wasn't written
specifically for you.
#5. Hoard Information Like It's Worth
Millions (Cuz It Is)
Organizational behavior scientists all
agree on this: employees who feel that their work is making a difference
will be far, far more productive. Once a week, maybe during the Friday
afternoon beer-and-pizza party, you should update everyone on the
projects' progress. Sounds simple, right? You would be surprised at how
many managers don't bother. Even if it has been proven that productivity
starts to tail off after about two weeks without any reinforcement.
On a related note, short milestones equal
frequent small victories, which are great for morale. Don't overdo it,
though; I once spent a few months at a software company which released a
version of its flagship package just about every day, so after a while
nobody cared anymore. Reaching a minor milestone every 5 to 10 working
days is about perfect.
#6. Take Too Many Risks At Once
Among science fiction writers, there is a
concept called the "Tooth Fairy Rule", which states that you can
only invoke a mysterious outside force (i.e., the Tooth Fairy) to explain
the unexplainable once in a story. Otherwise, you can't really
expect to maintain suspension of disbelief.
In game development terms, the rule
translates into this: Only promise (at most) one feature which you
have no idea how to implement. Do not assume that your R&D team will
miraculously come up with a sentient AI and true holographic 3D in the
next four months. Not even if it's the only way to get a particular
contract. If that's what the client demands, walk away and survive to
fight another day.
#7. Underestimate Your Staff's Importance
Knowledge is our business. Protect it.
Budget an extra 10% to give your programmers time to study each other's
code and establish redundant expertise. This way, if one of them leaves
your company for any reason, you won't suddenly find yourself stuck with
100,000 lines of quaternion code written in Linear B.
This is equally true of your clerical
staff. Imagine the horror if your accounts payable clerk designs a clever
new spreadsheet to track down expenses and quits before explaining to
anyone else how to recover the past five years' worth of invoices.
#8. Overestimate Your Strength
Let's face it: we game developers don't
have much to be macho about, so when we have a reason to brag, we do. And
more often than not, that reason is our endurance in front of the
computer.
Recently, someone told me that the typical
amateur attendant at last year's XGDC boasted of his 48-hour-straight
coding binges as if he had single-handedly bagged a T-Rex with a Super
Soaker. Well, that type of stamina doesn't last. It won't be there past
30, it won't survive the first serious relationship trouble, you can't
count on it once you have a baby, and it will break down after about 4-6
weeks of non-stop overtime even if nothing else does.
Know how many hours you can work on a
regular basis, and how many you can put in during a short crunch period.
Don't sign up for more. For example, I know that I am very easily bored,
and that spending more than 25 hours a week on the same project tends to
grow real old, real fast for me. That's why I remain a freelancer and turn
down full-time jobs at four times the money every month. If you own a
company, don't assume that your entire staff can and will work 50-60 hours
a week for long periods; some people will do it cheerfully, some can't
handle it, and some just have other priorities in life. (And those who
will turn out to be the most cost-effective over a given year are not
necessarily those you think.)
#9. Always Go For The Big Buck
Sometimes, establishing a long-term
relationship with a client is worth more than a quick profit.
In this day and age, the game publishing
industry is consolidating at Warp speed. There are fewer and fewer (major)
potential clients for a new development house, each of which is becoming
bigger by the minute. And like any of us, these guys prefer to deal with
developers they know and trust.
Build a strong relationship with a company
like that, and you can count on steady (and increasingly lucrative) work
for a long, long time.
#10. Give Up Too Fast
Here, I am specifically thinking of one
company, which I have slammed in the past because of what I felt were some
grievous mistakes. If anyone had a right to call it quits, it's these
guys: they had been in business forever, had tried several business
models, and ended up with very little to show for it. But they picked up
the pieces, rolled up their sleeves and tried again.
And you know what? This time, it worked.
They are now a respected mid-range publisher with several critically
acclaimed titles and talented internal development teams.
So if you fail once and still feel the urge
to try again, do it. The taste of success will be that much sweeter.
>>>
20O2 UPDATE!

Bio
François-Dominic
Laramée is a freelance interactive game designer, developer and
producer. He has been involved in one form or another of the game
industry, whether PC, console, online, set-top box or even play-by-mail,
for the past decade, including more than 8 years of experience as Head
of Studio, Game Designer, Software Engineer, Producer and Quality
Assurance Manager in the interactive entertainment and spoken dialogue
interfaces industries. Learn more on his website at: http://pages.infinit.net/idjy/
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