October 2001

Q: Dear Jay, In the wake up of the September 11 attacks in the US, I read of games being cancelled or releases delayed because of , for example, terrorist or World Trade center references in the games. Who takes the biggest hit in those cases? The publisher? The developer? Both? What is the bottom line impact of those kinds of decisions? And can it be a unilateral decision on the publishers' part?

A: I would have to say that the publisher is probably taking the biggest hit for delays simply due to the way that the retail structure works here in the US.  Some publishers often borrow large amounts of money to pay for the manufacturing, shipping, and shelf space for the holiday season. They have to re-coup this money on holiday sales and pay the loans back. Most developers will have received their advances by this time on the title (unless the final payment was due on release) so they will not miss a few weeks in most cases. I haven't heard of absolute cancellations yet, but if a game is cancelled, then everyone's going to get hurt. Publishers have lost cash and the developers have lost their revenue source.


It usually is a publisher decision, the publisher or console manufacture usually holds final say on the release date of a game. The only exception to this would be if a developer's contract with the publisher states that they must release the game by a certain date and they are nearing the end of that period.

Jay

Q: Dear Jay, The industry seems to have slumped into an unfortunate comfort level dominated by the same big companies, generating the same concept over and over, and then making a sequel? Do small game developers with innovative ideas really stand a chance? How do the little guys ever get their games out there? Any examples for inspiration?

A: What you are seeing is a product of business more than anything else. Publishers need to know that they can turn a profit on their investment just like anyone else.  They are typically looking for new games that take an existing success in the industry and put a new spin on it. A great example is the success of the Rainbow Six game when it was first launched. Red Storm took the first person shooter genre, added some tactics and realism and started a huge craze. The little guys still have a great chance, it just comes down to proving yourself to the publisher and injecting them with plenty of confidence in your idea. I don't want to name names here, but several small companies have been successful in this lately. It can be done!


Jay

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