Friday, June 26, 2009
Monday, June 22, 2009
The Potential of Online Distribution
DFC's main takeaway from the study is that the flexible, quickly-adaptable nature of online distribution services like Steam allow for developers to use a broad variety of promotions and incentives to keep their game communities fresh; individual promotions like the Survival Pack had a positive effect on both platforms, but it was the one-two punch of that DLC plus the follow-up free weekend through Steam that had the mot meaningful impact on the game at any point on either platform.This shows that one of the potential advantages of online distribution: the ability to easily slash prices to dramatically increase shelf-life. However, while the number of users may have increased on Steam, it was primarily due to substantial price cuts and free trials that were not necessarily available (at least not in the same volume) for XBox. Thus, while the number of user's increase, the revenue stream per user most likely plummeted as well. Due to the nature of these promotions, more users do not necessarily equal more money. What I would like to see are the week over week revenue streams for the PC v. XBox 360, to compare if the revenue stream under Steam tapered off more slowly than the revenue stream for XBox.
But despite my comments above, I don't think that these numbers are completely useless. What they do show is that nature of online distribution permits developers to extend what have become increasingly short shelf-lives for games. Naturally, by offering promotions, the revenue per user will diminish, but the secret will be to offer the right incentives at the right time to get those users who would not normally purchase the game (or the service) to do so, ultimately garnering more revenues than you would have if no discounts were offered.
Monday, June 15, 2009
Put in in Writing: Developing Your Business Plan
If you think about it, an independent game developer is no different than Bill Gates, Steve Jobs, Walt Disney, Nolan Bushnell, Sid Meirs, Will Wright or any other entrepreneur that has walked the face of the earth. And, there is no reason that you shouldn't treat your business any different than they do. Thus, you should probably start at the same place as every other entrepreneur does when starting out: write a business plan.
OK. So what is a business plan?
In a nutshell, a business plan describes how you will operate your business, haul in the dough and how much it all costs (yes, all those things that you don't want to think until you have to). What specifically is in a business plan is discussed in greater detail below.
A business plan is NOT a "Game Bible" (i.e. a portfolio of game content). While, the content of a game(s) should be discussed, it should not be the main focus of your plan. Rather, your business plan should describe how you will use the content of your Game Bible to turn a profit so you will have more money to develop more games and make even more money.
While a business plan may take time, if you ever wish to develop more than one game in your career or build your tiny outfit into a full fledged studio, you will eventually need to bang out a business plan. And, the best time to do this is when you're just starting out (believe me, you won't have the time to do it later). Besides, there are numerous advantages to having a business plan:
1) You have something in writing.
By putting your business model into writing, it will give you a solid and well defined plan to your end goals, whatever they may be. It also forces you to tie together any ideas swimming around in your head, so they do not get lost. Writing out your business model also gives you a something to refer back to when you have a new idea to see if it is relevant to your current model and what would need to change if you want to implement the new idea..
Once common misconception about a business plan is that once it is set in stone, that it should never change. This is somewhat of a half-truth, in reality business plans change all the time due to changes in technology, the economy, a new competitor, or just a radical new idea that would improve your business model. The true purpose of a plan is to keep you focused and on track with your business model and any change to the plan should be well thought out.
2) You will need one if you ever want funding
Some of you may have grand ideas that will require a massive infusion of capital (that is, you need lots of money to get your product to market). If this is the case you will eventually be shopping around for some form of financing whether it be in the form of a bank loan, a strategic partnership with a larger company (e.g. a publisher), an angel investor, or a venture capitalist. Any of these investors will require a business plan. If you wait to put a plan together until after an investor asks for one, you will loose credit in its eyes and it may cost you. Having a plan ready to present to an investor, shows that you have thought your business through, aren't just some hack looking for free money, and, ultimately, will put you in a better position to negotiate the terms of the investment.
3) It gets you thinking about things that you might not think about until its too late.
President Eisenhower once said, "In preparing for battle I have always found that plans are useless, but planning is indispensable." By putting your business model onto paper, it forces you to plan and think about the future. A business plan contains forward looking budgets and financial information; thus, you will be able to gauge how many units you will need to sell and at what price you should sell them at to make a profit. Also, a business plan's budget will force you to plan how to eventually pay for things such as legal expenses, marketing and distribution costs, office space, insurance, any other expenses you may not need right now but will be required in the near future.
What goes in a business plan?
This is a question which will get you ten different responses if you ask ten different people. You can search Google and it can point you to dozens of sites specifically created to tell you specifially what goes into a plan and how it should be organized. My personal experience is that a good business plan will contain at least the following:
2) Market Descriptions.
3)Description of the Business.
4) Financial Statements.
5) The Core Team.
Thursday, May 14, 2009
Why Publisher's Aren't Going Anywhere
A publisher does more than just distribute and sell games; they act as the developer's fancier and marketing source. And, while digital distribution will certainly change the role of the publisher in the future, until the developers find alternative sources of financing and marketing their projects, developers' need for publisher's isn't going to change for a while.
Fahey goes on to point out that these alternate means could be accomplished either through the developer honing his own business skills (in marketing and finance) or by outsourcing the project to third parties. Aptly, he goes on to say that the latter choice would probably consist of reinvented publishing houses (similar to the change that is occurring in the music industry today). And, given the size of the industry, its history, (no offence but) the culture of developers, and absent some gigantic industry push to educated developers in business, I would say that Fahey is correct to assume that these third party providers are the most likely outcome.
As a side note, I would like to throw out a third option. Developers who want nothing to do with publishers should consider seeking to bring on a business expert onto their team from the start. Someone who has experience in marketing and raising money, who can sell the product to potential investors--possibly someone who used to work for a publisher? I dunno, just a thought...
Wednesday, May 13, 2009
What to Do When Someone Won't Pay
- What each party wants and needs and why he or she wants/needs it. It may not intially be clear what the debtor's wants and needs are, but it is something to keep in mind as the negotiations unfold.
- The leverage of each party. Leverage is essentially power; the more leverage a party has the more likely the outcome of the negotiation will favor that party. In this situation the developer will most likely have some leverage due to the terms of the disputed contract but the debtor will also have leverage due to the fact that she holds the money. There may be additional facts that could add more or less leverage to either side (such as the debtor is overseas and out of jurisdictional reach of the courts). Note that, as more facts come to light, a party's leverage can change over the course of the negotiations.
- What is each party's BATNA. The BATNA or Best Alternative to a Negotiated Agreement is just that. In this situation, most likely the developer's BATNA is that he won't get paid, but there could be other factors as well. The debtors situation will most likely be she gets to keep the money but risks losing her reputation. Like leverage, as the negotiation unfolds, BANTAs can change and bring a party to settle.
- Possible creative solutions. The point of a negotiation is to arrive at a settlement. While neither party may be completely happy with the settlement, it will be one that both can live with. Sometime the solution will be one that's outside the box
Small Claims Court
Alternatively, if the debtor is in the United States, and if the debt is small enough (it varies from state to state), the developer could file a small claims action against the debtor. This would require the developer to pay a filing fee to file the claim, pay a service processor to deliver the claim to the debtor, and make a trip out to the debtor's local courthouse to stand before a judge and argue his case.
For more information on filing a small claim suit in any particular jurisdiction, contact the nearest state courthouse to the debtor (normally state courthouses are done by a county by county basis). The court's website normally has great information on how to file a small claim. Or, if no information is available, call the courthouse, the clerks are (normally) very helpful.
Self-Help
- State the purpose of the letter.
- State what the non-breaching party's requirements were to complete the contract and how those requirements were fulfilled
- State what the breaching party's requirements were under the contract and how those requirements were not fulfilled; and
- Give the breaching party an opportunity discuss the matter with you and to cure the problem within X days (the number of days required under the contract)
- State what the developer will do if the breach is not cured. (Don't be over dramatic or threaten anything illegal. Just state something simple like "You will be contacted by my attorney/collection agent to settle the matter.")
If the debtor does not respond to the nastygram, the developer can either write the debt off or follow through with the letter's threat of legal action (see above). Furthermore, the developer can tell his fellow developers the TRUTH, and recommend not using the debtor because he did not pay his bills. However, this should be done tactfully, as the developer wants to maintain his own reputation.
The developer should never do anything to "take revenge" on the debtor including engage in threats or acts of physical violence, vandalism, or interfere with any other business contracts of the debtor.
Foreign Debtors
If a debtor is in a foreign jurisdiction, it can make it more difficult to collect the debt. However, the recommended actions above don't necessarily change. But, a collection agent will probably charge a higher percentage, or you may need to find an attorney that specializes (or practice) in that particular jurisdiction. Also, some jurisdictions (Russia, for example) have very weak collection laws which severely reduce the developers leverage regarding the contract since there is not much that can be done to collect if the debtor party does not want to negotiate.
Tuesday, May 12, 2009
Towards the end of the article, an excellent point is raised: "Depending on the genre or how the game actually plays, pursuing ideas like microtransactions or subscription models may not make sense."
What I draw from this is the importance of considering a monotization strategy from the initial development stage. Assuming that a developer is designing a game with the intention of turning a profit, the initial development plans should answer the question "How will I make money from developing this game?" And if that answer includes a a subscription or microtransaction model, then the developer should work to add features into the game to support that model. If the developer waits until after the initial stage of development, this could lead to useless or clumsy monotization features being written in as mere afterthoughts.
To the Great White North: My Apologies
Whether or not Canada actually belongs on the Priority Watch List is another debate completely. Here are some links to explain the debate over the controversial USTR report: