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Melbourne House Included in Atari Studio Sell-off Plans

After a disastrous fiscal quarter, Atari boss Bruno Bonnell is embarking on a major corporate rescue mission - with a sell-off of the publisher?s five development studios now a top priority.

Last week, the company reported weaker-than-expected Q3 results, showing revenues of $101m and a net loss of $5m. The bad news was compounded by the departure of CFO Diane Baker plus confirmation that HSBC has cut off its credit line. Media reports of ?Game Over for Atari? swiftly followed.

But talking to MCV this week, Atari's CEO Bonnell dismissed such claims and revealed a steely determination to turn the company around via a restructuring of its US division, the sale of certain IP and - significantly - putting its studios on the market.

"Ahead of all this, we had decided in December that we should refocus our creativity efforts on external studios, rather than internal development," he told MCV. "We will be looking to sell our studios, but that doesn't mean that we?re immediately putting a 'For Sale' sign on them. They still have important projects to finish for us."

The studios within the stable are some of the best known in the market and include:
* Reflections, based in Newcastle, currently working on Driver 4.
* Melbourne House, based in Australia, working on current gen versions of Test Drive.
* Paradigm, based in Dallas, currently working on Stuntman 2 and Battlezone.
* Shiny Studios, based in Laguna Beach, currently working on one undisclosed project and new versions of Earthworm Jim.
* Eden Studios, based in Lyon, working on Test Drive for next generation systems.

Bonnell also confirmed that the US is likely to see some redundancies: "We have about 250 staff in the US. And that is too many. There has to be some adjustment. There will be none in Europe, though. They?ve had their pain already."

Bonnell added that Europe actually saw an increase in business in Q3, offering: "I am extremely proud of the European team."

Submitted by anonymous (not verified) on Sat, 18/02/06 - 9:19 PMPermalink

  • 1. Anonymous Coward - Sat, 18 Feb 2006 12:3:30Z
    Does anyone know of some stunning Atari game in the works? Or is Bruno kidding himself?

    Based on the list above there doesn't seem to be little in the pipeline to 'turn the company around', or much in the way of IP to sell.

  • 2. Linds - Sat, 18 Feb 2006 12:44:45Z
    Don't know of any others off the top of my head, but Neverwinter Nights 2 is coming for them soon (by Obsidian, supposedly this Spring I think?). The first sold pretty well and the screenshots for #2 look good IMO.
  • 3. Anonymous Coward - Sat, 18 Feb 2006 19:24:51Z
    They have a fairly healthy publishing and distribution business, it's just development that is weak.
  • 4. Souri - Sun, 19 Feb 2006 11:29:38Z
    There's an interesting news item over at Kotaku which reports that David Perry, the boss over at Shiny Entertainment, has resigned. It looks like he's trying to save the studio he founded in 1993 by leaving the company altogether, allowing him to make a concentrated effort to buy it back from Atari.

    http://www.kotaku.com/gaming/atari/shiny-boss-quits-155683.php

    I wonder what plans the folks at Melbourne House have, if any.

  • 5. Anonymous Coward - Sun, 19 Feb 2006 17:37:17Z
    A lot of Atari Melbourne house employees have been slowly floating away from there over the last few years. Many have horrible scars. You can find quite a few at ir gurus, many worked on Heroes of the Pacific.
  • 6. Anonymous Coward - Mon, 20 Feb 2006 11:11:2Z
    and a few at THQ melbourne.
  • 7. Anonymous Coward - Mon, 20 Feb 2006 11:21:24Z
    Carter is about to get his just deserts....
  • 8. Anonymous Coward - Mon, 20 Feb 2006 14:26:15Z
    is he about to resign like Dave Perry?
  • 9. Anonymous Coward - Mon, 20 Feb 2006 14:26:43Z
    LOL!
  • 10. Jabbawoki - Mon, 20 Feb 2006 21:44:0Z
    Hey guys,

    I need a no-shitter. What sot of company is Atari Melbourne House to work for? I am leaving a decent job to go and work for them, and having read some of he news, as well as some of the comments, I am a little bit worried.

    I guess, though, regardless of the environment, games industry experience is hard to come by, and beggars cant be choosers.

    Wat do you guys reckon?

  • 11. Grover - Mon, 20 Feb 2006 22:23:6Z
    You pretty much answered your own question :) Thats the Aus game industry - small.. and shrinking.. and beggars cant be choosers.. sums it up very well. :) With the costs of large game dev (read PC and console) increasing heavily, it simply isnt possible for many mid-sized and small studios to easily survive - and that the high majority of work in Aus is derived, contract based work. So many that need handheld GBA titles to keep the money flowing are finding it harder due to the rapid decline of the GBA sofwtare sales, and the DS and PSP handheld software sales arent replacing it. All in all.. its a bit of a 'lull' in the industry at the mo, which is to be expected with technology upgrades (consoles) and hugely increasing dev costs...
  • 12. Anonymous Coward - Mon, 20 Feb 2006 22:53:27Z
    Hahaha, that's so funny and completely wrong. Australian development is currently undergoing phenomenal growth, particularly in Melbourne and Sydney. Publishers are investing huge sums to develop next generation games using Australian developers.
  • 13. CynicalFan - Mon, 20 Feb 2006 23:14:42Z
    Really, so AC #12, you want to back that up by giving examples of which developers, especially the ones in Sydney, that are getting publisher funding for next-gen titles - and I mean next gen: PS3 and X360, no current-gen or handheld stuff thanks. And don't bother using Team Bondi, they are a startup - meaning they have had no releases as of yet - that has always been developing for next-gen and have a large chunk of change from Sony to do that - for obvious reasons.

    I'd like to know about this apparent hot-bed of investment by publishers into the local development industry - I'd like to be proven wrong :).

  • 14. Anonymous Coward - Mon, 20 Feb 2006 23:36:5Z
    He's right, there's a lot of investment in Australian development going on right now. A lot of studios simply can't find enough people. Team Bondi is one example, you will find that a lot of next-gen titles would be developed by startups with experienced crews. That's what's happening right now across the planet. They have quite low profiles at the moment, but for the guys working in these companies its very exciting.
  • 15. CynicalFan - Tue, 21 Feb 2006 0:23:59Z
    Sure, I don't doubt that there are a lot of startups with low-profiles working away on exciting next-gen stuff, but how many here in Oz and how many are funded by publishers. And you guys still haven't told me what developers of the already established bunch are getting funding for next-gen. Perhaps there is funding being given to developers, but perhaps it is for PSP development rather than next-gen consoles - they are just using some of that funding in establishing next-gen projects in the hopes of getting funding for them later.

    And none of that is proof of growth if it turns out to be a handful of developers that are absorbing talent from already established developers, or absorbing talent from studios closing their doors (Ratbag) and projects being cancelled (Stargate SG1). All that proves is a few studios compared with all of the studios in Australia, perhaps part of a larger international whole - like Irrational Games, Pandemic Studios, etc - are getting larger as other studios get smaller and become extinct.

    That isn't growth for the industry as I see it - though I am not saying there is nothing wrong with it.

  • 16. CynicalFan - Tue, 21 Feb 2006 0:26:24Z
    By nothing I mean anything wrong with it, though, I can see issues with long-term growth for one, when talent / developers doesn't actually increase it just gets redistributed about the place.
  • 17. Anonymous Coward - Tue, 21 Feb 2006 9:31:5Z
    I'm not really sure what your point is here CF, but there are quite a number of new studios in Austrlia that are working on next-gen games as reported by #14. They tend to keep relatively low profiles because there are a lot of people that want to work on next-generation games and they have to sign agreements with publishers that don't allow them to talk about the games. If you're working on a next-gen title you can bet your dollars its funded by a publisher.
  • 18. Anonymous Coward - Tue, 21 Feb 2006 9:39:29Z
    I'd certainly take the job at AMH. For sure they are going to find a buyer. Who wouldn't buy a company that owes years of long service leave, holiday leave, and sick leave?

    OTOH if I had been at AMH for a couple of years, I'd be asking myself: do I want to leave now and get my leave paid out tomorrow, or wait till the company sinks and queue up with all the other creditors?

  • 19. AC - Tue, 21 Feb 2006 12:25:20Z
    Some people (employeees) saw the writing on the wall for AMH quite a while ago and got the hell out.
  • 20. Anonymous Coward - Tue, 21 Feb 2006 12:41:7Z
    RE n.10 :

    Sorry to be the bearer of bad news but as an ex AMH employee I wouldnt touch them with a bargepole. Continual talent drain for the last 5 years, possibly mad, megalomainac for a boss and a parent company that is so close to dead...

  • 21. CynicalFan - Tue, 21 Feb 2006 15:34:28Z
    Again I ask what new studios and how can you be sure they are publisher funded? Was U-235 one of these "studios" that you believed to be funded?

    The only startup studio I know of that is working on next-gen and is funded by a publisher with some serious pocket change from Sony is Team Bondi - and that should come as no surprise as they have close ties to Sony. And I am sure the title will get finished and released. As for the rest, well, what rest? There is Red Tribe, but, I am uncertain if they have publisher funding yet and whether they will make it to the finishing line - or at least with an original IP title. There is Intrigue and though I am sure they can pull it off, they still need the funding to do so.

    Beyond these startups the only studios that I am certain have decent next-gen titles that will survive and even be original IP are the internationals, like Irrational Games and Pandemic Studios - I'm even tempted to put Team Bondi into that group, as their core is made up of team members from Team Soho, and I think they may be a first-party developer to Sony, or will be.

    As for the rest, well maybe one or two of the publisher run sweat-shops have next-gen projects in the works, but, licensed stuff - nothing original. The rest have only just begun to put these next-gen projects together, and you have to ask if they were unable to work on original stuff before then what chance do they have of working on original stuff this time around. Most likely next to none - though perhaps IR Gurus will differ from the norm to a degree. At best they can hope to secure is more fee-for-service work. And you have to also ask if you want a clear picture of the health of the local industry, whether these projects have funding and from what source - like funds siphoned off from a PSP project to get a next-gen demo up and running to secure funding, indirect publisher funding.

    Then the question to ask is, well, so what if a few studios have funding, that doesn't mean that the funding will last forever and not just dry up when the publisher decides not to go ahead with the projects, and further more, it does not mean that these projects are original IP, most likely just more of the fee-for-service work this local industry is infamous for - if you don't see any problem with that then you haven't been in this industry for very long or should get your eyesight checked out.

    Sure, I am almost certain that many local studios now have next-gen projects, but, that is only because they have had to bite the bullet and realise that developing for current-gen is pretty much no longer feasible. They have had to jump that psychological hurdle and at least make an attempt, and I have to wonder whether that attempt is just a little to late for most them.

    I think you guys have simply jumped to conclusions, and have a very unrealistic picture of the health of the local industry, based on news items that report that studios are looking for people to hire - you equate this to "phenomenal growth." You assume that the industry is growing, when the reality is it is not growing at all, just feeding upon itself - and may very well end up shrinking if it hasn't already. You assume that any project is a good project as long as it is funded, well, you are quite simply wrong with such a shallow understanding and superficial an*lysis of the industry.

    Perhaps I and others that have bothered to look deeper under the surface of the industry have it wrong, and the industry will not suffer any more negative impacts due to next-gen beyond Ratbag, Perception and the soon to be Atari Melbourne House. Maybe that will be the last off it. But then again maybe it is not the last of it at all. Perhaps by the end of 2006 - and to be more optimistic, 2007 - we will have a turn around to the shortage of talent that we currently have, and have the opposite occur.

    An abundance of talent and not enough positions in the industry to cater for them all, which means good news for startups that were struggling to get the talent, bad news for the studios that had to lay people off as they couldn't get further funding for projects, or had to close their doors - not that I think such a change in the industry will be a totally bad thing as it will give new studios the chance to take root and grow.

  • 22. CynicalFan - Tue, 21 Feb 2006 15:36:11Z
    What is with the fascist censorship of words?

    I can't even have an*lysis spelled correctly without it thinking I am using an expletive.

  • 23. Anonymous Coward - Tue, 21 Feb 2006 17:27:10Z
    Just because a game uses existing IP doesn't mean its not original.
  • 24. Anonymous Coward - Tue, 21 Feb 2006 17:40:35Z
    I know a programmer from Red Tribe. They have a publishing deal with Warner Brothers ; a next-gen console game. They are also working with another publisher on a second next-gen game that is in early development. They are very well funded by the looks of things.
  • 25. CynicalFan - Tue, 21 Feb 2006 18:38:3Z
    Yep, you are right AC # 23, but, you have actually missed the entire point. It isn't a question of quality of the end work, it is a question of business sustainability and success. Original IP done right can be a benefit to an independent studio, especially if they have endeavoured to secure the rights to develop a title based on that IP themselves - much like Perception did with Stargate SG1 but that has since been cancelled - but, it rarely is the case that things turn out that well - case in point: Perception.

    With licensed IP, or fee-for-service work, the developer usually competes with developers all over the globe for the development contract, usually underbidding with ill devised and planned proposals - they usually have no choice but to do this in order to get the work, especially with emergent development regions like Eastern Europe and Asia. The work is undertaken by the developer on behalf of a developer for like a 20-30(percent) profit markup of the costs to the developer for completing the work - not a hell of a lot. But, because the developer underbid, they usually overshoot anyway, and end up using that markup up to cover their end of the development deal - eating into the profits, unless the publisher is nice or realistic enough to increase the budget available. And if that is not the case, well, the team usually works underpaid and overworked to meet the tough deadlines, leading to developer burnout and resentment - case in point: Atari Melbourne house, read post # 20 again and the part about the talent drain over a 5 year period.

    Developers usually use funding external to a publisher, some of it being sweat-equity, to develop a tech and gameplay prototype for original IP. But either due to a deficiency to the design of the title, the business model used, lack of experience in the team, or the publishers just being risk averse when it comes to new studios and original IP, they end up having that tech and concept married to an existing license the publisher has in the back-room gathering dust - one of a large number part of an acquisition frenzy they went through in the past. The developer develop the title believing that they will eventually develop their own IP, it rarely ever happens, as the team is too burnt-out to work on anything other than the current fee-for-service projects, and just don't have the time and creativity left to work on original IP, so they just end up pigeonholed as fee-for-service developers.

    If you think there is nothing wrong with this, well there is and there isn't. As long as you keep on getting work, and can secure better deals and working conditions for your studio / team, then I suppose it is ok - perhaps this is what it is like for the publisher run studios, maybe not in publishers efforts to increase their profits. There is a problem when you are reliant on constant publisher funding in order to stay afloat, and when you don't have that, government funding to stay afloat - at some point you are going to sink, not to mention that it is not real sustainable growth if that is the case. As a 20-30(percent) markup compared to a decent original IP release with a progressive business model, is not much at all compared to the latter in the way of profit. Therefore you have less freedom and breathing space as a developer, and are more likely to have to close your doors or take more risky development deals from publishers, or just be bought up by them, who want to cut-costs to their bottom line - and will probably cut funding to your project the first sign of you struggling to meet a deadline or close the studio if they have acquired it.

    Good to hear that Red Tribe are making progress and have funding, even if it does sound like for fee-for-service work over original IP. I guess Chris had some pocket change left over from Bluetongue's acquisition by THQ, and a good deal of contacts to put deals together and fund the team as they started out.

    Hope they have something original in the works instead of just fee-for-service work though, as that is what we really need in Oz.

  • 26. Anonymous Coward - Tue, 21 Feb 2006 19:7:56Z
    Chris Mosley was long gone from Blue Tongue when THQ bought them out
  • 27. Grover - Tue, 21 Feb 2006 21:29:53Z
    Here I am again.. having a hilarious laugh :) .. Seriously people. What is going on here? You ALL see the studios closing? Dont you? You ALL see contracts getting harder to land (or maybe you dont if you are a grass roots employee)? How can it even be half considered the industry is 'booming' here? Thats utterly ludicrrous?

    You see thats more of the typical industry hyperbole. Its simply opposite of the reality. The point about original IP is simple and Cyncial has again covered it heavily - geez the same thing gets said here so many times... but original IP is critical to our industry surviving the move of fee-for service contracts from Aus to 'cheaper' source development zones - China, India and others. Our dollar also, doesnt help.. when we were 50 cents it was great, we were awesome value, but now we arent. So the contracts have been drying up - talk to ANY company owner, and ask how hard it is to land a contract now. With more competition in the US, more from Chinesse and Indian developers.. its just has become way more competitve. For fee-for-service contract based games, its simply makes sense to choose the cheaper option.

    The fact they can hire moe development staff alone is worth a huge amount. But also, in India and China, you can can get BETTER trained IT people (and I mean university trained) for much less. In recent years, China and India have become some of the leading IT univesrity programs - and in recent world wide IT games, US and Aus, simply rank nowhere near the same abilities. This doesnt mean we don thave the talent, India and China just have a much larger pool to choose from, mainly because they have invested heavily in their education systems. This wont slow down.. and wont suddenly disappear.. its a reality, and while slow to move the game industry is starting to take notice (as has the general IT industry).

    More and more game development studios are popping up in China, and India doing contract based fee-for-service work. Much of these contracts are actually traditionally US based contracts.

    So the idea, is that original, Aus sourced IP is key in making sure the longevity of the industry here is maintained. Or, we have a big dive in the value of our dollar (which I would actually love :) ). At the moment, there is NO original IP being generated here.. we might see some rehashes of Ty.. but not much else. As soon as the next-gen has really kicked in the cost savings for off-shore developers will far outweigh, any advantage we have here for fee-for-service work, leaving us with originally derived works, that can propogate in their own right (due to the strengths of their franchises). Btw, I think Ty is a brilliant example of what can be done.. it was well marketed.. and it was well made, and has gained a solid franchise backing. You cant name many others that have, nearly all are US derived, contracted licenses... even Team Bondi's nextgen game.. is a Sony funded scheme.

    Still think the Aus indusrty is 'booming'..

    <NOTE> I am not a doomsday person, because I honestly beleive it can be fixed, as I have said many times before. But to fix something, you need to see the problems that need fixing.

  • 28. Anonymous Coward - Tue, 21 Feb 2006 22:16:15Z
    " At the moment, there is NO original IP being generated here.. "

    Grover, IR currently have 5 of their own IP's in production at the moment, on current Gen, Next Gen and PSP.
    Like THQ, Team Bondi and Pandemic, they are hiring at the moment.

  • 29. Anonymous Coward - Wed, 22 Feb 2006 9:41:39Z
    Working on your own IP sounds great but if you've been in the industry for any amount of time you realise that in reality is identical to working on someone else's IP. Sorry, its true.

    Publishers may have some idea about what they want with their IP, but typically its up to the developer to design and implement and package a unique vision for that game. It's exactly the same process with exactly the same levels of creative freedom. In some cases you also get to work on some amazing IP that a lot of people enjoy. It's exactly the same as creating you own IP. Creating your own IP can be great, but obviously it's a hell of a lot riskier and the benefits are minimal. Financially its risk verses reward, I'm not a betting man, but I would wager that companies with strong relationships with quality publishers are going to be around a lot longer than original IP companies. Even if you're making your own IP publishers will have the final say about game design anyway, so it's all the same stuff. The truth is, for someone who has been in the industry for 20 years it makes no bloody difference to me if its original IP or publisher IP. Publisher IPs are actually a more exciting proposition. It's development work for grownups.

  • 30. BergBoy - Wed, 22 Feb 2006 10:13:48Z
    I'm not a major expert, but as near as I can tell, the industry is growing at a HUGE rate in Brisbane and companies are shutting down in other areas of the country. Brisbane has a number of strong developers doing AAA games. Im going to credit QANTM for this as they are creating lots of new talent for the Brisbane game dev community. Im sad to ehar that Melbourne House is starting to look like a sinking ship... I felt they did a really good job on the Transformers game and was one of my favourite developers as a result. Its a shame
  • 31. Anonymous Coward - Wed, 22 Feb 2006 10:25:19Z
    Melbourne development is still the serious end of town. ATARI has been closing down for 2 years now.
  • 32. Anonymous Coward - Wed, 22 Feb 2006 10:27:52Z

    Also regarding publishing deals. If you're a serious developer then you should be working with a serious publisher. Publishers aren't looking for cheap development deals it's too risky. Game development is risky enough, you might get a cheap development deal but you won't end up with a product at the end of the day and publishers have been burnt too often. They're looking for quality. In an industry where only 5(percent) of titles make money these days quality is everything, looking for cheap development only works in the bargain basement bin of development work. Also, you can't outsource the entire game to India and China. There are too many cultural differences with the target markets (namely US and EUROPE). You may be able to outsource bits and pieces.
  • 33. Anonymous Coward - Wed, 22 Feb 2006 10:34:41Z
    From the developer's perspective, you better hook up with a few strong publishing partners. The most important thing for a developer is the quality of the publisher they are working with. Forget about IP if you want to build a serious career in this industry.
  • 34. Anonymous Coward - Wed, 22 Feb 2006 10:56:17Z
    Your ComI think some people are missing the point, If the studio doesn't own IP (License or tech) that someone else wants then is just another commoditized dev resource, and interchangeable with other cheaper overseas developers, Eastern Europe, China etc. It's what we have already witnessed in other IT sectors, and it's starting in this one.

    Ownership of desirable IP is a key asset that will differentiate a studio. With the poor AU/US exchange rate studios with nothing but dev to offer are going to find it harder and harder to secure work.

    In IR's case there publishers for their recent IP include the likes of Sony, Ubisoft and Codemasters so who owns the IP would not appear to be a barrier. to hooking up with stong publishers.

  • 35. VIP PUBLISHER - Wed, 22 Feb 2006 10:56:47Z
    To Grover. There was a push to use cheap teams from Russia, China, etc. a couple of years ago, but that experiment was a total failure. You're a couple of years out of date with that comment. You're view of the industry way out of date. That's why we are back in Australia. Australian developers are of a much higher quality and there is more experience here. I agree with the other poster, its about quality not price. I don't mean to sound rude but you come across as very arogant Grover, you're information is just wrong.
  • 36. Anonymous Coward - Wed, 22 Feb 2006 11:8:21Z
    Yes, owning IP is great but.

    *You're going to have to fund the development. Publishers are experts in that area and if they fund it, then they own it.

    *Very few titles succeed. The developer has to take the risk in place of the publisher. Good if it works out, you close shop if it doesn't.

    *If you're working with a AAA quality publisher then they will insist that they own the IP even if you build it. This means you're going to be working with third rate publishers.

    *A lot of people want to work on high-profile games, not another unknown IP. If you have some unknown game on your resume its harder to get a job at another studio, especially if it gets cut and a lot of them do. If you have a high-profile game built for a high profile publisher on your resume then your in a much stronger position.

    There are pros and cons.

  • 37. Outsourcing Overseas - Wed, 22 Feb 2006 11:55:4Z
    Like anything it depends how you use it.

    Initially many people thought it was a magic bullet and went charging in without fully thinking it through.

    Now, older wise and a bit burnt, a more sensible approach is being taken, outsourcing components, or specific services (eq RelQ for Q.A.), not wholesale, and its working for many people, both here and abroad. Sure there are horror stories, but it's in the developer / publishers interest to keep quite about the successes.

    You would be surprised at some of the high profile international titles that have used people like Tose to create much of their non critical content.

  • 38. CynicalFan - Wed, 22 Feb 2006 14:40:31Z
    I think you guys are painting way too rosy a picture with publisher IP and investment. Ir Gurus are in the position they are in because they have self-invested in their own original IP, not just because they have worked on someone else's IP.

    That 5(percent) you talk about, is largely made up or hits, and original IP hits. That 5(percent) generates most of the profit from sales of titles within a year - just like any other hit-driven entertainment industry. You probably have something like another 10(percent) that either break-even or generate a small profit, and then the rest don't even break-even. The real money or reward for developers is in original IP. If developers want to presumably play it safe, and work only on fee-for-service work instead of the potential of original IP and royalties, then by all means do so. But don't project your own fears and shortcomings onto others as "best-practices" for the future of the industry.

    Publisher IP means that you are forever reliant upon fee-for-service contracts to fuel your studio, that is as long as you can get it without another studio somewhere else getting it instead. And Australian development isn't some of the best in the world, perhaps economical, but with the advent of next-gen, development costs go up and so do quality expectations, and I wonder whether most studio can deliver - though I am sure they can still churn out decent PSP titles. If you don't have publisher funding, then you are reliant upon other sources of funding like private investment or publisher welfare - both I only see being justifiable for an established studio if they are using such funds to expand their business, not just to keep it afloat.

    Sure you take a risk with original IP, but the rewards are so much greater than publisher IP. And it does not mean that you cannot undertake publisher or other established forms of IP - like acquiring a license to develop a title with. But only undertaking publisher IP is very risky, not safe - as your growth potential is limited, your sustainability is limited, your life expectancy is limited.

    Also, it only results in a cheap labour farm for publishers, it doesn't result in any real wealth generation for developers and sustainable growth for the local industry. A business that is constantly reliant on external funds to stay afloat is not a successful business in my opinion.

  • 39. Anonymous Coward - Wed, 22 Feb 2006 16:14:3Z
    You're simply wrong CF. This just isn't how it works. Most original IPs are not in fact independently created at all, they are publisher funded and owned. Making original IPs using your own funds is extremely rare. You can see this when the sequel to a game is created, in many cases it isn't the original team that does the work. To the casual observer it might look as if there are a number of developers making independent games, but the reality is there's usually a publisher funding it, in which case they own it. The better the publisher the more chance the game will reach the shelf. For every dollar spent on creating the game an equal amount has to be spent marketing and bringing it to the consumer, so even self funded games find it hard to keep their IP independent unless. The exception is if you go through a smaller publisher or distributor, but then your risks are enourmous as there is less marketing spend so it will all depend on your game and a great deal of luck.

    If the game is amazing then there is a chance (slim) that you may be able to keep the IP if there is a bidding war or something, but this is a one in a million shot. It's a big gamble. If on the other hand your studio is hooked up with a major publisher Sony, Microsoft, EA, Warner Brothers, Activision, THQ, etc. then you're going to be a better bet in the longer term. Your margins will be greater, your job security will be greater and your CV will look healthier.

    The fact is that games are risky and you can't survive for long if you are taking the risk as a developer. You don't have enough products so you don't have a portfolio of products to fall back on should a game not succeed. Fee for service work is still the most lucrative part of the whole game development industry with the added bonus that its has less risk. This is the model most professional independent studios use.

    If you look at the studios that have failed recently U235, Ratbag, Perception then you will notice that they all worked on independent IPs either exclusively or as part of the mix. It drains resources, increases risk and leaves you without support should things get hard, and they always do in games.

  • 40. CynicalFan - Wed, 22 Feb 2006 16:55:6Z
    You are largely not telling me anything I do not already know, and the rest is just your own fears at failure. Yes, if a developer invest 6 million to develop original IP, perhaps a mix of their own and external sources of investment - non-publisher - they will then most likely need to match it to market and distribute the title - best bet on that is to still go with a publisher, though you could perhaps get away with marketing the title with an external service provider and just going with a distributor to get it onto the shelves - this is for console platforms as well as bigger budget PC releases.

    Yes I am aware that many of the original IPs out there are actually publisher initiated and owned, but that is not to say that they are all owned and initiated by publishers and that you should not at least try - even if a publisher ends up owning it you will still get a larger share of royalties as apposed to a fixed profit markup - your margins will be better. You could probably end up with duel ownership of the IP, that way you have some say as to how it is used and whether you see income of not.

    Now for most developers that simply have no hope in ever creating original IP or any worth, yes, the money for them is fee-for-service work working on publisher IP. As for them it really is a one in a million shot, but a studio like Team Bondi - or Rockstar, Blizzard, Irrational Games, Pandemic Studios, etc - the odds are probably a lot better.

    And as for "you won't survive" for long, well IR Gurus seem to be doing just fine, and they are focusing on original IP - and I wouldn't say there stuff is the best in the world, they just have a progressive business model and strategy. Just because not every developer can pull it off, doesn't mean no developer should try - some developer can do more than just do another second-rate licensed-based movie-tie in title, and should strive to do more.

    You are also completely ignoring the effects of fee-for-service work on developers as I stated above - developers worn out and resentful. That is not a healthy industry nor sustainable one. Then there is the constant need for investment, whether it be publisher, private or government in order to stay afloat. That is not a picture of business success. There is also the question as to whether it can be maintained for much longer, and whether the fee-for-service work will start to dry up and become rare by the end of 2007.

    The more you guys use the excuse of "good business" in running a studio to justify fee-for-service work, the longer it will take you to realise that original IP is "good business" for those with the ability to try, as we are in a creative entertainment industry, not a "we make widgets" industry - and there is risk in anything, even staying a fee-for-service provider, as most of your profit, if not all of it including external sources, goes into acquiring the next fee-for-service deal.

    FYI: using Perception as an example is a poor one, the management did not have much of a clue in developing titles period - whether they be license based IP or original, hence their below average track-record previously. And though Ratbag always had some solid tech, I just don't think they had the design and management know-how for anything more design intensive beyond racing titles and technology development, and most definitely for anything original - plus they may have been pigeonholed as a racing title developer. And U235 didn't have much of a chance with original or license based IP development - sorry to use you guys as an example, but that is the reality of it.

  • 41. Outsourcing Overseas - Wed, 22 Feb 2006 19:43:12Z
    Have to agree with CynicalFan, for hire only works while you are the cheaper gun.

    When was the last time a gun saw a decent royalties payment?

    Apparently IR are now sub-contracting other local developers to help them cope with expanding workload, in the current climate how many other Aussie owned are doing that?

  • 42. Anonymous Coward - Wed, 22 Feb 2006 21:28:27Z
    Putting personal insults aside CF, I want to add the following to what has already been said. These are important considerations that should be looked at in detail.

    CF you say, "Yes I am aware that many of the original IPs out there are actually publisher initiated and owned, but that is not to say that they are all owned and initiated by publishers and that you should not at least try "

    This sounds benign and helpful but is in fact an extremely dangerous idea. If I have understood your point you are painting a picture of self-funded-games as the better option. Yes its great if you can afford to take a punt and loose, but its not the ?better option" by a long stretch of the imagination. The problem is there is a victim in all this, the poor investor that gets roped into the idea with promises of huge returns. In reality they are gambling with their money and would be better off putting it all on black at the Casino. No one in the industry could say with a straight face that you get better odds in the games industry betting on a handful of games. Even publishers get caught out and they have many more titles in their portfolios and much deeper pockets than any developer. Look at Majesco.

    Working with high-quality Publishers is not only the safer option it is the most lucrative, that's why the most successful independent game studios work with Publishers. Very few developers get to work with the best Publishers however. You need to work with a high quality Publisher, simple as that. The successful companies that you have mentioned all worked with high-quality publishers to get where they are today, including original IP development.

    If you are a developer who self-funds and are thinking about some sort of windfall when the game hits the shelves then think again. Assuming you have a hit on your hands, which has a tiny probability (smaller if there are no marketing dollars), you still need to pay the investors back and the distributor before you see a single dime. There's also the problem of smaller publishers going broke and taking your investment and profits with them. It's risky business.

    A lot of these self-published game models are actually pyramid schemes that rely on fresh sources of investment as the old ones get burnt. Mostly companies go down the self-funding route because they can't get a quality publisher interested in working with them, and that may be for a good reason. The best way to identify the new up and coming studios is to look at what publishers want to work with them. Simple.

  • 43. Grover - Thu, 23 Feb 2006 1:28:29Z
    People probably have taken some of this in the wrong way - communication is always a wonderful issue through posting. The fitsy point I'll make with, is with #35, you need to talk to some EA, THQ and other US based developers, it is ramping up bigtime. We dont see it much here, because we are HERE. I know EA, THQ and Ubisoft have all luach major studios in Beijing and in various places in India - this was end of last YEAR. So.. before you just dismiss of work going offshore have a look around. I also work in defense (as well as games) and it has been happening in that IT section for over 2 yreas now, and isnt slowing down. Our dollar simply cant compete with their abilities and costs.

    Dont for a second even think we have 'better quality' education and talent here, because its simply untrue. There are so many examples in recent times, where China and India is leading the way in the IT sector - ignorance is sometimes bliss.. but Id suggest you have a look around a bit, or better still get involved with the IT industry.

    On the matter if IP, it comes does to industry survival. Look at manufacturing for instance, it is a consumer based demand (like games) and consumers dont give a stuff where it comes from, or how its made. Those games will hit the shelves no matter if they are made in Aus, China or Uzbekistan. So, figure out what is important in making sure you can maintain a method of securing investment and publishing deals - it is NOT fee-for-service, because in the long run you cant compete. It is having something, others DONT have.. that is marketing leverage.. ask the most famous in gaming .. mr Carmack, his technology, and games game him marketing leverage to be able to sell and do what he could do.

    If you are at the mercy of a fee-for-service contract, you are living contract by contract. This is the high majority of all companies in Aus.. and for crying out loud, stop saying it isnt.. we all know this is true.. why the heck do people keep denying it? Why keep trying to avoid the truth? This is more evidence of the classic industry hype that is seen everywhere in news media about our gaming industry here.

    I think self funding is great, and so is publisher funded, but maintaining IP and thus LEVERAGE to be able continue making games, and continue a BUSINESS makes alot more sense doesnt it? Who in their right mind thinks its sensible to have a long term business based on contracts that could disappear OS at any time? Seriously thats the pure hard matter of it?

    Im seeing a tun of comments for the classic employees who see everything through rose coloured glasses.. and also classic management types who see everything as not a problem.. and "everythings fine".. geez.. theres a few recent demises that should have listened to their experienced ppl.. than simple playing that tune. Its all about being serious about fixing it. I cant think of a single game company owner who would be happy about the 'subsistance' contract living they live under.. at the end of every contract (in fact its really a continual ongoing process) trying to find more contracts to help pay the bills and secure workers roles and livelihoods. Dont people want to steer away from that sort of "locked-in demise" because that provides a very tenuous future for any game dev.. can any one see that?

    I dont know all the answers, but I do know we need to do like what Krome has done with Ty. Build strength upon leveraging their own IP. IP that they own, and that they can use to profit from and grow from. More of this is needed, by the bucket load.. with support from gov.. and with support from each other. Look around at other countries and see how they are tackling the 'global' development trends.. its not "cover my ears.. everythings fine here".. but its more like working together.. sharing technology.. assets.. even in the US.. huge paterniships are occurring - Pandemic and Bioware for one example. This is simply out of necessaity and market demands.. ignorance wont get anyone anywhere.. if you dont react to market changes.. and demands.. and competitors..

    To let it be utterly understood (and I have said this sooooo many times now), is that I WANT to see the Aus industry grow, and become a serious power house in game development. Relying in US fee-for-service contracts, and steering away from original IP is frought with danger. I dont doeny people need the fee-for-service contracts, but relying on them isa horribly bad business decision, and connot lead to anything but disaster. No company is going to gain any sort of leverage with a ublisher by saying "we will take whatever you have".. because the Chinese and Indians are saying "we will take whatever you have, and at a third of the cost"..

    Finally.. these are only the musings of a grumpy coder stuck doing fee-for-serive work :) .. take it as you will.. Id hate to see this amazing talent pool here disappear, but as much as others say.. over the last 5 years alone we have lost so much talent overseas its utterly sad.. doesnt anyone want to try and stop that floodgate.. and build an Australian Gaming industry that can dominate development in its own right?

  • 44. VIP PUBLISHER - Thu, 23 Feb 2006 9:40:9Z
    It doesn't work well when you make games in china and india because of the cultural differences. Game are entertainment just like movies. How many bollywood movies make it in the US. Hong Kong might be a better bet, but Chinese games are culturally very different to ours. There are one or two examples, but there is no impetus to develop in these places to save a buck unless you are a third rate publisher, or a value publisher (budget publisher). Given that, I know of at least four budget game developers that have been badly burnt in both India and Russia and won't be going back.

    You mention original IP as if that actually means something. It doesn't mean anything. All games are in fact original creations . This has nothing to do with whether or not it is self-funded These two things are completely seperate issues.

    There is a reason people work with existing licences, movies, sequels, books, comics, famous people, places, etc. You can draw from these things to create original works, original IP. What it gives you is an interesting starting point. Many producers are interested in a licence or movie and will go looking for ways they might work with it. This stuff is not just valuable to publishers, its valued by developers who want to work on certain games, its valued by the consumer that buys games and it also makes good business sense.

    Self-funded games are a gamble as has been stated, so if you're willing to gamble, then take the plunge, just don't tell the industry that's how your'e giong to help Australian developement. That's just dangerous and missleading as the other gentlemen has pointed out. It would be better to tell the truth and get people involved that are willing to take the risk (e.g. to get a foot in the industry). That would be a much more ethical approach.

    If you want to "see the Aus industry grow" then you need to understand it from the business end. if you were to ask any top executive in the industry they would tell you that quality is more important than cost. Reducing risks is more important than saving pennies. Good developers command the highest rates and royalties. You would be stunned what some developers can ask for simply because they produce the best quality work. The biggest problem these developers have is do I buy the Porche or the Ferrari.

  • 45. Anonymous Coward - Thu, 23 Feb 2006 9:40:55Z
    The game's industry is very different to defence. There is the entertainment aspects to consider also.
  • 46. Anonymous Coward - Thu, 23 Feb 2006 11:58:53Z
    I think what you are talking about Grover is the establishment of an Australian publisher. This is difficult because the local market isn't big enough to support it, so its main business would be overseas. This would mean it would be better if it was located in the US, which means it's no longer an Australian publisher.

    Also, just because its an Australian publisher doesn't mean it should use Australian developers exclusively. That would not make sense. Any publisher has to seek the best talent for a given project.

    It's complex but its not about where you are based, or whether you are Australian or not. The industry is truly global. There are some amazing developers in Australia and other smaller countries for that matter. The good ones are tracked down by publishers wherever they might be.

  • 47. Grover - Thu, 23 Feb 2006 12:20:2Z
    Look. I don't know if you have talked to any E A execs, or T H Q ones, they are supremely happy with their offshore dev - heck I know of some 20 offshore coders in China working for game developers in the US right NOW. And they are contracting with some of the big studios. Just because code or art is made in China doesn't mean it has a cultural aspect to it - you are getting mixed up with game production for local industry vs off-shore contracting - something I am heavily involved with in gaming.

    Face facts - WE are off-shore contractors too. As fee-for-service work, you are an off-shore contractor working for a US firm. So if we are off-shore contractors too, how do you guarantee your contract work?

    IP means alot. Ask anyone who works on important IP. It is the key to them SELLING. If you own the IP, you get to license it, and thus market it.. and even further develop it - just look at Ty. I never said self-funding was related to IP, I said as a business if you want to be able to make more money.. sell more product, original IP will provide you with better mechanisms than otherwise - because otherwise, you are back to relying on contracts. If you note, I said I neither think self-funded or publisher funded is critical. What is.. is making sure you can make a continued business through sensible marketing and management of original IP - again.. look at Ty ... if you use publishers IP.. you own nothing.. so how you can compare the two as equal is quite insane.

    IP is intellectual property. Now if you are a VIP PUBLISHER, then you would well know that owning quality intellectual property is worth its weight in gold. And this is leverage for developer to be able to more easily tackle developing contracts with publishers - in fact half decent IP will get the publishers coming back to YOU. Again see Ty for example :) Publishers love something that holds less risk - and good developed IP.. can be one way to tackle it.

    Again existing IP is fine.. and it'll continue to happen.. no doubt. But being a small development industry here, how long do you think we can compete on a global scale with the rest of the world, when we simply act as US off-shore contractors? Seriously how can you even presume this is even slightly beneficial in the long term?

    "This stuff is not just valuable to publishers, its valued by developers who want to work on certain games, its valued by the consumer that buys games and it also makes good business sense. "

    This almost guarantees you have never been near a publisher. Its obvious by your writing you consider IP to be code.. or something less than a whole concept, idea and style. Ty for instance is IP - Krome owns Ty.. and Ty and all its artistic trademarks, its animation and marketing are all part and parcel of that IP. In fact when pitching to publishers, they want to see original and outstanding IP more, than any demo, or license or manager standing up front giving a ppt presentation. Its companies IP that drives publishers to release new franchises - look at all that do get released OS.. I mean.. look at it? You're happy to say that IP doesn't have any bearing on publishers decisions.. hehehe man.. funny. And if it weren't so valuable for publishers.. why do they spend so much money buying up as much interesting IP they can.. hehe you really should talk to an E A exec...

    I never said self funded, are better or worse than publisher funded. Don t care.. get yer money where you can.. its not an issue.We simply don't have the luxury of choosing money sources - this is one of the reasons why contract work is so often picked up because investors and gov backing are so hard to come by. Read my comments, don't make them up.

    If you think you understand it from the business end, I think you need to probably talk to some more ppl in the US, for you are living and talking like a sheltered off-shore contractor, who is certain the contracts will just keep rolling in.. I hope they do.. (I know for me at least I have a year or two left).. but I cant see it lasting.. and it'd be a fool to think it will.

    Quantify quality? You say Australian made games have better quality than say, European ones, or Singapore ones, or Indian ones or Chinese ones? Do you even know? Good developers.. driving porches are all working for large IP driven studios.. without any decent IP.. all your "good developers" wouldn't be doing squat.. they'd be out in the cold like so many US developers.. begging for GBA, DS, PSP titles to do. Good developers don't get where they are by simply serving a publisher - in fact there aren't many I can think of, you might class some of the internal studios of publishers like that, but thats hardly relevant when comparing to indpendant studios.? All good/great developers have become that way because of the IP they have generated.

    #45 - I'm betting you haven't worked in defense. you'd be surprised how similar contract landing, costing, and engine development techniques are. In fact a couple years back, a few of you here helped me build a train sim :) .. a group of game developers making a 3D train sim in 12 weeks.. crazy eh.. if that wasn't the same as game dev.. hehe.. Mind you the consumers are definitely different, and the single package sales are definitely different, but development wise, and contract wise.. its almost the same. Mind you I am of course referring to mainly 3D sim work here.. simply because alot of defense work is DB gear.. and other research work. Which obviously have little relevance when comparing against the game industry (apart from the contracts).

  • 48. Industry Lawyer - Thu, 23 Feb 2006 12:22:1Z
    It's also misleading in this day and age to think you can own IP, that boat has come and gone. I've seen three cases of IP owned by a developer handed over just to get the game shipped as the developer starts to reach the end of the development period and realises the game isn't as good as they imagined it would be. Its very risky as has been stated. I was foolish enough to invest in one of them myself.

    The market is also very fickle, IP goes out in and out of fashion as different strategies emerge, but there is one thing that is consistent throughout all this kafuffle, fee for service work. The guys that have the IP advantage are the bigger entertainment companies that can create products across the entire entertainment spectrum, TV, Movies, Games, and Music. And don't forget software patents, if they start getting enforced then the landscape will change again.

    The one and only thing a developer has that the publisher absolutely needs is quality development. Capability. You can't patent it, you can only try to utilize it or buy it up. It's in short supply worldwide. It would be a far smarter strategy to offer the big boys what they want and they are forced to pay handsomely for it. If you've got it then they definitely need it and lots of it. The problem is most developers don't have it.

    Publishers need high quality development work and the developers that can produce it in the future will be the new industry super stars. The new landscape is one in which a new type of IP gives you leverage, namely trade secrets and know how. Is it Fee for Service?, Sure. Is it lucrative? you better believe it! Is it the way to build an industry? Absolutely! Would I like to own a piece of that action? Of course! Would I invest in a self-funded game, not on your life!!!!!

  • 49. Anonymous Coward - Thu, 23 Feb 2006 12:28:30Z
    Grover I think his ponit was that it really doesn't matter if you're based in Australia or anywhere else for that matter as long as you produce quality work.

    Ty is not the best example as Krome has had great dificulty getting the thing published/distributed. There are a few burnt bridges there.

  • 50. VIP PUBLISHER - Thu, 23 Feb 2006 12:39:10Z
    I think you're getting a caught up in the whole Australian not Australian aspect of it Grover. Good to see your passion mate :) Some of your comments are a bit confusing I feel, not to mention very long ;) IP is IP, its the whole package. I'm refering to the content not the code. I've worked at two of the publishers you've mentioned, lets leave it at that.
  • 51. CynicalFan - Thu, 23 Feb 2006 15:10:17Z
    No sh*t. Every investor whether they be private or publisher takes a risk in investing in anything. You talk about risk, but don't bother to highlight the risk in the method that you preach - the real pyramid scheme, the funding blackholes of the local industry that are reliant on ever more funding to stay afloat.

    As for risk, risk can be minimised by investors, by investing in experienced and knowledgeable teams - they are more likely to pull it off. I am sure publishers use something similar, though their answer is probably just to marry your tech and concept to an existing IP.

    As for "know-how," I'm afraid that for most Australian developers, they have next to none when it comes to making quality interactive-entertainment. Most attempts are second-rate affairs at best. Though I am sure you will differ with me, but only because you mistake technology development as game development, and being able to follow a publisher's specs - your client - as game design.

    Look at that 5(percent) that makes the majority, like 95(percent), of the profits for the entire industry. How many are existing film based licenses and how many are original IP? Granted there will be a mix of both, but, more profit (a majority) would have been made by original IP - and that would also include sequels of original IP titles as well. Most of the successful releases that are based on existing IP only make a small profit or just break even - as do many solid and original IP attempts that perhaps should have done more market research. The majority of titles that fail, though I am sure there is original IP in that group, it would not surprise me to find a hell of a lot of existing IP titles as well.

    Yet here you are saying that existing IP is better than original IP. Perhaps for the developer that is lucky enough to get their 20(percent) markup, but not for anyone else.

    The only reason you preach this method, is because you know quite well that your current studio will never be able to develop a title that sells in the millions. And I mean without adding up sequels and every platform release - and even then probably not. There isn't a chance in hell you will sell more than 5 million or more than 10 million. You just lack the know-how and quality in design to do that. Therefore you preach this approach as it is all that you have and you wish the local talent to be assured that it is the best approach - otherwise they might go to other studios with more progressive approaches. It may be all that you have, but it is not all that everybody has. Some actually have a clue when it comes to designing games, not just relying on the publisher to point them in the right direction and marry their average tech demo to an existing license on hand.

    Your adamant that you will never be able to achieve such results, but you seem to think that everybody shares your failings. Therefore, everybody should do as you do, as you guys are apparently self-appointed experts, and your "experience" will no doubt lead people along the safe and short-sighted path of mediocrity - too bad if things change with time, and what you can deliver is no longer of value to publishers.

    Perhaps you are right, in that some developer will only be able to achieve what you have, nothing or interest. But you are wrong if you think that every developer is as clueless as you are when it comes to game design and development ;).

  • 52. CynicalFan - Thu, 23 Feb 2006 15:12:8Z
    Read "existing film based licenses" as "existing IP licenses"
  • 53. CynicalFan - Thu, 23 Feb 2006 15:16:20Z
    As for overseas competition in regards to fee-for-service work. Publishers love to dictate design and development. You don't think that a publisher would just do all the design / concept stuff themselves and then have an external studio follow their spec, perhaps even appointing one of their own producers to manage it all, perhaps even on sight? I am sure that if you gave a Korean, Chinese, Indian or Ukrainian artist a concept for a character, that they would be able to recreate it in 3D and have it animation ready. In such a circumstance, "cultural differences," have very little meaning when they can do it for 1/3 the price we can - if not less.
  • 54. VIP PUBLISHER - Thu, 23 Feb 2006 16:16:30Z
    My comments had nothing to do with Australian developers in particular,. It had to do with the facts of the industry. Fee for service companies do best over the longer term.

    Also with regards to cultural differences, its a major issue. You can outsource bits here and there, but not the whole game. Cultural differences cause problems with outsourcing too. If you're claiming it doesn't then you haven't had to deal with it for any serious long term projects in the entertainment industry. It might work for IT, call centers and Accounting, but entertainment is different.

    Selecting a developer to do a project is about the quality of their work and the likely hood of success, not price. The majority of work is currently carried out in the US where developers are some of the most expensive in the world. They are also some of the best. That's a fact. Publishers require quality games and quality developers that know how to create entertainment for a given market.

    If you're going to invest in a developer's game then be prepared to loose your money. The chance of succes is close to zero. If you want to invest in game development then buy stock in a Publisher. Even if you own the idea/concept and have finnished the game, the publishers still have the upper hand when it comes time to distribute it and will likely give you a hard time (especially if they are putting in their own marketing dollars and running the game through their own distribution channels).

    You can of course go straight to distributors and smaller publishers, but you won't sell as many units (no marketing, poor channels to market, more expensive channels to market.). Not to mention the numbers of smaller publishers that prey on companies that self publish only to rip them off.

    If you're agenda is that your investors should be investing in your games, then you are misleading them. Not very ethical. Talking about painting a rosy picture, you're painting a complete fantasy and a lie.

    I'm not saying its impossible. I'm not saying don't do it. I'm saying be realistic about how it all comes together and be honest with the stakholders - including staff. If Australian developers all decided to self-fund from now on you won't have a games industry in this country in the next 2-3 years. It's just probability, e.g. high probability of failure on each attempt multiplied by the number of attempts = 99.9(percent) failure rate (much worse than going to the casino, but you can tell your friends you invested in such&such a game). Can't argue with the probabilities. Of course you could get lucky and some companies do, but you've got more chance winning the lotto.

    If you do decide to self-fund or invest, then do it for the right reasons. Get a foot in the door, learn the ropes, gain experience making games. You should also be honest about the business side of it.

  • 55. VIP PUBLISHER - Thu, 23 Feb 2006 16:20:48Z
    I also wanted to add, If you want to work on AAA quality ORIGINAL IP then work for a developer that works with a large AAA publisher that is fully funding the project and supporting it. There are a number of developers like that in Australia now and they are the ones to watch.
  • 56. CynicalFan - Thu, 23 Feb 2006 16:39:24Z
    My agenda is only to show the bullsh*t in your comments. Of course if you invest in any project there is a chance, most likely a good chance, that you will not see your funds again. Yet you seem to think that every investment opportunity will go down the toilet, and the only saviour for game developers is publishers. This coming from someone who says they are a publisher.

    FYI: just because you put VIP in front of the word publisher, doesn't mean you know what the hell you are talking about - or that your even a publisher. I've meet developers and publishers a like that didn't have a clue yet believe they did - and were only too happy to tell anyone that listened their views. And it just doesn't go with individual publishers but individuals within publishers - some new what they were talking about, others didn't.

    I think you are very unrealistic with your probabilities btw. Probabilities all get better when you factor in more than it being just original IP, like the track record of the team, their concept based on market research, their technology base, their pre-planning and preproduction - I mean, that is why we write project proposals and make playable prototypes, to limit risk.

    And just because the majority of developers couldn't pull of original IP with it not even making a small profit, doesn't mean that no one should try. I mean for f*cks sake, the titles that make most of the profit for the industry are original IP, not some shoddy film tie-in crud. If your argument is that no one should try to do it as they won't see any royalties from their efforts, well I think you are delusional. Sure some publishers you are best to stay away from, but are you telling me, that a developer with a solid concept that they have developed to a high degree of quality and to like alpha / beta stage of development, that a publisher like THQ isn't going to