SAN FRANCISCO â" At GDC today, game publishers in the free-to-play arena had a powwow to discuss the niceties of publishing and distribution and where weâre headed next.
The panel in question was a slew of heavy-hitters, including Rob Carroll of 5th Planet Games, Barry Dorf of DeNA, Pany Haritatos of Kongregate, Tadhg Kelly of Jawfish Games, Jussi Laakkonen of Applifier, Wade Tinney of Large Animal Games, and Jim Ying of Gree.
At the outset, the panel started as a massive reverse pitch: a small group of publishers trying to convince a room full of developers to bring their IP on over. Publisher execs told devs thereâs money to be had â" both via funding and via acquisition â" for the right games, verticals, and people.
But the game developers quickly brought up some interesting counterpoints for fellow devs to consider. They all agreed that picking a publisher is a lot like picking a spouse, but in this arena, divorces are few and truly ugly.
Here are a few choice quotes from the panelists:
Wade Tinney
On killing off âbadâ gamesâ: A dollar means something very different for a developer than a publisher. Every game a dev works on is potentially their business. So the game thatâs producing $100,000 is keeping your team going, but if you have a game thatâs producing $200,000, the analytical approach would cause you to start focusing on that.â
On Kickstarter: âThereâs a very healthy side effect in that it forces you to crystallize the vision and tell the world about it sooner than you otherwise would have.â
Tadhg Kelly
On getting cuddly with publishers: âThe developer increasing needs to build his own community while keeping the publisher at armsâ length ⦠the publisher model ultimately gets in the way of that.â
On KPIs and attention spans: âMetrics are a side track ⦠itâs more about the long term. In the publisher world, three or four years is forever, but in the game development world, you have to be thinking that far ahead. You have to be more considerate about your audience and your objectives for them over three to five years.â
Rob Carroll
On picking winners: âItâs easy to pitch a good game, but itâs hard to make a good game. We want to invest in people that are good at making games, not good at making decks.â
On dev/publisher breakups: âThe focus falls on the developer to keep the game successful, but youâre not getting the marketing anymore. Most games have a one- to two-year life cycle, if not longer, and once you stop getting that support ⦠Thatâs when it gets scary.â
On Kickstarter: âItâs very low-risk money for developers to take advantage of. But if you donât make your Kickstarter [campaign goal], thereâs a risk for what your fans will expect you to deliver.â
Pany Haritatos
On publishersâ goals: âItâs about aligning with developers and their priorities. ⦠If you donât share values, youâre never going to be successful in the long run. You have to actually talk to these guys [because] itâs a super-risky business.â
On contracts: âThere are some publishers that are predatorial. Be careful what youâre signing; some little asterisk on the last page may say that nothing applies unless you meet certain metrics. Some publishers will exploit you.â
Jim Yang
On managing risk: âWeâre looking for people who have some success with a free-to-play mobile title so thereâs some track record ⦠and an exciting concept. ⦠No oneâs first or second game is a hit, and what we bring to the table is trying to close that gap a bit and make it successful quicker.â
On sweet, sweet money: âThe games you see out there making huge amounts of money, 50 percent of that goes back into user acquisition.â
On picking a publisher: âLook up the games theyâve published in the past and the performance of those titles. ⦠Do your research. Thereâs no harm in talking to other developers and seeing who else is interested in your proposal.â
Barry Dorf
On working with game devs: âSome want access to Asia, some want users â" every developer has its own needs and wants, and this is not traditional publishing. We are partners.â
On moving on: âWhy would you want to work on a game with bad KPIs? Sometimes thatâs what needs to be done: You need to pull the Band-Aid off and start working on something else.â
Image credit: Dean Takahashi/VentureBeat
Source Article from http://venturebeat.com/2013/03/26/free-to-play-publishers/
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