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In working for both first-party (EA/Sony etc.) development studios and third-party (Kuju/Argonaut etc.) ones, I've noticed the following functions that publishe
by hythloday 15y ago
In working for both first-party (EA/Sony etc.) development studios and third-party (Kuju/Argonaut etc.) ones, I've noticed the following functions that publishers fulfil. I've mainly worked on AAA titles, with a smattering of MMOs, so this doesn't necessarily apply to other segments - specifically, I'd expect indie games to work very differently.
This is doubtless an incomplete list.
1. Money. I've put this first for obvious reasons, but as the article alludes to, the industry cycle itself is incredibly unsteady (I can look up the exact figures, but I recall that something like 50% of yearly sales of boxed games are done within one month around Christmas), alongside the studio financial model being obviously unsteady (work for 3-5 years to release a game that generates 90%+ of its lifetime revenue in 2 months). When you look at it like this, publishers look like the subservient ones: a studio that produces a flop often has another title in development with another publisher, and just misses out on royalties; a publisher that has a string of flops goes bankrupt. If this relationship didn't exist, AAA studios would be less likely to stick together (as the failure of even one game would disperse the team) - that means no Blizzard, no id, no Bethesda, no Rare, no Lionhead, no Bioware - essentially any studio who have ever pushed back a game, or released a market failure or a slow-burner would probably be out of business.
2. Platform-holder pressure. Sony, MSFT, Nintendo have (no so much now) incredibly strict rules about what games can do on their platforms, ranging from "no printf() calls" to "no GUI elements within 12 pixels of the edge of the screen" to "your game is not allowed to crash after being played for 48 hours straight". As a developer going straight to platform, you have zero leverage with the platform-owner (remember, they know that if your game flops you're gone as a company). Going through a publisher, well, far be it from me to imply that any underhand tactics, such as threatening to delay other titles so they don't coincide nicely with the platform-holder's plans, might occur.
3. Boring stuff. Games need hosting, translation, websites, promoting the game to retailers (which is a more adversarial process than you might expect), supply chain logistics, getting the game rated, getting manuals written, dealing with returns from physical shops, collector's editions, merchandise, blah blah blah...after a decade of work in the industry, I'm aware that my knowledge here barely scratches the surface of what's required to put out an AAA game once the code is signed off and the assets finished. This is doubtless the easiest function of publishers to replace, but no-one except publishers offers this service at the moment, and any studio who deliberately goes without this is shooting themselves in the head.
4. Quality. This doesn't always work well, but a publisher is often the first party to see the game outside the studio, so they have the best information to predict the state of the art when your game launches. Advice like "those shaders aren't good enough" is never easy to hear, but it's always better than releasing a game that is panned for dated graphics.
5. Media relations. This doesn't get talked about much...but publishers are the ones with all the power over both paper magazines (exclusives, pre-reviews etc.) and online games sites. In return for access to games before the release date, there's usually a subtle or not-so-subtle pressure to give the games a positive review. (This is why games that are given an average of 8/10 being regarded as a flop.) Media outlets that don't follow this protocol are simply frozen out of the pre-review process. I don't think this is a good thing for the industry, but in the same way as point 3 above, any developer who forgoes this process is putting themselves at a disadvantage relative to other development studios following a more traditional model.
- mynameishere 15y agoYou seem to know what you're talking about, so can I ask a very simple question: Why do people use consoles? I don't get it. Computers are better in every way [1], plus you don't have corporations limiting access. [1] The ways: 1. Mice/Keyboard vs. Clumsy controllers. 2. Superior hardware. 3. You already have one, so no new purchases needed. 4. A vastly greater array of games to choose from. 5. Almost always cheaper games.
- groby_b 15y agoSpeaking as both an avid gamer and an (ex) game dev: Because consoles are _easy_. You plop them into your entertainment center, and you're done. No need to maintain the latest security patches, find just the right combo of drivers to make it work, etc. Not to mention the wonderful "buy yet another graphics card, please - your previous one you bought 6 months ago is too slow". They also take less space than PCs. "Clumsy controllers" are easy to set up. Keyboard and mouse really require some dedicated space. (Yes, you could pull them out when you need them. It's annoying as heck) From the developers point of view: The game looks and feels the same for every single player out there. I don't need to worry about dozens of graphics fallback paths depending on what hardware you use. So, for everybody involved in the game development cycle, they're more convenient. All your points still hold, but they don't matter in the face of convenience. Not for the average person, at least.
- Strom 15y agoConsoles are much cheaper. They are also a lot easier to use. No need to install an anti-virus, worry about having the latest drivers, or having background programs eat up all the resources and thus receive a bad gaming experience. Also, the time it takes to boot up a console and start playing takes seconds. Booting up an old windows install on a HDD takes forever. Superior hardware on the PC, sure. But it's locked behind a mountain of drivers. On the console, you can get much more direct access. This means that some stuff is actually faster on XBox360 than a brand new 7000 series radeon.
- mtinkerhess 15y agoI'll give this a shot: > Mice/Keyboard vs. Clumsy controllers. For many types of games, I prefer a controller to a mouse and keyboard. On consoles, the controllers are designed to be used to play games. On computers, the games are designed to be played with a mouse and keyboard. > Superior hardware. It doesn't matter, if all the games with a big enough budget to take advantage of that hardware are also coming out on the consoles. Also, developers can leverage more out of the limited capabilities of a console because of their uniform hardware, whereas with computers they have to take into account a range of hardware and that precludes them leveraging those capabilities as much. > You already have one, so no new purchases needed. Many computers aren't gaming rigs. If you don't have a gaming rig, then a new console is a cheaper option than a gaming computer. It may even be the case that it's cheaper to get a general-purpose computer plus a console than to get one specialized gaming computer. > A vastly greater array of games to choose from. Doesn't matter if enough of the games that you want to play are coming out on consoles too. > Almost always cheaper games. But the console hardware is cheaper, so that balances out (depending out many games you buy). And you can get many games that are more than about a year old for $10-20. Not as cheap as a Steam sale, but getting close.