GAMECOCK
Mike Wilson, CEO and head of marketing
Harry Miller, President and head of development
Rick Stults, Chief Financial Officer
GI: How would you describe the relationship between your average developer and publisher? What power does the developer have in that relationship?
Wilson: It's like mother and child. Or maybe more like stern military father and child (and in case you couldn't guess, the developer is the child in this relationship). Publishers want developers just independent enough to run themselves without supervision, but not so independent that they start drawing outside the company lines.
Stults: And since the publisher is putting up the money for the project, it ultimately makes the decisions. Like a parent, a publisher will reprimand a developer for doing something out of line, but the punishment will be fiscal rather than emotional.
Miller: Even a developer that isn't already working for a publisher is trying to develop a game idea that will appeal to a publisher (i.e., make money), so it's like you're restricted before you've even begun. No publisher will give you any freedom unless you've proven that you've learned the rules. Hey, this parent/child analogy is pretty good!
GI: What's the most important aspect of the publisher/developer relationship that needs to be changed?
Miller: It's a publisher's job to be good at making money. It's a developer's job to be good at making games. Developers don't tell publishers how to balance their books, but publishers will tell developers how to make their games. Publishers need to mind their own business more.
Stults: I agree with Harry that both publisher and developer should focus on their own jobs, but I also think both should know exactly what the other is up to. It's this unnecessary layer of secrecy between developer and publisher that causes a lot of distrust. Just like the game-design bible should be open at all time for the publisher to look at, the accounting books should be open for the developers to peek at whenever they want. Maybe neither has a say in the other's affairs, but at least they'll know exactly what's going on.
GI: In your experience in marketing, can you talk about how a marketing department can work well with a developer and their product, and when it goes wrong?
Wilson: A marketing department should be just slightly behind the developer itself in knowing where the game is at and where it's headed. Marketing needs to understand the developer's vision and effectively translate it to an audience. The simplest idea of just playing the game often times just never happens. This leads to the biggest mistakes a marketing department can make, which are not knowing anything about the game and thinking that advertising is more important than the game itself. That probably sounds obvious, but you'd be surprised at how many people and companies have fallen into that trap.
GI: What ways can publishers protect their investments that don't require low royalty rates to the developer or outright owning the IP itself?
Stults: The best way to protect your investment is to only sign great games from great developers. Easier said than done, I know. Most publishers, however, act like they're a part of the gold rush. They think if they don't sign Game X, which has a little potential and maybe could do well, some other company will and they'll regret having missed that opportunity. Personally, I'd rather regret missing out on one hit than pump out a dozen stink bombs.
GI: It seems there's a vicious cycle where developers have to have a guaranteed million seller just to recoup the high development cost of the project, but without lots of polish, you're never going to hit big numbers. Is there a way for developers to not be slaves to sales numbers while still making quality product?
Wilson: That cycle is completely caused by the public companies and Wall Street cycle. They have to perpetually show growing profits to their shareholders, and to do that they have to sell more games. No amount of profit will ever be enough. Even if a game sells 10 million copies, a publisher will tell investors that the sequel will sell 15 million.
Miller: To avoid that trap, developers have to be very canny in their business dealings. Naturally, you want your game published, but be smart about what you're capable of and what you're willing to sacrifice before signing that dotted line.
GI: Can you talk about some of the concessions on a game a developer typically might have to make that are directed from the publisher?
Miller: The appearance of characters in the game so they'll appeal to the right audience. Altering game content to get a milder ESRB rating. Changing items in a game because an outside sponsor is paying to be in it. I've barely scratched the surface.
GI: It seems inevitable that more and more developers will get bought out by publishers and brought in house. Can you talk about the pressure this puts on developers to try and stand on their own?
Stults: In a way, getting bought by a publisher can make a developer's life easier in that they don't have to always be worried about making a small misstep and losing everything. Bills will be paid and salaries taken care of. On the other hand, as a part of a publisher, you're putting your livelihood in the hands of someone else. If the publisher isn't doing well, than neither are you.
Miller: I do know some developers that love being a part of a publisher, but only if they're the creators behind the company's best games. When you're on top, you're the publisher's golden child that gets kudos and respect all around. If you're anything but...well, let's just say the publisher doesn't do a lot to help inspire confidence.
GI: Do you anticipate more publishers arising with a more developer-friendly model like Gamecock?
Wilson: If we succeed, yes. If we fail, sorry everybody!
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