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	<title>Business and Law - Articles</title>
	<link>http://www.gamedev.net/page/resources/_/business/business-and-law/</link>
	<pubDate>Sat, 25 Feb 2012 22:48:50 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Resources on marketing, legal issues and more related to the business of game development</description>
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		<title>Video Game Localisation - A Tricky Game</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/video-game-localisation-a-tricky-game-r2796</link>
		<description><![CDATA[Things have moved a long way since primitive table-tennis classic, Pong, represented the peak of video gaming. A simple 2D game in which a straight line representing a bat was moved vertically to hit the ball might have needed little doctoring to make it accessible across different cultures but as video games have grown ever more complex, so the process of localising versions for use in other regions has become more elaborate.<br />
<br />
The value of localisation has also grown massively in importance. Japan, the USA and the UK are the three biggest players in game development but the gaming audience is now a truly global one and the potential for increased sales afforded by well planned and executed localisation cannot be ignored.<br />
<br />
<strong class='bbc'><span style='font-size: 18px;'>Sim-Ship Vs. Post-Gold</span></strong><br />
<br />
'Sim-ship versus post-gold' might sound like some esoteric (and possibly badly translated) game title in itself but actually refers to the two basic models of game localisation. Sim-ship, or simultaneous shipment, is the model whereby localised versions are developed and released alongside the original product. Post-gold localisation is the process of translating and adapting a game after the original version has been completed and released.<br />
<br />
The sim-ship model might seem like the better option and, indeed, working on localisation from a developmental level can yield the more seamless results. It can also save money in the long run but a thorough cost/benefit analysis might conclude that it's only worth localising a particular game for certain markets, if at all. Should the situation change the game can always be adapted later.<br />
<br />
At one time such adaptations were often shoddily realised and carried out more as an afterthought. Mangled translations from the European Sega Mega Drive version of Japanese arcade game Zero Wing have passed into the gamers' lexicon, with lines such as 'You have no chance to survive make your time' and especially 'All your base are belong to us' still appearing in chat and on forums some twenty years on. These days games will often be primed or optimised for localisation later on and, of course, good quality translation will help avoid any such comedic mistranslations...<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Lost In Translation</strong></span><br />
<br />
Professional translation, preferably by a native speaker from the target market, is essential. “How do you truly globalise?” asked Yoichi Wada, president of Japanese developer Square Enix at the <a href='http://www.nytimes.com/2010/09/20/technology/20game.html' class='bbc_url' title='External link' rel='nofollow external'>2010 Tokyo Game Show</a>. “I think you have to work with people who grew up overseas, who grew up breathing the culture. It’s impossible otherwise.” Working with native speaking translators will help achieve accuracy and retain nuance when it comes to the technicalities of translation and will also help with any more cultural issues that may arise.<br />
<br />
Not only spoken dialogue but also elements such as the user interface, menus and manuals – whether online, on-disc or printed out old school as a proper paper booklet – must all be translated. Space in interface elements such as menus and hint captions is both fixed and limited and so the translation must use the same or a fewer number of characters. Some languages or scripts tend to be longer. German, for example has a tendency towards longer words than English. For this reason a straight 'dictionary' translation might not always be suitable and translation might involve elements of rewriting.<br />
<br />
It may also be worth changing written information or spoken dialogue that is not integral to the gameplay or plot. This could include background dialogue or readable graphic items such as signs, book and magazine covers or advertising hoardings. Effective localisation preserves as much of the gameplay experience as possible and translating absolutely everything could add to the immersive quality of a game. On the other hand the extra work might not be deemed necessary for such non-integral elements and keeping some of the original flavour may even be beneficial if, for example, the Japanese feel of a particular game provides a draw for European audiences or vice versa.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>I Dub Thee...Sir Localisation</strong></span><br />
<br />
Dubbing translated content over original spoken content is the optimum solution but offers its own set of problems. The quality of voice acting in games has become increasingly important over recent years and the quality in a localised version should be as near as possible to that of the original product.<br />
<br />
In times where famous actors often lend, or at least sell, their talents to game developers (the stellar cast of last year's Fable III included the likes of John Cleese, Stephen Fry, Simon Pegg, Ben Kingsley and Zoe Wannamaker), it might not always be possible to recruit household names for every territory but professional voice artists should always be used. When it comes to translating dialogue for dubbing purposes it should also be remembered that the timing of the dialogue itself must match the visuals or graphics.<br />
<br />
Subtitles can offer an easier and cheaper solution but may be to the detriment of the gameplay experience. They can be distracting and difficult to read, especially in a fast-paced or action-oriented title. Cutscenes are an exception but few players will busy themselves reading subtitles with a dozen armed-to-the-teeth orcs breathing down their necks or with a high-speed racetrack to negotiate.<br />
<br />
We’ve conducted a number of in-game text localisation projects at Lingo24, with one memorable project being the translation, checking and editing of creative content for video games by a gaming industry giant (we can’t tell you which, but it’s one of the big guns). These translations required intensive research for the localisation of key phrases, as well as recruiting translators with in-depth knowledge of the gaming industry, to ensure that the correct terminology was used in every case.<br />
<br />
We’ve also localised the text for a series of online games for a world famous youth culture and music TV network, which involved not only ensuring that the translated text was perfect for its context, but that it was correctly localised for the slang and idiom of its target youth audience.<br />
<br />
In both these instances, the key to translating and localising in-game text was to ‘transcreate’ the text with care and effort, looking at the context of each piece of text within the game, as well as the idiom of the gaming community within each language (how do you translate 1337 in Russian, for instance?). There is also the issue of ensuring that translated text for menus, etc, will still fit within the required space when translated – German, for instance, generally takes up more space than English.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Technical Issues</strong></span><br />
<br />
There are various issues alongside translation that also need to be addressed at the design level. An obvious one for PC games is that some territories have different keyboard layouts and so hot-keys may need to be re-mapped.<br />
<br />
On all platforms, images should be created using multiple layers, allowing text to be easily separated from artwork and, on a similar note, the voice track should be kept separate from both the visuals and ambient sounds. The soundtracks themselves will not be continuous but will comprise multiple separate sound files and meticulous care must be taken to match translated versions with the original.<br />
<br />
There are a host of challenges facing designers and developers when it comes to localising video games. It takes time and can be expensive to fully maintain the original gameplay experience but, with the global spread of the gaming audience and industry, it is increasingly viewed as worth all the effort and more.]]></description>
		<pubDate>Wed, 30 Mar 2011 12:32:18 +0000</pubDate>
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	<item>
		<title>Working Nowhere and Everywhere</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/working-nowhere-and-everywhere-r2663</link>
		<description><![CDATA[

<h1>Introduction</h1>
Boomzap is a completely virtual studio. We have no physical office, and everyone works from home on a flexible schedule. Our team includes about a dozen full-time, exclusive contractors in America,
Japan, Malaysia, Singapore, Russia, and the Philippines. Some of our core team members have never met in person, and most of them see each other about once a year. Even more confusing, many of our
staff members live very mobile lives: For instance, I split my time between Seattle, Singapore, and Yokohama. We have been doing this successfully since 2005.
<p>I get a lot of questions about how we make all of this work, and I would like to share that with you. Although this article will likely be of most use to other small, outsource-heavy studios like
ours, managers in larger traditional studios may find some useful information here as well. But first, I&rsquo;d like to explain why we do business the way we do, and what the benefits of a
work-from-home, distributed business model are:</p>
<ul>
<li><b>Access to the Best Developers in the World:</b> We can hire anyone anywhere, and not worry about relocation, visas, etc. And our employees don&rsquo;t have to uproot and leave their
communities to work with us. In fact, we have people happily working for us hundreds of miles from the nearest game studio, in places other game developers would not think of living.</li>
<li><b>Lower Labor Costs + Cost of Living Adjustments = Happy Developers:</b> While wages in Asia are not as low as many North American developers would hope, our staff costs are certainly
competitive. But for us, instead of seeing this as a chance to get dirt cheap labor, we see it as a chance to create a competitive advantage in our development environment. Rather than adjusting our
salary rates down in those countries where we could get away with it, we peg all of our company compensation to Singapore wages, regardless of location. While this policy may not be best for
developers in the US or UK, it makes our staff in places like Russia, Malaysia, and the Philippines some of the best paid developers in their local communities. This allows us to hire the absolute
best in those regions&mdash;and keep them very happy.</li>
<li><b>Lower Support/Overhead Costs:</b> We don&rsquo;t pay for office space, computers, electricity, coffee machines&mdash;or even paper clips. We do pay a little more to our developers to make sure
they can afford the equipment they need, but come on&mdash;they are game developers; they are going to have the best machines they can afford at home whether we pay for it or not. We just avoid
unnecessarily duplicating that cost at the office, and let them put that savings in their pockets as compensation.</li>
<li><b>Freedom to Efficiently Mix Personal and Professional Time:</b> Our model allows everyone in the company to adjust their work schedules to mix with their personal schedules in the most
efficient manner for them. This not only saves time that might otherwise be wasted on commuting (for example), it also allows our staff to do things that they couldn&rsquo;t easily do in a more
traditional office&mdash;like go to school part time, teach a class, or whatever. The value of that freedom&mdash;and the happiness it creates&mdash;cannot be overstated. It points out that the
benefits of working for an organization like ours extend far beyond time and money.</li>
<li><b>Work/Life Balance + $$$ = Loyal and Dedicated Staff</b><br>
To be clear, the end effect of this is that our staff loves working for Boomzap. Any manager knows that retaining good staff is one of the keys to growth, and our structure not only allows us to pick
the best staff from around the world, it helps us retain them. In fact, since 2005 we have not had a single staff member leave voluntarily.</li>
</ul>
Sounds like a pretty good deal, right? Well, it is. But the trick is that you can&rsquo;t run a virtually-distributed studio like this in the same way you run a more traditional studio. While there
isn&rsquo;t enough space to explain all of our management strategies in detail, let me share with you our Top 10 strategies for running a virtual development studio. To be clear, this is what works
for us, and depending on your team, pipeline, and structure, these suggestions may or may not work for you. So judge and use accordingly.
<h1>Ten Commandments</h1>
<h2>#1: We Don&rsquo;t Track Hours&mdash;Ever</h2>
The #1 question I get about managing Boomzap is: &ldquo;How do you know if they are working or not?&rdquo; That&rsquo;s simple: I don&rsquo;t care. I know how much work a professional developer
should get done in about 40 hours a week. I assign that work every Monday, and I expect it to be done by the end of the week. If it is, I don&rsquo;t care how long it took them to do. If it&rsquo;s
not, they work through the weekend to make it happen. In point of fact, I hope they are doing it in less than 40 hours, and using the rest to do . . . whatever else makes them happy.
<p>The economics of this are simple: If you want to reward the staff for working quickly, you can&rsquo;t make &ldquo;hours worked&rdquo; a constant, because then only quality and quantity remain
variable. In a traditional situation where &ldquo;hours worked&rdquo; is a constant, the reward for working quickly and efficiently is just getting more work. Worse yet, in that traditional model you
end up offloading work from crappy workers to top workers since the top workers are going to be chewing through more tasks in the same time. Thus, you inadvertently create a &ldquo;do less
work&rdquo; reward for crappy workers while punishing the good ones in direct proportion to their efficiency. That really sucks.</p>
<p>Instead, at Boomzap we hold quantity and quality as a constant, and allow the staff to use time as an adjustable variable: They have a set task list and a minimum standard bar, and they set their
own schedules for completing their work. If they can get good work done faster, their reward is that they get the rest of the time off, and if they can&rsquo;t, they will quickly find that they are
working a lot of weekends. In this model, inefficient workers self-select for removal from the team, as they will end up working a lot of overtime (and probably leave). At the same time, efficient
workers find themselves with more free time&mdash;in direct proportion to their efficiency&mdash;and free time is a form of additional compensation. Having your best workers compensated daily results
in good juju.</p>
<h2>#2: We Do Daily Builds</h2>
In a studio where you can&rsquo;t just walk the halls, go see what people are working on, and give them input, it is critical that you have a mechanism for checking what people are doing that gets
them the feedback they need on a daily basis. To solve this, we have a super strict policy on daily builds. At the end of every day, there is a new build of the game with all new art and design
assets included. We judge the staff by this, and nothing else. At least 90% of my communication to the staff is based on direct feedback on the daily build. I make sure the staff gets this feedback
every day so that they know if they are going in the right direction. This process of daily builds and reviews is the lifeblood of our company. When it breaks down, the projects break down.
<h2>#3: We Mix Full-time Contractors with Project-based Contracted Specialists</h2>
There is no point in tying up your best resources with work that could be done perfectly well by more junior staff, or work that could be done faster or better by specialists. The trouble is that
keeping junior staff or specialists on permanent salary is expensive. So what we do is keep senior generalists on staff to create the structure and core design of the game, and then we outsource the
bulk asset production to specialists and managed studios that we hire on task-based contracts. Since more than half of the people working on Boomzap projects at any time are these one-off specialist
contractors, we can interchange about half of our total game development force at any time depending on our needs&mdash;or scale back to less than half our team without laying anyone off. This is
hugely powerful in controlling cash flow.
<p>The key is that we&rsquo;re not outsourcing so that we can pay our outsource partners less. In fact, some of our contractors are much more expensive than our core staff. We&rsquo;re outsourcing to
move the risk of idle time out of our studio. For instance, we outsource all web work, all sound, and all bulk production of hand-painted backgrounds and portraits. This is all work that specialists
can do quickly to a high level of quality, and work that we only need for certain stages of production. We pay more for them when we use them, but we make that back in savings by &ldquo;firing
them&rdquo; when we don&rsquo;t need them.</p>
<h2>#4: We Hire Full-time Staff Primarily Based on Character</h2>
Our model is great for mature, motivated staff capable of high levels of self-discipline. Sadly, there are a lot of great programmers, artists, and designers out there who don&rsquo;t have the
personality to work from home on their own schedule effectively. You have to be very careful to test for this, and not hire those people.
<p>We do this by having a full-month test followed by a three-month probation period before anyone enters the studio&mdash;even developers we know well. The month test is skill-based and answers the
core questions about whether one is capable of doing the work or not. The three-month probation is personality-based, and answers questions about self-management abilities. In the few cases where we
shortened that three-month period, we regretted it. We have even started lengthening that period for people who we don&rsquo;t actually know personally.</p>
<p>The bottom line here is that if you are going to have people working within this model, recognize up front that some people&mdash;including some great people&mdash;just won&rsquo;t work out. But
for those who are independent and self-motivated, our model works very, very well.</p>
<p>A side note on this: some people have interpreted this issue as &ldquo;virtual studios cannot hire young or inexperienced developers&rdquo; &ndash; which we categorically disagree with. Some of
our best workers are young, highly motivated interns, and some of the people that didn&rsquo;t work out were highly trained professionals who had long since gotten used to the old way of doing things
in a game studio, and were unable to adapt. The issue here is less about experience and more about motivation and personality.</p>
<h2>#5: We Delegate Authority to a Project-based &ldquo;Confederation&rdquo; Structure</h2>
Another question I get often about the Boomzap structure is: &ldquo;How do you manage all of those people when you can&rsquo;t meet with them or talk to them?&rdquo; Which is just another way for a
producer to ask: &ldquo;How do you get everyone on the staff to do <i>exactly</i> what you want?&rdquo; The answer to that is simple. We don&rsquo;t. Everyone in the company is assigned to a specific
project. They know what project they are working on, and within that project they have enormous freedom and power. Our designs are very high-level by design, as are our tasks. We don&rsquo;t
micromanage our staff&mdash;not just because we hate micromanagement, but because doing that by email is prohibitively time-consuming. Instead, we create small groups of three-to-four people that are
empowered to go make these games on their own. We manage them very loosely and give them the freedom to make their own decisions.
<p>This functions much more like a confederation of independent projects than the more centralized structure of many other studios. Each team has the independence and authority to make large changes
to the design and product without having to check with the &ldquo;central powers&rdquo; and as a result, the central overhead becomes much smaller. To be clear, in a system with strong project teams,
this works great. In a system with weak teams that need more oversight, this system would likely fail. So knowing your staff capabilities is key.</p>
<p>That being said, it is important to note that key to doing this well is being able to accept good work you didn&rsquo;t expect. All too often studios spend a lot of time chasing a single
vision-holder&rsquo;s dream for a project, and they end up in an endless cycle of revisions trying to perfect that vision. The trick to delegation and empowerment is being able to look at work that
is not completely what you expected and/or wanted and objectively judge whether it is good work. Doing so has two great effects: 1) Your staff will really feel empowered when they see that the work
they are doing gets put in the game without constantly being retooled to fit someone else&rsquo;s vision; and 2) Sometimes you&rsquo;ll get stuff that is actually better than what you had in
mind.</p>
<p>Remember, delegation is not just the delegation of work, it is the delegation of responsibility. If you want a team to truly start taking some responsibility for their work, you cannot constantly
undermine their efforts by forcing them to revise work just because it&rsquo;s not what you would have done. &ldquo;Is this what I wanted?&rdquo; is not the question. You&rsquo;re better off asking:
&ldquo;Is this something the customer would enjoy?&rdquo;</p>
<h2>#6: We Hire Managers Who Can Actually Do Things</h2>
One of the great benefits of our model is that it&rsquo;s impossible to hide workers who aren&rsquo;t contributing. Middle managers who lurk in the corners of larger studios &ldquo;optimizing
procedures&rdquo; and &ldquo;facilitating meetings&rdquo; don&rsquo;t actually have anything to do in a virtual business model. And we haven&rsquo;t missed them a bit. Everyone on the team, the
founders included, do real live production tasks like scripting, testing, and level design. Because the only way we can judge the staff is by assets produced and placed in the build, the incentive to
actually produce things is pretty overpowering. Better yet, because our managers are actually forced to work intimately with the technology, they are more in tune with what the rest of the staff is
doing, and can better judge the time required for tasks, etc. This is all to the good.
<h2>#7: We Depend on the Three P&rsquo;s: PowerPoint, Prototypes, Photoshop</h2>
I hope I am not the first person to tell you this, but nobody reads design documents. In fact, when working at larger studios, I made a habit of inserting the line &ldquo;I will pay $5 to anyone who
reads this sentence&rdquo; into the center of any document over 50 pages. In 10 years of development nobody ever asked for their money. That&rsquo;s a true story. Problematically, the industry has
solved this problem by holding meetings. Lots of meetings. Since we can&rsquo;t do that, we have to find a different path.
<p>For starters, we do the initial design for a game by using short PowerPoint presentations full of diagrams, scanned-in drawings, references from other games, and Google images. (That&rsquo;s
right: Not a Word &#100;ocument.) The PowerPoint is generally a mockup of every major screen in the game&mdash;with minimal text callouts&mdash;describing what the game will look like and how it will
play. Next, we let the programmers build a rough prototype version of the design using a bunch of grey boxes and placeholder art cut from the PowerPoint slides. When this is playable, we have
something to reference in our notes and MSN discussions. The prototype and a daily sheet of notes referencing it and suggesting changes becomes the &ldquo;design &#100;ocument.&rdquo; When we finally have
the prototype really fun and playable, the artists take screenshots of the demo and attack them in Photoshop, creating mockups of the final screens as they will look to the player.</p>
<p>When we have all of that, we go into full production. Usually someone will sit down with the PowerPoint and the prototype and create a series of simple lists that defines the tasks to be done to
complete the production of the game&mdash;which is as close to a design document as most of our games ever get. Most of our games have shipped with less than 20 pages of documentation, and we still
wonder if that&rsquo;s too much.</p>
<h2>#8: We Use &ldquo;Producer-Programmers&rdquo;</h2>
Another powerful secret to our development is that every project is run by a &ldquo;producer programmer&rdquo;&mdash;a highly skilled programmer who not only writes the core game code for the game,
but who oversees the actual production of all assets for the game. We build our teams like this for a couple of reasons, the most important of which is that the producer working with the artists and
sound designers on the project is the actual person adding those assets to the game. This removes many steps of conversation in the team and solves a lot of unnecessary communication issues.
Additionally, it allows the producer to directly test and prototype new ideas&mdash;without the communication cycle of a producer explaining and a programmer interpreting that explanation.
<h2>#9: We Create An &ldquo;Idiot-proof&rdquo; Pipeline</h2>
Development studios often spend a lot of &ldquo;communication time&rdquo; trying to help artists, designers, and musicians get their work into a game. Because we can&rsquo;t have two or three people
sitting at a desk sorting out these problems, and because expecting our programmers to document labor intensive pipeline processes is both wasteful and na&iuml;ve (as anyone who has ever asked indie
programmers to write documentation knows!), we go to great lengths to make the tools for driving the assets into the game as simple as possible.
<p>Our biggest tool for this is Excel, which we use to generate any script in the game including sprite lists, sound files, level design variables, object variables, localization strings, etc. The
Excel sheets have a big EXPORT button that spits out a script, and nobody has the ability to break anything in script. Remember, automization means that all errors are systematic errors, and those
are easier to both find and fix. And because anyone can read an Excel sheet and fill in variables, most people can figure out how to get their assets into the game without ever talking to a
programmer.</p>
<p>Our level design tools are similarly simple. They are all WYSIWYG mouse-driven editors that are directly accessible from within the game engine&mdash;which allows our designers to get in and
effectively build and test levels within a few minutes. Because the producer who defines what datasets are going to be manipulated in the game is also the one making the export sheets and editor,
this process ensures a high level of idiot-proofing.</p>
<h2>#10: We Hire Only Technical Artists</h2>
Finally, we don&rsquo;t actually have very many artists on full-time staff. We outsource most of the bulk art creation, especially the creation of assets like decals, backgrounds, portraits, and
story art. All of this can be done quickly and efficiently by outsourced teams and returned to us in simple files that can be dropped into place with minimal integration work. The artists on staff
are technical artists who handle things that require a deeper knowledge of our tools and technology&mdash;things like fonts, animated objects, particles, and user interface. This saves us the cost of
keeping specialized concept artists on staff, but also protects us from the lost efficiency that would come from training contract workers to create assets according to a complex technical
specification.
<h1>Nine Essential Tools for a Virtual Studio</h1>
These are some actual tools we use in our studio to help support our virtual development environment. This is not a sales pitch for any of these products, but they are working well for us as we
operate a studio in which anyone, including the founders, can be anywhere in the world for essentially any length of time. You may have better ideas, but this is what works for us:
<ol>
<li><b>CVS:</b> If you aren&rsquo;t using some kind of online source control and backup system, it&rsquo;s just a matter of time before you will deal with some HD-crash-induced or file-swapping
nightmare scenario that will cost weeks or months of manpower. While this is true for any studio, the odds of file management disasters are much higher in a virtual model. Which software you use is
unimportant, but you really should be using something. We use CVS, but that&rsquo;s just a personal preference from our technical director. Whichever one works for you is fine.</li>
<li><b>Basecamp:</b> A nifty online team collaboration tool that we use for our projects. A cheap $25-a-month subscription gives us the ability to create as many project groups as we need, giving our
publishing partners direct access to our daily project management and creating a single record of all design/production conversations. For things like posting the daily builds/notes, this is simply
invaluable. The best part of it is that it can be configured to send email out when messages are posted, and you can reply directly to messages in your mail client and have them posted to Basecamp
without opening a browser. Very cool.</li>
<li><b>MSN Messenger:</b> Our studio lives and breathes on MSN. We require all staff to be online and on MSN when they are working. In addition, they must set it to &ldquo;auto-select away&rdquo;
when they are AFK so we know when they are available during the day to talk. We also ask them to set the &ldquo;personal note&rdquo; to let us know what they are up to. So if they go to the doctor,
they add &ldquo;at doctor until 3:00,&rdquo; or if they are working on a particular part of a project they might add something like &ldquo;drawing backgrounds.&rdquo; Now everyone knows what everyone
is doing without anyone needing to bother anyone. Also, if people want to be left alone, they set their MSN to busy. We have a strict &ldquo;don&rsquo;t bug busy workers unless it&rsquo;s an
emergency&rdquo; rule, so people who want to really concentrate on their coding without constant interruption can keep focused, but they are still available if we have some kind of serious issue
that&rsquo;s stopping other workers.</li>
<li><b>SkypeIn and SkypeOut:</b> Aside from the free Skype-to-Skype calls we do between staff regularly, SkypeOut will let you call a real phone anywhere in the world from any internet connected
computer. With a decent headset the connection is usually better than a cell phone, and at two cents a minute, its darn near free. Better yet, you can set up a SkypeIn number that lets people call
your Skype account as though they were making a local call. We have ours set up in Seattle, since most of the distributors we work with are there, and dialing a 206 number makes them feel warm and
fuzzy. Better yet, you can have your SkypeIn calls forwarded to any phone anywhere, including your cell phone. And it has voice mail! The end effect? People in the states can call you for free at the
same number, regardless of where you are in the world, and you can call anywhere for two cents a minute. There&mdash;your telecommunication problems are over.</li>
<li><b>Earth Class Mail:</b> How do you keep publishers from sending checks and contracts to the wrong address? First of all, push them to do everything electronically. Automated Clearing House (ACH)
is free, and pretty much any contract can be scanned and PDF-converted. As for the few Luddites who feel the need to write checks and send snail mail, set up a mailbox at Earth Class Mail.
They&rsquo;ll scan the envelope of any incoming mail, and send you an email about it. You can then forward it, shred it, or have them open and scan it for you &ndash; all from a web browser.
It&rsquo;s not free, but for the few mails you have to get, it&rsquo;s pretty cheap. They have sites around the states (ours is in Seattle, perpetuating the pleasant illusion that we have a Seattle
office). Be careful, though: When you set this up, choose the non-PO-box option, because sometimes you&rsquo;ll deal with people or services that won&rsquo;t deliver to a PO Box.</li>
<li><b>MyFax:</b> If you have a scanner there is no reason on earth to have a fax machine. Set up an account at MyFax, and have all of your faxes delivered to your email. It&rsquo;s simple, clean,
and dirt cheap. And more importantly, you end up with a permanent, US-based, toll-free fax number that never changes, regardless of where you go.</li>
<li><b>PayPal:</b> I don&rsquo;t need to tell you that if you need to pay people internationally, PayPal is the only way to go. We use this for all of our contractors in the US and Europe, and not
only does it get them paid immediately, it creates a great record of all payments out. Also, since you can use a number of different solutions for paying into your PayPal account, you can play with
this to create short-term credit for cash-crunch situations at relatively low cost.</li>
<li class="c1">
<p><small><b>NOTE:</b> The author has dropped usage of PayPal since the service added a "rather onerous" international payment fee to a lot of countries, including those in which BoomZap operates.
They are currently looking for an alternate solution, however until now PayPal has served them well and could still be considered for your individual needs</small></p>
</li>
<li><b>Your Mailing List Provider:</b> if you are running a casual game studio, you&rsquo;re going to be sending a lot of emails. There are a lot of solutions, but cost for value, we&rsquo;ve had
pretty good luck with YMLP.com. It has good tools for importing addresses from various sources and collecting addresses from our website. Most importantly, you can get to your entire mailing list
from anywhere, without even needing access to your laptop. It&rsquo;s also useful when you are sharing mailing responsibilities, so you can have different people working with your mailing list
without anyone swapping files, and with everyone being able to see a clear record of what was sent when.</li>
<li><b>Portable Equipment:</b> Last but not least, make sure when you are buying equipment, that you consider portability. My home work station is an Acer laptop with internal camera and a small
second flat-screen monitor with a folding base. I also have a portable USB-powered flatbed scanner, a mini-printer, and a headset for Skyping. The whole lot of it fits in a single carry-on suitcase
(though I am not a popular guy at the security stations at airports!). I can pack my entire &ldquo;development studio&rdquo; in about 3 minutes and take it anywhere. My office is anywhere there is an
Internet connection and a table. A note: Try to buy only peripherals that power off the USB. This is super useful when traveling overseas, allowing you to essentially use your laptop as a power
converter for everything else.</li>
</ol>
<h1>Conclusion</h1>
I don&rsquo;t pretend that our approach to development would work for everybody, but I can tell you this: It works very well for us. I hope this is useful to you, and hope even more that you&rsquo;ll
contact me with your thoughts and suggestions of how you have tackled similar problems in your own studio.

]]></description>
		<pubDate>Thu, 23 Jul 2009 20:00:08 +0000</pubDate>
		<guid isPermaLink="false">1afd71d0597a1948560c79080eda548f</guid>
	</item>
	<item>
		<title>The 7 Deadly Sins of Startup Companies</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/the-7-deadly-sins-of-startup-companies-r2603</link>
		<description><![CDATA[

<h1>Introduction</h1>
<p>Alright, you've got a game company up and running and you've got a good number of investors and resources at your disposal. What are you going to do now? Well, there are many possibilities but all
of them share common mistakes that startup companies make in their first year. I will discuss in this article the 7 things a company should consider and work on, from personal experience working at a
startup company for nearly 2 years.</p>
<h1>Know your Limits.</h1>
<p>I think that the number one issue we had was a team of 5 (well paid) employees with a solid game idea that was unfortunately way too costly and lengthy. I think it is a common thing to see start
ups always wanting to jump on the big MMORPG bandwagon because they have played games like World of Warcraft, EverQuest, Dark Age of Camelot, and found flaws and mistakes that they think they can fix
or make better. This is admirable, but unless you have a huge team and a huge budget it's not very feasible. Just a side note on this issue: World of Warcraft took $200 Million to create, and if you
have that kind of capital to spend on one single game, go for it. But the fact of the matter is, World of Warcraft worked off an already pre-existing IP, with a huge fan base, and a strong reputation
for making top-quality games. What does your company offer?</p>
<p>So you might ask me: well, why did you join a company that didn&#8217;t know its limits? I will be brutally honest when I say I was a na&iuml;ve, recent graduate with a bachelor&#8217;s in game
design, a twinkle in my eye, and a huge desire to get a job, any job, in any company. I was promised more employees would be hired and I thought, that&#8217;s wonderful, that means I&#8217;d be
senior over them. Unfortunately as the months waned on and the bottlenecks began to appear, it became more and more unlikely that we would ever finish the game we started.</p>
<p>If you are a startup, you have no games under your belt as a team. Start with something small, something you can easily distribute, and begin a cash flow. A flash game is a very good way to start.
Try to create a goal, such as finish the game from start to finish by 6 months. If you can do that, you can potentially get a revenue stream after 6 months of expenditure.</p>
<h1>Buy That Engine!</h1>
<p>Probably one of the more annoying things was that our programmers were working on an engine from scratch, because in their college days they found they could make one in a few months. The engine
was in development for roughly two and a half years and there was very little to show for it. Not to mention the backup idea was to sell the engine if the game didn&#8217;t work out; no one ever
mentioned that they had to compete with a huge array of other professionally-built engines. I believe, to this day, we could have actually finished something if we had a pre-made engine that they
invested some of their money into, and used that to build on top of. Believe it or not, for the year and a half that we sat there working on the artwork, on the animation, and on all the artistic
creative aspects of the game, our programmers sat working on an engine. They didn&#8217;t even touch the basic mechanics of the game. Our character can be imported, it can run, and it can move, but
it can&#8217;t attack, it couldn&#8217;t interact with anything; it was an empty, void world.</p>
<p>I admit though, we had some really great and innovative ideas, and actual things built which I think would have made our engine stand out a bit more, but the truth is spending a month to try to
apply depth into your speed trees isn&#8217;t worth it. Especially if you have a tight budget and no game or IP under your belt.</p>
<p>And if for some reason you do not heed this warning and decide to build your engine from scratch then I will give you one last bit of advice on this particular subject: Please, please, get the
basic components in first, and THEN perfect them. When all was said and done, we didn&#8217;t have much in the engine, but what we did have was very well crafted to its final stage. But this made us
lose a lot of things in the process as well. For example, although we had a great bloom affect, we lacked any way of making water&#8230;Though we had a great shader, we couldn&#8217;t even make basic
particles until way down the line.</p>
<h1>Design Document: Without It You&#8217;re a Blind Man Hunting.</h1>
<p>Ours was not finished. Ever. There was only one paragraph in it when we started, and we had to take time from all the teammates just to sit down and concept out the general game play. Though
eventually we learned from our mistake and tried to fix it for the second title, it was still one of the bigger draw backs to work with. I remember sitting in a meeting room for 5 hours straight,
while everyone debated over the smallest little details at how the town progression would develop, and in the end it was entirely scrapped.</p>
<p>The Design Document is one of the first and most important documents you should have. It should be 80% finished by the time you begin your actual artwork and production stage. The 20% head room
should be for any changes or sudden limitation you receive through the production progress. On this note, make the design document concrete, easily read and understood. Include a section of what must
be in the game, and what is optional.</p>
<p>The design document is also a great way to speed up production and lift morale. There was many a time where I finished an asset and wasn&#8217;t sure what I needed to work on next. I was always
encouraged to take initiative and work on assets without always needing to consult the art director. But this was virtually impossible when you don&#8217;t really know what is going to be in the game
and what is not going to be in the game. And there is nothing more annoying or painful than seeing something you put 10-15 hours worth of work into being thrown away because it didn&#8217;t fit.</p>
<h1>Art Concepts for Artist&#8217;s Sake!</h1>
<p>As an environment artist, I cannot stress this aspect of the pre-production, and production stage, enough. There needs to be concept art, always, for the things you make, and if there isn&#8217;t
a concept art piece for the particular asset, it better be a mundane asset like a particular flower or tree, something I can just as easily Google.</p>
<p>I model, I texture, and I love coming up with my own little buildings and my own style. I love the creative process when it comes to designing something from scratch, but that isn&#8217;t my job.
My job is to take a concept and turn it into a 3d object for the game to use. So if you&#8217;re going to ask your modelers to work on things, give them the courtesy of providing adequate concept
art.</p>
<p>The last few months as I spent time working with people on 3d assets and models, one of the biggest draw back was that no one had any concept art. It would take me more time to create things and,
hence, at a higher cost. This isn&#8217;t to say that when I worked at the said startup company we lacked concept art. We did have concept art, but here&#8217;s the kicker: It came from China.</p>
<p>Yep, we outsourced our concept art to China, which was a huge mistake. Out of all the things you don&#8217;t want to outsource it is concept art. A concept artist is supposed to work closely with
the director and the producer. They have to draw dozens of pictures a day, with different variations, and out of those dozens only a tiny select few will ever see the light of day. The concept artist
has to know what the target audience is, what their cultural background is, what they can put into the game, and what they cannot. They are a walking encyclopedia of random facts and snippets of
information.</p>
<p>It would take us at times 3 weeks to get anything good out of a concept art piece, and in those 3 weeks there would be countless hours spent arguing about what we do and do not like. At one point
our art director took some of the concept art we got and had to draw over it, just so we could all agree. That wasn&#8217;t his job, and for a while that was our biggest bottleneck.</p>
<h1>Being Anal!</h1>
<p>Perfectionism. Perfect Quality. These are the signs of someone who doesn&#8217;t know when to just say &#8220;it&#8217;s good enough&#8221;. When you are working with a schedule, and hundreds of
assets to manage, and even more hundreds of lines of code to look over, you cannot be anal about every small detail. Your game will simply never be finished.</p>
<p>It is alright to go back and touch up some assets, but to completely remake them? That is hours wasted. Our boss was that type of person, who came into our office one day and said &#8220;we are
going to delete the trees we made a few months ago and start over with this new way and idea&#8221;. Sure, I am all for having a beautiful game, with beautifully crafted high quality
artwork&#8230;But this? When you don&#8217;t even have an IP to work with? When you are being hassled by the investors on a weekly basis asking you, like some child in the backseat, is it finished?
Are we there yet? You are asking us to go back and erase hundreds, literally hundreds, of hours spent on assets.</p>
<p>Touching up assets should take no more than 2 hours at most, if it&#8217;s a texture change then it shouldn&#8217;t be too drastic. If you are the type of person that knows you're going to go back
and make massive changes to your artwork then design the workflow so it can be done extremely easily.</p>
<p>If one is to go back and play World of Warcraft, and run into Ironforge, the dwarven capital city, you will find that the floors do not always align perfectly, and that there are UV maps which are
upside down on some of the columns. And this from a game which took $200 million to create, from a company which is known for some of the highest quality games?</p>
<h1>Be the Leader!</h1>
<p>We had very little leadership. Nothing was accomplished unless everyone had a consensus on the subject at hand. If one person disagreed, it would mean we would spend hours upon hours trying to
convince them or negotiate. In the end, this took away time from building the game. In the end, very little was actually made. Sometimes it's great to hear what your employees have to say about the
game, as an employee and a creative person I loved giving them my opinions, and where I thought the game should go. But I sincerely wish someone would just say "No, this idea is good, we are going to
go by it, end of story", even if the majority believes otherwise. Leadership is pinnacle.</p>
<p>A game company is not a democracy. It is a business. It has a boss, a hierarchy of employees, and each one has their share of responsibilities. It might seem cruel, and it might seem like
&#8220;Oh I don&#8217;t want to be like ______ company and not care what my employees say&#8221;, but you are in every sense of the word: the boss. And despite what you think, when you make a hard
decision and stand by it, through thick and thin, your employees will feel more confident. They will feel confident in the entire enterprise, the company, and in you, and that&#8217;s key for a high
level of efficiency.</p>
<h1>Publishing and Recognition: Everyone has something at stake!</h1>
<p>I've always said it's better to publish a shitty title than to go entirely bankrupt trying to make the next Halo. This held so true in the company I worked for. When we canceled the first project
and started on the second one, we got very far, and many times I said we really should Publish it as is and add patches, add fixes, add things for free if need be. To publish it and to see profits
roll in, even small ones, would have been unbelievably wonderful. Even if we published as a free-ware game, something people can download and play free of charge, it would be out there, we would have
recognition, and a growing community.</p>
<p>If at one point your gut instinct tells you &#8220;This game will not be finished in the time allotted&#8221; redesign your design document to make it so the game can be finished. Even if you only
have 2 weeks of funding left, try to figure out a way to make it so no matter what your game is released. You might not sell many copies, you might even lose money on the whole process, but you have
a game out and you can always release patches and updates when needed. Nowadays more and more games come out only 95% finished. Some don&#8217;t even finish the quality assurance stage, yet are
released; the reason for this is much tighter schedules by big name companies like EA.</p>
<p>Last year I bought a game, Sim City Societies, which initially was extremely awesome, but it was incredibly buggy and it took a good whole month and a half before they released a major patch to
fix the bugs. It sold fairly well, despite the bad reviews. Because you know what, in a year or two no one is going to remember those reviews at all, and when you have something out, people can
Google it, and say &#8220;Ahh they made that game ok&#8221;.</p>
<p>But did you know your staff benefits from a released title more than the game company? I will explain in the conclusive statement below:</p>
<p>It's hard for a start up to get started. I know this, we all know this. Some of us will get very lucky and make the next big hit. But one thing a lot of startups forget is their own employees. I
have worked for this company for nearly 2 years, I made a lot of friends, I learned a lot, and I made a lot of good money. But now I am on my 4th month of unemployment, due to the fact that I am
still considered an entry level artist even though my artwork does not show that at all (Or so I quote my agent).Talent goes a long way in the industry, but it is secondary only to experience, and
experience is one of the hardest things to prove unless you have a title under your belt. Talent get&#8217;s you in, but to move up, get newer, better positions, there is nothing more valuable than
to say that you worked on a title, or two, it shows you know how the process of development is. Only rarely do companies ask for you to have worked on titles that were big hits, and sometimes working
on a more well-known title, than a title that was excellent or good is more valuable.</p>
<p>In an industry where the product can take anywhere from a month to a couple of years to create, reputation is key to attaining new investors, and maximizing your base. Start small, plan ahead,
grow a reputation, grow a steady income of wealth, and grow your IPs. It is a long climb up, but if you try to shortcut it, you&#8217;re going to turn a hill into a mountain, and I&#8217;d rather
climb a hill than a mountain.</p>
<p>-Roman Lembersky-<br>
<a href="http://3dsphere.net/">http://3dsphere.net/</a><br>
Chewybunny On GameDev.Net</p>

]]></description>
		<pubDate>Wed, 28 Jan 2009 10:21:11 +0000</pubDate>
		<guid isPermaLink="false">ae9ed3423e5d1c1fe8769d705207f040</guid>
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	<item>
		<title>Competent Counsel</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/competent-counsel-r2392</link>
		<description><![CDATA[

<p>Last March at GDC I had the misfortune of contracting the nasty crud like cold that was going around. The cold, combined with the usual late hours and less than normal sleep, made for some
incredibly sluggish mornings. So, as I was sitting in the Marriott hotel restaurant having lots of coffee and some breakfast a few days into the show, I noticed the folks sitting at another table
near me. To be honest, I could not actually hear the conversation and have no proof that my impression of what was occurring was, in fact, true. But it sure looked that way to me and I tend to trust
my gut. Besides, for purposes of this article, I guess it doesn&#8217;t really matter . . . I&#8217;ll just pretend I made the whole thing up as a clever way to make a point.</p>
<p>Sitting at the table were, on one side, a casually dressed young man and woman who looked like budding game developers. On the other side of the table was a nice looking fellow, not much older,
wearing a suit, but no tie (publisher informal I presume). There were papers on the table and it appeared that tieless publisher&#8217;s representative was going through the document and explaining
the elements of the contract to these rookie developers. It had 1st deal written all over it. It also had disaster written all over it as well.</p>
<p>I was horrified. I wanted to get up, go over there and make them stop. &#8220;What&#8217;s the big deal?&#8221; you say. After all, they weren&#8217;t signing the deal. There was no indication
that they even believed what he was telling them or trusted what he was saying. They could have a decent lawyer or business agent at their disposal and were really just having a little discussion so
that they could get clear on the deal terms. Besides, the suit seemed like a decent enough guy and for sure knew way more than they did but this sort of thing. Who better to ask? No harm, no foul . .
. right? Wrong!</p>
<p>Certainly anyone new to the business end of the games can gain a great deal from talking with folks with experience in the industry. And who does more deals than a publisher&#8217;s rep anyway?
There is for sure a big difference between making a great game and making a great game deal. So, it&#8217;s natural to want to acquire as much information as possible when looking at getting that
first deal. It&#8217;s just that the publisher&#8217;s representative that you are looking to get a deal with is the last person you should be getting this information from, even if he or she is a
great person and being really straight with you.</p>
<p>First - the obvious. No matter how much he may love your game (he would not be talking to you about a deal if he didn&#8217;t), this guy works for the publisher. That means that at the core, he is
on the other side of the deal and has substantial responsibilities to their employer that he must honor. More importantly, unless he has experience on the developer&#8217;s side of game deals (and
some publisher reps do have this experience) even if he really wanted to help you out he still doesn&#8217;t have the developer&#8217;s perspective on a deal. The reality is that a publisher&#8217;s
rep will not give you anything in a deal that you are not savvy enough to ask for, even if he or she could deliver it as part of the deal if you did ask.</p>
<p>Second, you immediately make the publisher&#8217;s rep the authority on this deal. He&#8217;s the one who &#8220;knows&#8221; and you are the ones who don&#8217;t! You see, even if your
publisher&#8217;s rep is a great person and wants to help you, you have giving up your bargaining position by revealing your lack of experience relative to the business of games. Once that impression
is made on a potential business partner, it will stick for the duration of the relationship. Moreover, even if they do not want to intentionally take advantage of your relative naivet&eacute;, once
they know that you do not have a solid handle on the process or what to expect, they will be in the position to dictate the entire deal. There is really no need to let a potential publishing partner
know exactly how green you really are. After all, many new developers have folks on board with business experience and the more competent the publisher rep believes you are, the less likely they are
to take advantage and the more likely they are to accept provisions favorable to your interests.</p>
<p>This does not mean that you should misrepresent your level of business acumen. Just don&#8217;t broadcast your lack of it. Stay cool and take your time. Don&#8217;t spill your guts and try not to
go all giddy just because someone who can help get your work to market actually likes it. After all, you are in the dream business. Making your dreams into reality is what developers do. So,
don&#8217;t go all &#8220;school girl&#8221; if someone takes a shine to your work and you begin to succeed. It happens. Maybe not as much as we would wish, but it happens every day. Play your cards
close. Don&#8217;t jump at the first indication of a deal. Do not let anyone push you into or through a deal. If you are lucky enough to get into a negotiation, take your time and go slow.</p>
<p>There is a scene in the film adaptation of Steinbeck&#8217;s &#8220;Cannery Row&#8221; where Nick Nolte&#8217;s character Doc, a marine biologist working on the cannery row, takes Suzy DeSoto, a
hooker from the local brothel played by Deborah Winger, out to a fancy dinner. She has never been to a place like this in her life and is worried that she will not know what to do as the meal
progresses, what with all the numerous different forks, spoons and such. As Suzy narrates the experience, she gets through by making her moves mirror Doc&#8217;s and always stays a little behind him,
going slowly move by move through the entire meal. And in the end, she pulls it off and it worked out fine. No one even suspected that she was in way over her head the entire time. Similarly, when
you move into a deal scenario, take your time. Don&#8217;t broadcast your inexperience. Everyone naturally assumes that those they deal with are as competent as they are. So, don&#8217;t show them
different. And for someone starting out in this business, that just may help get you a deal that is better than the one that might otherwise have been offered.</p>
<p>The assumption that every developer gets screwed in their first deal need not apply in all cases. It sure doesn&#8217;t have to. So, take your time Suzy . . . and things may just work out all
right. I sure hope it did for those folks at the Marriott!</p>
<p>Til next time, GL & HF!</p>
<p>Tom Buscaglia<br>
The Game Attorney &copy; 2007<br>
<a href="http://www.gameattorney.com">www.gameattorney.com</a></p>

]]></description>
		<pubDate>Tue, 21 Aug 2007 00:34:56 +0000</pubDate>
		<guid isPermaLink="false">d6f1dd034aabde7657e6680444ceff62</guid>
	</item>
	<item>
		<title>Hey, that’s not the deal we talked about!</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/hey-thats-not-the-deal-we-talked-about-r2386</link>
		<description><![CDATA[


<p>Development studio business leads sometimes are able to negotiate a deal with a publisher that meets their studioÆs business needs.  But, as is often the case when confronted with an unfamiliar and tedious task, they become more interested in getting their contract signed than in getting it right.  This frequently results in the studio losing deal points that they spent time and effort negotiating in their preliminary discussions with the publisher by entering into a written contract that bears little resemblance to the deal that they originally discussed with the publisherÆs representative.  Understanding why this happens and learning how to deal with it are essential skills needed to build a successful studio. 

<h1>A Rather Extreme Example</h1>

<p>Several years ago I was working with a team that had done a very successful PC Mod who were transitioning into an independent development studio.  Their agent had contacted the Publisher of the game they had done the Mod for, trying to get its OK to commercially release the Mod.  The publisher would not allow it.  But, in order to keep upgrades to the Mod coming out to help drive sales of their game, the publisher agreed to pay the team to continue developing the Mod.  The new Studio retained the IP rights, but gave up control over the release dates of its updates to the Mod.  This allowed the publisher to time the update releases for the free Mod so they would not compete with the publisherÆs own expansion pack release dates.  Overall, it was a pretty good deal for the Studio.  Not as good as a separate commercial release of the Mod.  But, certainly enough to help them get their team together and start acting like a real studio.

<p>With all the deal points in place, the Publisher sent over the contract for my review.  I was dumbfounded.  The written agreement they send was a ôwork for hireö subcontractor agreement; the type of contract publishers use with outside individuals or companies that they hire to work on their own games.  It transferred all IP in the original work to the Publisher and did not have one single element of the deal that the agent and PublisherÆs representative had spent months working out.  My first reaction was to throw up my hands and send it back to them, asking for the correct contract because, obviously, there must have been some clerical mistake.  I was told that I should work from this model and modify it to comport with the terms of the deal.  That meant that I would have to basically redraft an entirely new agreement from scratch because, except for the ôboilerplateö (the General Conditions at the back of the contract) everything else was wrong, wrong, wrong!

<p>So, I dug in and pretty much rewrote the entire agreement, even correctly renaming it ôMod Development Agreement.ö  When the Publisher saw it they refused to even review it because I had removed the PublisherÆs name from the Agreement and they said they could only use their own form contracts.  So, I did the only sane thing I could...I pasted their name back on the top of the contract and sent it back.  That seemed fine with them and we got the deal with the correct terms.  But, it would have been a disaster if the Studio had just signed the first written agreement the Publisher sent.  You have to wonder why, after two or three months of negotiation, the Publisher would send a contract that did not even vaguely resemble the deal they had cut.  Well in practice, this is not at all an uncommon scenario - just a rather extreme example.

<h1>ItÆs the Nature of the beast</h1>

<p>I rarely see an initial written contact that accurately reflects the actual negotiated deal points, especially when the deal is at all different from the standard deal offered by the Publisher.  The reason is that in most publishers the product acquisition team has little to do with the detailing the written contract once the deal is negotiated.  The product acquisition lead is already on to the next deal, after telling the contract person that they have a deal to acquire a game and to get the written contract done.  The folks who do the contract work are usually in the legal department if itÆs a large publisher, or one of the business leads in smaller ones.  The person handling the written contract may not even have been briefed on the deal points.  Or maybe they just think itÆs easier to send the standard base contract and let the developer fix it, if they have the patience and skill to do so.  So, the contact person usually just sends out the standard agreement for publishing deals to start the process.  And these base publisher contracts range from extremely publisher friendly to darn right predatory.  

<p>The results are things like the publisher presenting the development studio with a ôwork for hireö agreement when itÆs a license deal with the developer is retaining its IP rights, missing participation in movie and other ancillary revenues or a deal with no escalating royalties, even though they have been agreed to early on in the negotiation process...little things like that.  These may be classic examples of one hand not knowing, or not caring, what the other agreed to.  But remember, it is not the publisherÆs job to make sure you get the deal you negotiated.  That is your job.  ItÆs the publisherÆs job to get the most out of every deal for the publisher.  The publisher may not even intend to cheat the developer out of the deal they agreed to verbally.  It may just be their administrative overhead getting in the way of a written contract that actually reflects the original deal discussed and verbally agreed to.  But be sure, if you sign a written agreement with the wrong terms you can and will be legally bound by it.  Because, all of these agreements have a standard ôincorporationö clause that says that the written agreement is the final agreement and any verbal representations made in the negotiation process, not in the written agreement, donÆt count.

<h1>Patience Pays</h1>

<p>So, after you verbally negotiate the best deal you can, be ready to start the process all over again in the written agreement.  It helps to do summary emails to the publisher representative during throughout the negotiation process, summarizing the deal points as they are agreed to.  You may need these emails later to remind the person doing the written contract what was discussed and agreed to already.  When you get that first proposed written contract donÆt be offended by it, or take it personally.  Like the mob boss says in the movies, itÆs nothing personal, itÆs just business.  Besides, they donÆt really think you are that stupid (though they can always hope!).  It is best to just look at it as the clumsy way things get done around here.  If you are at all unsure of what you are doing or just donÆt want to deal with the hassle, get professional help.  Be patient and never sign a written contract that does not accurately reflect the deal you made.  Most of all, remember, ôillegitimus non carborundumö- donÆt let the bastards grind you down! 

<p>Til next time, GL & HF!

<p>Tom Buscaglia<br>
The Game Attorney<br>
<a href="http://www.GameAttorney.com">www.GameAttorney.com</a><br>
¬ 2007

<p><sub><i>[Tom Buscaglia, The Game Attorney, writes frequently on subjects of interest to game developers. The above article is for the information and education of members of the development community. Feel free to distribute or disseminate this article.  But please include the legend "Copyright 200_, Thomas H. Buscaglia, Esquire" and an active link to <http://GameAttorney.com> in each article posted or published elsewhere.]</i></sub>

]]></description>
		<pubDate>Tue, 07 Aug 2007 22:16:13 +0000</pubDate>
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	<item>
		<title>The Good News About Digital Distribution</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/the-good-news-about-digital-distribution-r2384</link>
		<description><![CDATA[


<p>In 2005 at GDC I met the guys from Tripwire Interactive.  They had just put their studio together from the team that created the Red Orchestra Mod that won the ôNvidia $1,000,000 Make Something Unreal contest.ö  Their Mod had also garnered a bunch of ôMod of the Yearö awards.  Since they needed my legal help, but were tight on cash, we worked out a deal where I agreed to represent them for a percent of revenue.  Sort of like an agent, but at a much lower percentage.  I do this from time to time with teams that I really believe in.  And, I had even done a similar deal with Trauma Studios, the creator of Desert Combat, the prior yearÆs ôMod of the Year.ö  So, it seemed fitting.  

<p>There was a great deal of interest in the commercial version of the game from several publishers including Midway.  And we worked for months trying to close a deal.  But eventually it became apparent that even though the folks on the product acquisition side were very interested in the game, the marketing folks were not going to green light the deal because their retail buyers had not heard of the game and would not put in significant initial orders necessary to minimize their risk.  So, no deal.

<h1>The Red Orchestra Deal</h1>

<p>Fortunately, as part of the contest winnings, Tripwire had an Unreal Engine 2.5 license.  So, although they did not get the whole million dollars for winning (the total prize money in products, engine licenses and cash totaled $1,000,000 over the entire contest), they had an engine and some cash.  So, they put what they had into finishing the game however they could.  We continued to look for a publishing partner and began discussing the digital distribution possibility.  We looked into a bunch of digital distributors including IGN Direct 2Drive, Trimedia's Digital River Distribution network, GarageGames and Valve's Steam.  I assumed that Steam was limited to only Source Engine games and that there was no way the Valve would want Red Orchestra, a WW II FPS game made with Unreal technology, competing against ValveÆs own Day of Defeat.  But to his credit, John Gibson, the head of Tripwire got in touch with Valve anyway.  To my surprise, the folks at Valve were not only interested, they were straightforward and easy to work with.  A real pleasure.  So, in short order we had our digital distribution deal in place.  

<p>Of course, with a digital distribution deal, there is usually no big marketing push from the distributor like there is with a big publisher.  But, through Steam we would be selling into the hard core FPS gamer market.  And as a result of the Valve deal, Red Orchestra got solid editorial exposure in major PC game publications, including two page ôpreviewö articles in PC Gamer US and UK.  The buzz from the Valve deal resulted in a retail distribution deal with Destineer as well.  No advance.  But access to the retail distribution channel and a solid chance to succeed.  And most important, no need to give up the IP rights to the game.  That means Tripwire has a chance, maybe not a big one, but a chance to retain the IP to a franchise that they build.  And that means long term IP value to the company.  And it was the digital deal that made it all happen.  So, Tripwire InteractiveÆs Red Orshestra: Ostfront 41-45 is set for release in March 2006 digital distribution on Steam followed by retail as soon as the media gets manufactured, through the retail pipeline and into stores.  Wish them luck!

<h1>The Digital Distribution Advantage</h1>

<p>Once the digital deal is in place, a retail publisher is in a much less advantageous bargaining position, especially where it comes to IP ownership issues.  Digital distributors, at least for the present, have no interest in obtaining IP ownership for the games they distribute.  The so-called casual games, or ôPop Gamesö as I like to refer to them, have been building this model in the PC market for several years.  And with the present broadband penetration, the download of full blown PC games is a reality.  I recently purchased F.E.A.R. digitally, and thatÆs a 1gig plus game, unzipped.   And we all know of ValveÆs success with distributing its games via Steam.  

<h1>Digital Distribution for Console Gamers</h1>

<p>Up until now digital distribution has been something unique to the PC market.  But the Xbox Live Arcade (ôXBLAö) is changing all that.  And Sony and Nintendo are not far behind.  The size of the game that can be downloaded on XBLA is limited, which limits things somewhat when compared to PC downloads.  But it is a huge potential market.  Of course, access is also an issue.  AS access to the XBLA pipeline gets clogged with legacy titles from publishers who are already XBLA certified, we are seeing some of the same issues we have now with the retail channel.  For example, although MS has no interest in game IP ownership, at least one of the XBLA aggregators is looking to acquire IP rights to the games it distributes through XBLA.  But hopefully this one distributor is an aberration and there will be enough less greedy options for developers to just go elsewhere.  After all, the marketplace is a great influencer of predatory policies like this and both Sony and Nintendo have different models.

<p>The big question is, will the PS3 and Nintendo WiiWare digital distribution garner the same level of success at XBLA has thus far?  I suspect that they both will meet or exceed the relative penetration that MS has.  NintendoÆs open marketplace without reserved slots and SonyÆs recently announced ability to allow console and PC gamers to play on the same servers with access to user generated content (thatÆs right kids û user created mods on a console!) will give each a significant discriminating USP (Unique Selling Point) in the market.  So, now that Sony and Nintendo are doing digital distribution in their next gen consoles, who knows?  They may even do it better that MS.

<h1>The Bottom Line </h1>

<p>So, I have become a believer in the digital distribution of games.  The developerÆs royalties are usually two to four times greater than what they are in a traditional publisher deal.  This means you can sell fewer units and get by and if you get a hit, you get much more return, even at a significantly lower price point.  Also, in most cases the developer retains the IP.  This help builds long term value in the Studio, something you cannot get otherwise unless you develop some sort of patentable technology or other licensable tools and technology while youÆre making your game.  The digital distribution model also opens the door to pure funding deals that do not involve publishers who, frankly, charge much more than the value of the money for the funding they provide.  But most important, digital distribution means more ways to get your games directly to the players with as little ômiddle manö action as possible.  That has always been the great promise of the internet and itÆs great news for developers.  Heck, higher royalties, you get to keep your IP and direct access to your user base.  ItÆs hard not to believe.  

<p>Til next time, GL & HF!

<p>Tom Buscaglia<br>
The Game Attorney<br>
<a href="http://www.GameAttorney.com">www.GameAttorney.com</a><br>
¬ 2007

<p><sub><i>[Tom Buscaglia, The Game Attorney, writes frequently on subjects of interest to game developers. The above article is for the information and education of members of the development community. Feel free to distribute or disseminate this article.  But please include the legend "Copyright 200_, Thomas H. Buscaglia, Esquire" and an active link to <http://GameAttorney.com> in each article posted or published elsewhere.]</i></sub>

]]></description>
		<pubDate>Tue, 07 Aug 2007 22:02:22 +0000</pubDate>
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	</item>
	<item>
		<title>Audit Rights - Use Em or Lose Em!</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/audit-rights---use-em-or-lose-em-r2383</link>
		<description><![CDATA[


<p>Most publisher contracts contain a provision that provides developers a right to periodically audit the publisherÆs financials related to their game in order to verify that the royalty credits and payments due the developer are properly calculated and accounted for.  The audit is usually at the developerÆs expense.  But, if a discrepancy of more than typically 5-10% is discovered, the cost of the audit is paid by the publisher.  This protects the developer from any ômistakesö on the part of the publisher in determining the ônet proceedsö from which royalties are set or ôinadvertentö miscounting of units sold.  It seems really simple and certainly sounds like a good thing for any business to do.  There are few, if any, developers who would sign a publishing contract without an audit provision...at least none of my clients would.  

<p>HereÆs the odd part...the exercise of audit rights by developers is, in reality, fairly rare.  I have asked developers about this.  Even in cases where they felt that they were due royalties, I have had developers express a strong reluctance to exercise these rights because they think that to do so might create the perception that they didnÆt trust their publisher.  Of course, this is not really a matter of trust.  It is a matter of business sense.  The continuing failure of developers to routinely exercise their audit rights creates a void into which the most lax accounting practices can easily fill on the publisherÆs end.  You see, if developers donÆt enforce their audits rights there is no incentive for the publishers to use the necessary high degree of care in determining the appropriate royalties.  This level of care takes time and time is money.  So, if no one is going to audit, why bother.  Not surprisingly, any slop usually lands on the publisherÆs side of the balance sheet.  If any accounting errors do occur it is unlikely that they will result in a higher net revenue figure or more units sold.  

<p>LetÆs be serious here.  Developers fortunate enough to make a game that puts them in a position to receive back-end royalties should be sure that they get every single dollar they are entitled to because it is an all too rare occasion.  Sure for most developers itÆs a buyerÆs market and there are more developers looking for publishers than there are publishers looking for developers.  So this may not seem like an easy decision, at least politically.  But it sure is a simple financial one.  Audits cost several thousand dollars.  Compared to the budgets of most games, it is a small price to pay to make sure that you are getting everything you are due.  Besides, it seems to me that the only publishers who would be offended by a developer enforcing its audit rights are probably not ones you should be doing business with in the first place.  Developers can do worse than have publishers believe that they are competent business people willing to enforce their contractual rights.  For example, they could be viewed as incompetent business people that are easily taken advantage of.

<p>I was on a panel discussion at the Microsoft Meltdown in Seattle a few years ago where we were discussing publisher deals.  This was a ôpre contract through gold masterö sort of discussion and prior to the presentation I asked the panelists that we go past the delivery of the game and include audits in our discussion.  I almost forgot about it, but one of the panelists, a top tier developer, reminded me about this last topic of discussion as we were about to close.  I soon found out why he remembered - numbers like these are hard to forget.   At first I was a little surprised to hear him say that his studio always audits every publisher deal.  Why?  Because when they audited their first major deal they found 6 million dollars (yes...thatÆs $6,000,000.00) in royalties due them that had not been paid.  Apparently the issue there was the manner in which the publisher had been calculating net proceeds rather than the number of unit sales.  But, whether it is the methodology or simple accounting of units sold - an audit should reveal any errors.  

<p>Sure, there are only a few games that hit numbers like that and there are only a few developers in the top tier.  But mid level independents that live from one game to the next are even more thinly capitalized and for many a few hundred thousand dollars in inadvertently omitted royalties could make the difference between success and survival.

<p>Like a close friend of mine who does product acquisition for a major publisher says about dealing with a publisher, ôItÆs not my job to protect your financial interests and if the developer does not have the business sense to ask, then IÆm not going to offer.ö   Just as this basic business principle applies to the negotiation of publisher contracts; it also applies to developer audits.  If you donÆt ask, they will not offer.  So, while the exercise of your audit rights is certainly an expense, it can often be money well spent.  Review your contracts so that you are well aware of what your audit rights are and how to exercise them.  Then, any time you are in a situation where you believe that you have reached, or are rapidly approaching, recoupment of advances under your publisher contract, you should consider calling an audit.  Unless and until developers start asserting their rights in their business relationships with publishers they will continue to be perceived as business softies who are easily taken advantage of, and this isnÆt helping your business or anyone elseÆs.  

<p>Til next time, GL & HF.

<p>Tom Buscaglia<br>
The Game Attorney<br>
<a href="http://www.gameattorney.com/">www.GameAttorney.com</a><br>
¬ 2007

<p><sub><i>[Tom Buscaglia, The Game Attorney, writes frequently on subjects of interest to game developers. The above article is for the information and education of members of the development community. Feel free to distribute or disseminate this article.  But please include the legend "Copyright 200_, Thomas H. Buscaglia, Esquire" and an active link to <http://GameAttorney.com> in each article posted or published elsewhere. The sale or any other commercial exploitation of this article, in whole or in part, is strictly prohibited.]</i></sub>

]]></description>
		<pubDate>Tue, 07 Aug 2007 21:58:25 +0000</pubDate>
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	</item>
	<item>
		<title>To Sue or Not to Sue...That is the Question!</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/to-sue-or-not-to-suethat-is-the-question-r2382</link>
		<description><![CDATA[


<p>The harsh reality is that litigation has become a normal part of business in the modern world.  Disputes occur that can not be resolved no matter how hard people try and ultimately the good offices of the court system is required to resolve these matters.  Of course, it would be naive to think that the only matter to be considered when deciding whether to institute a law suit is whether youÆre going to win or not.  Game Developers are especially susceptible to the perception that they do not have the power or the ability to litigate, especially against publishers.  LetÆs take a look at the components of cost-benefit analysis that a developer should be considering when a question of filling suit against a Publishing partner occurs. 

<p>Many developers say that even though a publisher had cheated them out of royalties or residuals, they were not willing to institute a law suit to recover their loses.  The reasoning?  Quite simply, they believe that in a buyerÆs market with only 30 or so viable publishing partners available, developing a reputation as a hard nosed developer willing to sue to enforce his contractual rights would, ultimately, have a chilling effect on the developerÆs ability to get business.  This may be true.  However there are other things to consider.

<p>First, you have to ask yourself a few questions. Is it really a bad thing if by asserting your rights you eliminate from the list of potential publishing partners those who intend to cheat you?  Are there a number of viable alternative publishing partners available to you?  And whether you have a single title shop or have several projects in the pipeline with different publishing partners.  What is the projected return on investment in the law suit?  Can you afford the costs of the law suit or find an alternative way to make it happen? 

<p>Underlying this decision is also another consideration.  In a real sense, a successful  developer/publisher relationship should be a peer relationship, even though there is a disparity in the relative bargaining positions of the parties.  So, you have to consider whether you can maintain a solid peered business relationship with a publisher if you continually view yourself in a submissive or subservient posture.  The sad reality is that a lot of publishers view developers as spineless weaklings when it comes to their business dealings.  This image has been perpetuated by the conduct of developers for years.  While most developers seem too interested in making games to want to hassle with being hard nosed business people.  So, itÆs easy to understand why a hard nosed Ferengi publisher would look at most developers like a wild dog looks at raw meat.  

<p>I canÆt tell you how many times I have been involved in situations where in an effort to settle what ultimately turned out to be a litigation matter, a publisher has offered as a proposed settlement offer another deal just as bad as the one that got the developer and the publisher in the dispute in the first place.  ôOh, I am sorry you got screwed in the last deal.  LetÆs resolve this whole thing by getting you into another deal where I can do it again.ö  Amazing!  I do think that developers need to be careful when they decide whether they should litigate or not.  However, this certainly does not mean that there are situations where litigation should be seriously considered.  

<p>As I mentioned, one factor that should be factored in a cost benefit analysis for developer is the cost.  Frankly, lawyers are expensive.  However, there are lawyers who take on a business dispute based under a contingency fee agreement where in the attorney advances the cost of litigation in exchange for a proportionate share of the recovery.  It is not a small share but generally less than half.  So, letÆs say a developer is hit for $400,000 in back-end royalties based upon his understanding of the sell through on his game and his royalty schedule.  But money is tight so he can not afford the $60,000+ in attorneyÆs fees it is going to take to fund the law suit.  Then giving a contingency fee attorney 40% of the recovery gives the developer a choice of getting 60% of something, rather than a 100% of nothing.  And the additional gratification of knowing that you didnÆt just lie down and take it again can be very gratifying as well.  

<p>Overall, itÆs probably not a good idea to litigate every dispute.  In fact, I generally counsel against it in most cases.  However, itÆs also not a good idea to assume that you should not litigate every dispute.  So, take the time to talk to somebody who knows, get a realistic cost benefit analysis, and then make the decision whether ôto sue or not to sue.ö

<p>Til next time, GL & HF!

<p>Tom Buscaglia<br>
The Game Attorney<br>
<a href="http://www.GameAttorney.com">www.GameAttorney.com</a><br>
¬ 2007

<p><sub><i>[Tom Buscaglia, The Game Attorney, writes frequently on subjects of interest to game developers. The above article is for the information and education of members of the development community. Feel free to distribute or disseminate this article.  But please include the legend "Copyright 200_, Thomas H. Buscaglia, Esquire" and an active link to <http://GameAttorney.com> in each article posted or published elsewhere.]</i></sub>

]]></description>
		<pubDate>Tue, 07 Aug 2007 21:54:45 +0000</pubDate>
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	</item>
	<item>
		<title>A Case for Flexible Milestone Deliverables</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/a-case-for-flexible-milestone-deliverables-r2380</link>
		<description><![CDATA[


<h1>Introduction</h1>

<p>ôMilestone Deliverablesö are interim and final assets delivered to the Publisher by the Developer throughout the term of the development agreement.  The approval of the ôMilestone Deliverablesö by the Publisher triggers the payment of the ôAdvancesö that fund the ongoing development process.  These Milestone Deliverables are defined in the Publisher/Developer Agreement, often in minute detail.  This article addresses the fallacy of detailed ôStatic Milestone Deliverablesö and discusses a preferred methodology involving ôFlexible Milestone Deliverables.ö 

<h1>ôI hear you know how to make games...hereÆs $5mil - make me some!ö</h1>
      
<p>As the stories go, in the wild and wooly early days of the Video Game Industry, Developers were funded by Publishers by the delivery of rather large checks. These funds were dispersed solely on the DeveloperÆs representation that they could actually make games.  Sadly, Publishers eventually realized that they needed some form of control over the Developer or there would be no way to assure that the Publisher would ever receive a game for their investment.  So, milestones were born.  Instead of a single check to pay for the entire game, the funds were delivered over time, with the Developer being required to show the Publisher that progress was being made on the development of the game. At first, a few milestones with general descriptions were given, such as, 1.) the signing of the contract, 2.) a playable alpha, 3.) fully completed beta, and 4.) delivery of the gold master.  Except for the first milestone, each of these deliverables would have to be accepted by the Publisher before the correlative Advance payment was made to the Developer top continue the funding of the development of the game.

<p>As this milestone process evolved, Publishers began to add more milestones into their contracts and put more detail into each milestone to better manage the process and reduce their perceived economic risk.  Often, the details of the deliverable were derived from the design document supplied by the Developer.  As deliverables became more and more defined, Developers became less and less likely to meet them as required under their agreements.  Eventually, ôMilestone Deliverablesö became a running joke in most studios because as long as the Publisher was satisfied with the actual progress of the game, compliance to the details of what the contract defined ôdeliverablesö was in practice, not much of an issue.  But it should be.

<h1>Feature creep, new technologies and iteration vs. static deliverables.</h1>
 
<p>The simple reality is that things change throughout the development process.  Even the best planned development cycles do not go as expected.  Of course, the creative process in developing games gives a solid justification to this fact.  After all, games are the result of a creative process and often rely on emerging technologies.  They are also the product of a group effort with many cross dependant assets.  This already complex process is complicated further by the fact that Developers and Publishers often attempt to define all the deliverables over a 24-30 month project before the project has even begun based on a design &#100;ocument.  Then new technologies emerge, designs change (hopefully for the better), cross dependent elements fall off track because other parts of the game are simply more difficult to implement that anticipated. Quite frankly, some times Developers pitch games too zealously and end up over-promising in the process.  All of these complications, and more, end up with Developers making commitments to milestone deliverables that they can not and do not keep. And most Developers and Publishers know this fact when they sign their contracts. 

<h1>Developer is in default from Milestone 2, or maybe 3...</h1>

<p>There is an inherent risk to the developer in this process.  It puts the Developer in technical default under the contract because of a failure to provide the deliverables called for in the contract.  As a result the publisher can terminate the contract ôfor causeö at any time, rather than exercising the ôfor convenienceö termination.  Under these contracts, a ôfor causeö termination is inevitably less advantageous to the developer than a ôfor convenienceö termination. A ôfor convenienceö termination often requires the publisher to pay out a portion of the remaining advances to get out of the contract where the ôfor causeö termination does not.  No Developer should put itself in a position where it is in breach of contract within a few months of signing with their Publisher.

<p>As you probably know, certain elements in the asset pipeline are expected to occur at certain points and certain elements are necessarily dependant on the pre-existence of other elements. Other elements are completely independent and due to personnel issues, allocation of resources, or a myriad of other things that may not occur exactly when you anticipate. These matters often result in an actual delivery schedule that does not even vaguely resemble the milestone deliverable schedule in the contract.  Just like when milestones were first implemented to accommodate for an evolving industry, as our industry matures we need to find ways to accommodate this disparity.  Not just because of the unreliability of the deliverable schedule, but because great games require iteration.  And iteration can not be written into a hard milestone deliverable schedule.  Most importantly, milestone deliverables need to reflect what is actually occurring in practice.  The inclusion of flexible milestone deliverables in the contract recognizes these facts, builds this flexibility into the contract to create a more organic relationship throughout the development process.

<h1>A fixable flexible solution </h1>

<p>Here is how it works.  The initial milestone deliverable is, of course, defined.  ThatÆs easy, as it is usually the signing of the contract itself.  The next full deliverable in the contract is also fairly simple and straight forward in that it is invariably based on the first iteration of the existing project, whether it is a partially completed game, proof of concept or technology demo or even a completed design &#100;ocument.  From there on, the Publisher and Developer agree to confer periodically throughout the development of the game to set the deliverables.  In this manner flexible deliverables allow the Developer and the Publisher to continue to write the specifications for each deliverable based on the prior deliverable.  So, the second deliverable is based on what was delivered in the first deliverable.  The third deliverable on what was delivered in the second, the fourth on the third and so on.  

<p>In addition, if there is a departure from the original design that requires substantial additional work by the Developer; the Developer has the opportunity to ôup-sellö the Publisher. Then modifications can be negotiated to the advances due under the contract to facilitate additional funding to compensate the Developer for approved additions to the game. That way, the additional enhancements are not done at the DeveloperÆs expense.  They can be factored into the deliverable and also added into the advanced payments that accompany it.  Of course, this process does require a close working relationship between the Publisher and the Developer.  But the benefits to both are well worth the effort.  

<h1>Conclusion </h1>

<p>So, while some of the best Developer war stories come out of discussions regarding the difference between the deliverable and æthe deliverable,Æ that is, the deliverable in the contract and the deliverable delivered, this is really no laughing matter.  Often with static deliverables the Developer finds itself dependant upon the good graces of the Publisher to accept a deliverable that in no way resembles what is called for by the contract.  It is hardly a decent position to be in when the advances tied to those deliverables could mean life or death to your company.  It is bad enough when there are a few items missing from the list of deliverables in the first few milestones.  However, the problem exacerbates exponentially as the project moves from milestone to milestone due to the interdependency that naturally exists among the deliverables.  So, letÆs make the deliverables in the contract match the deliverables in practice.  Sure, there will be fewer war stories to tell.  But it will be better for everyone involved, both Developer and Publisher. After all, static milestone deliverables have been a joke in the industry for years and it is time we stop laughing and started doing something about it.

<p>Til next time, GL & HF!

<p>Tom Buscaglia<br>
The Game Attorney<br>
<a href="http://www.gameattorney.com/">www.GameAttorney.com</a><br>
¬ 2007

<p><sub><i>[Tom Buscaglia, The Game Attorney, writes frequently on subjects of interest to game developers. The above article is for the information and education of members of the development community. Feel free to distribute or disseminate this article.  But please include the legend "Copyright 2007, Thomas H. Buscaglia, Esquire" and an active link to <http://GameAttorney.com> in each article posted or published elsewhere. The sale or any other commercial exploitation of this article, in whole or in part, is strictly prohibited.]</i></sub>

]]></description>
		<pubDate>Tue, 31 Jul 2007 21:03:30 +0000</pubDate>
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	</item>
	<item>
		<title>Women in Game Development: Part 6</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/women-in-game-development-part-6-r2270</link>
		<description><![CDATA[I've decided to continue my column on women's issues in the game industry. The GDC05 session, "<a href='http://www.cmpevents.com/GD05/a.asp?option=C&V=11&SessID=3824' class='bbc_url' title='External link' rel='nofollow external'>Attracting Women Into Game Development</a>," brought up a wellspring of discussion and, as co-moderator, I had a front row seat <img src='http://public.gamedev.net/public/style_emoticons/default/smile.gif' class='bbc_emoticon' alt=':)' /> I'd like to use this column to explore the topics on my mind. It's good timing because of late there seems to be much more activity and interest in women's issues. GDC05 even had a suggested Women's Track that covered such disparate areas as sexuality in games, recruitment, female game players, and quality of life issues.<br />
<br />
 I recently spoke to Tammy Yap, the <a href='http://www.midway.com/rxpage/MidwayHome.html' class='bbc_url' title='External link' rel='nofollow external'>Midway</a> programmer profiled in the July AP article "<a href='http://www.forbes.com/business/feeds/ap/2005/07/22/ap2152884.html' class='bbc_url' title='External link' rel='nofollow external'>Programmers: Video Games Need Female Touch</a>." She elaborated on her thoughts concerning women in the industry. Noting the need to reach the younger generation, she stressed the importance of good role models for girls and young women interested in technology. She cited an <a href='http://www.msnbc.msn.com/id/8420734/' class='bbc_url' title='External link' rel='nofollow external'>MSNBC report</a> that stated that college women have shied away from computer science and, despite the fact that more than half of the college population is female, their enrollment numbers in computer science are as low as they were in the 1970's. That's alarming, considering programming and other game development skills figure greatly in what the 2004 IC<sup class='bbc'>2</sup> Institute research paper, "<a href='http://system.tstc.edu/forecasting/reports/' class='bbc_url' title='External link' rel='nofollow external'>Gaming: A Technology Forecast</a>," termed 21st Century science.<br />
<br />
 How can we interest girls and young women in computer science? We need role models that are visible and approachable. Indeed, during the GDC05 roundtable discussion, one woman remarked that she felt more comfortable applying to her current company after she learned that the President of the company was a woman. She felt assured that her concerns would be taken seriously. That's why I am so thrilled about the formation of <a href='http://www.womeningamesinternational.org/' class='bbc_url' title='External link' rel='nofollow external'>Women In Games International</a> (WIGI), a new organization for women in the game industry. I think such an organization is an important step in the maturation of our industry.<br />
<br />
 Groups like <a href='http://www.womenintechnology.org/' class='bbc_url' title='External link' rel='nofollow external'>Women in Technology</a> (WIT) and the <a href='http://www.swe.org/' class='bbc_url' title='External link' rel='nofollow external'>Society of Women Engineers</a> (SWE) already exist, so this isn't a foreign concept. They are, however, too broad or too limited to encompass all that amounts to the game industry. Programmers are necessary, but so are animators, producers, designers, and various multi-talented folk who can do more than one job function. The game industry has its own specific issues. Certainly, the <a href='http://www.igda.org/' class='bbc_url' title='External link' rel='nofollow external'>IGDA</a> has been supportive of the <a href='http://www.igda.org/women' class='bbc_url' title='External link' rel='nofollow external'>Women in Game Development SIG</a> and its active mailing list. Still, when I visit local chapters around the country, I wish there were more women in attendance. More outreach would be helpful. A professional women's organization could benefit both the industry and its membership.<br />
<br />
 A professional women's organization, if it had local or college chapters, could rally interest in game development careers and try to break down the misinformation. In the public's perception, games are viewed as the pastime of young men or children. Plus, the games that are publicized have violence and controversy. A young woman interested in making games faces a hurdle: society has an image of women as caregivers and this cultural image doesn't include a PS2. Moreover, a professional women's organization would give a public focus to women's issues in the industry.<br />
<br />
 Ultimately, a young woman would know that this is a community where she could learn more about the experiences of women working in the industry. Through local chapters, she would meet like-minded others and learn more about game companies in the area. Perhaps she would find a mentor. While there are well-known female game developers that serve as role models, what is great about an official organization is that all of its members can be mentors and role models. It is this personal connection to the community that will make the difference. With that, she has the self-confidence and support to forge ahead. Perhaps now she will get that job referral or advice on putting together a portfolio.<br />
<br />
 On the flip side, for companies, this organization might be the ideal place to find qualified female applicants, thus increasing diversity in the workplace. We are all interested in industry growth. The game industry is banking on female buyers to sustain its growth. Will increased diversity lead to more products with universal appeal? That's the theory. Girls find products that appeal to them and in turn, more of them become interested in game development. Our industry becomes more mainstream and even bigger.<br />
<br />
 Furthermore, I believe that a professional women's organization in the industry would give us the opportunity to get real stats on the table. Are women only 10% of the game development community? Or is this number based on anecdotal evidence? By polling its members, the organization could find out what its membership cares about and suggest ways to improve industry practices. These numbers would give weight to these recommendations, especially if we find out that there's a lot more women in the industry than we thought!<br />
<br />
 For a lobbying effort, a collective voice is always louder than a single one. In 1994, women professors at MIT banded together to compare awards, titles, grants, laboratory and office space given to men and women. The MIT administration was forced to concede that discrepancies existed. Subsequently, the women received higher salaries or other perks.<br />
<br />
 I look forward to seeing WIGI's progress. Already, over 450 people have registered for its inaugural Women in Games International event, "Advancing Your Career in Game Development: The Women's Perspective." Sessions include "Breaking In: How to Acquire The Skills and Get That First Job" and "The Executive Perspective."<br />
<br />
 <br />
<strong class='bbc'>Need more information? Look here:</strong><br />
 <ul class='bbc'><li>The <a href='http://www.womensgameconference.com/' class='bbc_url' title='External link' rel='nofollow external'>Women's Game Conference</a> (WGC) will happen on October 26 - 27, 2005 in Austin, Texas. Microsoft is holding a scholarship contest targeted towards female students in computer science who are interested in attending the WGC. Deadline: September 30, 2005. </li><li>Find these links and more on the newly redesigned <a href='http://www.igda.org/women/' class='bbc_url' title='External link' rel='nofollow external'>IGDA - Women in Game Development SIG</a> page!</li></ul>]]></description>
		<pubDate>Sun, 09 Oct 2005 09:22:05 +0000</pubDate>
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		<title>Pull Together: Getting Team Buy-in</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/pull-together-getting-team-buy-in-r2258</link>
		<description><![CDATA[<em class='bbc'>It's a hell of a start<br />
It could be made into a monster<br />
If we all pull together as a team</em><br />
-- Pink Floyd, "Have A Cigar"<br />
<br />
 As development studios ramp up to meet the demands of next-generation consoles, dev teams get larger, and new communication norms are required. Between new hires brought in to meet manpower demands and veteran employees who roll from production cycle to production cycle, it becomes ever more important to establish the vision of the game early on, and to get the team's buy-in.<br />
<br />
 Not every member of your team will have the time (or inclination) to read design documents or play the latest build of the game. However, if the team is not on board with the game's core concept, it can lead to confusion and misunderstandings.<br />
<br />
 Motivating teams, educating new hires, and keeping the old-guard employees up-to-date with changes in the game's core concept can all be daunting challenges. But they don't have to be. There are specific things that can be done to get the game vision across to the team, and these techniques can improve efficiency, camaraderie, and general working conditions on a project.<br />
<br />
 These methods can be executed by a producer, designer, or anyone else who is familiar with the game concept. Some of these can require time, money, or assistance from artists, but only in small amounts.<br />
<br />
 If you employ some of these techniques, your team may snort and laugh, and some may tell you in private that the idea was somewhat corny. That's okay. You don't need to worry about that. You do need to worry about your team working in the dark, unsure of the direction that they're going in. You do need to worry about your team getting pessimistic. You do need to worry about your team fracturing on discipline lines -- engineers over here, artists over there -- not communicating with people outside their discipline.<br />
<br />
 While these techniques won't solve all of those problems, they can build camaraderie and a sense of accomplishment, and get the team excited about and enthusiastic for the game. If you're doing anything to keep morale up, you're off to a good start.<br />
<br />
 <br />
<strong class='bbc'>From the Top Down</strong><br />
 There exists in this industry (and others) an erroneous assumption that true buy-in comes from the team's creation of their own vision. This is simply not the case. As Katzenberg and Smith point out, "it is the exceptional case -- for example, entrepreneurial situations -- when a team actually creates a purpose entirely on its own. Most teams shape their purposes in response to a demand or opportunity put in their path, usually by management."<br />
<br />
 The fact is, you can't get a dev team of dozens to collaborate on developing a coherent vision through consensus. Most of the time, the game's vision is handed down to the team in big-picture format, and the team is challenged to implement this vision.<br />
<br />
 Therefore, these methods aren't going to make your team feel like they're getting the vision crammed down their throats. They won't feel demotivated because they're being told what to do. On the contrary, these techniques will empower your team by furnishing the core concept of the game, without delineating specific tasks or robbing them of creative agency as developers. And they will feel as though there's a clear expectation, a goal to work towards as a unit. This will improve morale and the overall quality of your game.<br />
<br />
 <br />
<strong class='bbc'>Review</strong><br />
 The review is written from the perspective of a game publication, as though the game has already shipped. The review is dated around the approximate release date, and focuses on the core elements of the game. It is intended to give the team something to work towards, so keep it realistic. If you're working on a phone game, tell it like it is. It's a good phone game, it's worth buying. It's fun, it's got good graphics. It's not going to outsell Halo 2.<br />
<br />
 By calling out a number of key features, and praising the stability and solid graphics of the game, you give the team something to anticipate. You also educate your team members about the game's key selling points, and clarify the feature list from the perspective of the consumer, which will bring new hires up to speed quickly. They should put the review down and think, okay, that's what we're doing.<br />
<br />
 The review can be typed up in Word and emailed or printed out, or you can get elaborate and set up a fake online review and host it on your team intraweb. It can be mocked up to look like a print magazine review and tacked to a bulletin board, or it can be presented to the team in a slideshow presentation.<br />
<br />
 Obviously, the team shouldn't be told that the review is genuine. Whether it's presented as a new kind of design document, or as a humorous closer to a team meeting ("Well, we got a transmission from our future selves two years from now, and hot damn, it looks like this game's going to be a hit."), it's important that the team understand that the review is intended as a motivational tool.<br />
<br />
 This method is particularly valuable if the game hasn't even been announced yet. When the team is working on a project that they can't even talk about, it's gratifying to have any kind of attention paid to it, even if they're well aware that the review isn't real.<br />
<br />
 <br />
<strong class='bbc'>Box Art</strong><br />
 The final product is the finish line that all developers are working towards. When the game is done, and it's possible to hold the box in one's hand, there's a feeling of accomplishment. Getting a taste of that glory early on can motivate your team, as well as crystallize the core selling points of the game. By using an art program like Quark or Photoshop, and some relatively inexpensive plastic cases, you can convey the basic ideas of the game that your team is working on.<br />
<br />
 Depending on where you are the in project, you may have access art assets such concept art, or in-game character models that can be rendered out. Build your cover image with one of these images, or a montage, and use your game's title and logo (or invent one -- remember, this is a mock-up and a team-building exercise, so don't worry about whether the logo is an exact match with the finished game). On the back of the box, place screenshots taken from your latest build (or mock them up if it's too early in the process for a screenshot), and write bullet points based on your game's key features. After printing the artwork, slip it into a DVD case or CD jewel case.<br />
<br />
 For your more experienced employees, this game will be another box on the shelf, and for the new hires, this can be a profoundly effective motivator. It will also serve to get the team marching in the same direction, by establishing the core selling points.<br />
<br />
 Don't just walk from desk to desk to hand these out. At one of your team meetings, bring in some cardboard boxes, open them, and hand out the cases. Let people crane their necks, eager to see what's going on. When everyone's got a copy, do a quick show-and-tell. Call on some of your artists and engineers and designers to explain some of the bullet points on the back of the box. Turn the event into an opportunity for dialogue and camaraderie. Then crack the whip and get those goldbrickers back to work. Just kidding.<br />
<br />
 <br />
<strong class='bbc'>Posters</strong><br />
 Poster and flyers, printed up and posted around the building, remind the team of what they're working towards. They serve as a reminder of the main characters or iconography of the game, and can introduce these concepts to new employees. These also are a concrete depiction of game elements, which can be very useful if the team hasn't got any demonstrable gameplay yet. These also foster a sense of pride in your team.<br />
<br />
 You can use concept art, rendered images, or even new artwork commissioned from one of your 2D artists. The goal is to create a strong image that can be recognized and admired by the people on your team. Use movie posters as a reference point. In fact, you may want to put credits at the bottom of the poster, and use the names of your game's characters as the "actors". However, unless your team is very small, you'll probably want to avoid citing any actual developers on the credits. It won't create the buy-in that you're looking for; it will only make the other devs jealous and confused. Your best bet is to use the names of characters in game, and make up names for the other credits (Directed by, Written by, et cetera).<br />
<br />
 Digital version of these posters can be made into wallpaper, which, when emailed around to the team, will proliferate on their computer desktops as a badge of honor. People tend to work in this industry because they care about games. Give them a chance to show off the game that they're working on, and they'll do it, even if only internally (as is the case when the team's working on an unannounced title).<br />
<br />
 Again, these is best handed out at a team meeting. Give the team a chance to socialize and hang out. If the budget permits, create more than one poster -- hand them out every couple of months. Get the team involved by contributing logos or artwork.<br />
<br />
 <br />
<strong class='bbc'>Video</strong><br />
 Gameplay footage, however raw it might be, gives your team an idea of what to expect. If it's too early in the process to take footage of gameplay, you can use storyboards. Storyboards are often created as a part of the gameplay design or cinematic design. However, these can also serve a function as a tool to illustrate the game's concept for the rest of the team. You can create an animatic sequence through the use of video creation software. Windows Movie Maker ships free on some versions of Win XP. If you don't have that program, then hassle your cheapskate producer for the money. If you're a producer, um, sorry.<br />
<br />
 After exporting your still images as a slideshow, set it to music. Or, if you have other audio assets available, you can add these to your video. It's not important to create an elaborate movie with scripted dialogue and appropriate sound effects. The focus should be on giving the team a preview of what the game feel will be. This can clarify a new direction for an existing franchise, or convey the idea of a new kind of game to your team.<br />
<br />
 You may want to debut the video at a team meeting, or schedule a separate meeting for the screening. If your movie is elaborate enough, you may want to add some fun to the proceedings by making popcorn. Either way, allow time after the screening for discussion. If people have things to say, positive or negative, you've got communication.<br />
<br />
 <br />
<strong class='bbc'>Group Playtest</strong><br />
 When there is a multiplayer build stable enough to play, get a group together and play it. Make it known that the purpose of the playtest is not to find bugs or to critique artistic decisions -- there will be time enough for that later. The point is to play the game, and to get a feel for what the multiplayer aspect is all about.<br />
<br />
 Establish some ground rules for the session before play begins. The purpose is not to find fault with anything. The purpose is not to test the shell, or the menu. Don't jump in, then exit out and restart it to see if anything goes wrong. Just start up a server, get in the game, and frag people (or start killing rabbits, or stealing cars, or whatever).<br />
<br />
 If your game features team-based multiplayer, assign teams arbitrarily beforehand. You don't want artists on one team and designers on another. You want to mix up your developers, so partner people who don't know each other well. In addition to getting people excited about the game, it will help form bonds between them. They'll start communicating, and this will streamline matters immeasurably.<br />
<br />
 If your game doesn't feature multiplayer, there's no reason you can't set up four stations and get everyone together for a solid hour of gameplay. Let people take turns, get everyone around to watch and heckle.<br />
<br />
 Later, after the session, have your dev team send their feedback. You may want to set up an intraweb forum where they can post their comments, or you may want them to send email to a specific person. Just ensure that the playtest session itself is free of negativity. You want the session to be a venue for fun and team-bonding. Make sure that they reserve all commentary for the post-game feedback.<br />
<br />
 <br />
<strong class='bbc'>Conclusion</strong><br />
 As a game lurches out of the preproduction phase and slouches towards final submission, its hour come round at last, you hope that your team has a strong vision of the game that they're all working on.<br />
<br />
 Ultimately, the strategies outlined above are all just extensions of a single idea: present the team with the game concept (but not in the form of interminable design documents) and get them excited about it. Get them talking to one another. Break down the barriers to communication and get them working as a team.<br />
<br />
 Make it fun.<br />
<br />
 <br />
<strong class='bbc'>Reference</strong><br />
 Katzenbach, Jon R., and Smith, Douglas K. <span class='bbc_underline'>The Wisdom of Teams</span>. New York, HarperCollins Publishers, 1999.<br />
<br />
 <br />
<strong class='bbc'>About the Author</strong><br />
 About the author: Rafael Chandler is a game writer and designer at Red Storm Entertainment. He got his start in the industry at Electronic Arts in 2000. He has worked on over 20 games in a variety of roles, from QA Tester to Designer to Writer. His credits include games like Majestic, Motor City Online, Ghost Recon 2, and Rainbow Six: Lockdown. For more information, visit <a href='http://www.draconianproductions.com' class='bbc_url' title='External link' rel='nofollow external'>www.draconianproductions.com</a>.<br />
<br />
]]></description>
		<pubDate>Mon, 27 Jun 2005 15:31:31 +0000</pubDate>
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		<title>Asset Management with ionForge Evolution® Part 2</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/asset-management-with-ionforge-evolution%c2%ae-part-2-r2244</link>
		<description><![CDATA[Hello again! The response for my first article was excellent for such an "unsexy" topic. Thanks for the questions and comments. For the second installment, I'll start off by answering some questions and concerns.<br />
<br />
 When I wrote the first article, ionForge offered a free two user license. Between the times I submitted it and it was put up, we moved to a free single user license.<br />
<br />
 I <strong class='bbc'>do</strong> work for ionForge, so I am admittedly biased, but rightfully so <img src='http://public.gamedev.net/public/style_emoticons/default/smile.gif' class='bbc_emoticon' alt=':)' />.<br />
<br />
 Asset Management is similar to source control, except that it encompasses all digital assets, such as art files and documents. This is essential to any project, and when you have a project like a game with so many non-code assets, it becomes almost criminal not to use a good asset management system.<br />
<br />
 The last concern I want to address leads into big topic, but I will make an attempt at a short answer. Feel free to skip this paragraph and the next, because it won't affect your understanding of the article in any way. Why is Evolution Better than CVS? Or Subversion? Or …. The answer to these will often be "Do you want the whole list?" But of course it depends on your needs. If you need Linux support right now, Evolution is out. If you want an intuitive GUI, CVS is out. If you hate shell integrations, Subversion is out. Of course, there are plenty of other competitors, but since we are focusing the indie market, I'm only bringing up our low cost competitors. If you are on Windows, and like a nice clean GUI, then there is at least one thing that Evolution does better than the others. And that is <strong class='bbc'>branching</strong>.<br />
<br />
 What is this branching stuff anyways? If you do not have a lot of experience with software in Evolution's category (referred to as SCM, or Software Configuration Management), you may not know what branching is. Branching is a complex topic in SCM, but the most common explanation of branching is that it is what you do when you need to work on two distinct copies of the code at the same time. For example, there is your "Stable" code upon which you only want to apply emergency fixes, and your "Development" code upon which you work for your next stable release. You may also want to branch when you start development of version 2 of your product. There are plenty of other uses for branches, but we'll leave that to a later article. Stick around for more reasons why Evolution is better than the others.<br />
<br />
 Now on with part two.<br />
<br />
 <br />
<strong class='bbc'>Background</strong><br />
 Ok, so I assume that you have finished part one and have an installed Evolution server and some clients (at least one). If not, what are you waiting for, a <a href='http://www.gamedev.net/reference/business/features/evolution/' class='bbc_url' title=''>link or something</a>? I will also assume that you plan to use it with a team sometime in the future and that you have already imported some files.<br />
<br />
 One thing I didn't go over last time is what exactly asset management is. Oops. For those not familiar with asset management, it includes versioning of files, meaning that each time a file is submitted to the system, its state is saved and can be retrieved later should the need arise. This means that any version of any file in your project can be retrieved. It also helps with collaboration, as there is one central place to retrieve any of your project's files and to be sure that you are getting the latest ones. If you don't have exposure to it yet, you will when you get into the industry, regardless of what your position is. Artists, programmers, composers - everyone has to use it in a professional project, so if you are an indie or hobbyist, you might as well get used to it now.<br />
<br />
 <br />
<strong class='bbc'>Locks aka The Real Part Two</strong><br />
 In asset management, much like an operating system, there is the concept of a lock. A lock prevents other users from changing the server state of a file unless they too acquire a lock on that file. When a user requests a file, he is actually requesting a lock on the server state of that file. The server (in Evolution's case) can also serve the file at that point. In Evolution, there is more than one type of lock. The first, and Evolution's default, is the exclusive lock.<br />
<br />
 Exclusive locks allow only one person at a time to lock a file. This means that if one person gets an exclusive lock on a file, anyone else who wants it must wait until the lock is released. Exclusive locks are considered unworkable by some, but they do have many benefits. You will never have to merge for one (more about that later). You will never have two people doing the same work on the same file. We use them intermixed with the next type of lock.<br />
<br />
 The second and most common lock in other systems is called the shared lock. A shared lock allows multiple users to get a lock on a file at the same time. This means that two users are working on the same file at once. Eventually, one will check it back in and move merrily along. Then the other checks it in. The second user will have to manually step through the file and reconcile the differences between the server's (the first user's) copy and his own. This is called merging. We try to prevent as much merging as possible with our product because we have all been through some painful merges. But some people prefer to work this way, so we support it fully in our product.<br />
<br />
 The third type of lock - and as far as I know, a feature unique to Evolution - is called a deferred lock. When one user acquires an exclusive lock and another user comes along and requests the same file, he can request a deferred lock. What this does is start up a server managed queue of requests for that file. As each user requests the file, they are put in line for that file, and at the same time the current owner is sent an email that says nicely to please hurry up. When the current owner checks the file back in, the system locks the file for the next person in the queue and sends them an email to let them know that it is ready for them.<br />
<br />
 <br />
<strong class='bbc'>Bigger Picture with Locks</strong><br />
 So we give you the flexibility to do whatever you like. But what does this get for you? In general asset management, there are two types of basic workflow. One is edit-merge-commit, and the other is check-in-checkout. Exclusive locks directly correlate to check-in-checkout. Shared locks can be used to make a checkout-edit-merge-commit(check-in) workflow, which is basically the same. So Evolution allows teams to work however they want, including a hybrid of the two most common practices.<br />
<br />
 <br />
<strong class='bbc'>Best Practice Tip</strong><br />
 Starting this time, I will try to include some best practice tips at the end of each article (thanks for the idea Cam).<br />
<br />
 In regards to locking the best practice for small teams (assuming that no one is going to suddenly disappear) is to force exclusive locks. This can be done from the Server Manager with Evolution. The reason is that even a single large merge takes too much time for a team member. In a small team, you have so few resources that a merge is far more costly than just working on something else. For large teams, there may be no way around allowing shared locks, but you will save tons of merge time if you encourage exclusive locks wherever possible. Even large teams should try to only use shared locks in areas of code under heavy modification.<br />
<br />
 Ok, so I have addressed the small and the large, what about the medium? That's where flexibility comes in. You will need to be able to choose your best workflow, whatever that may be. My recommendation is to enforce exclusive locks as long as you can, and when you find that programmers are spending too much time waiting for a key file, open the system up to shared locks. Only when you team is spending lots of time waiting on files should you force shared locks.<br />
<br />
 That's all this time, join me next time for part 3, tentatively titled "Components, Projects and Revisioning."<br />
<br />
 <br />
<strong class='bbc'>About the Author</strong><br />
 Lucas Heneks is a Software Engineer for ionForge. Say hello to his little friend.<br />
<br />
 The views and opinions expressed here do not reflect those of ionForge.<br />
<br />
]]></description>
		<pubDate>Mon, 09 May 2005 16:50:24 +0000</pubDate>
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		<title>Introduction to Asset Management with ionForge...</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/introduction-to-asset-management-with-ionforge-r2216</link>
		<description><![CDATA[<br />
<strong class='bbc'>Introducing...</strong><br />
 Welcome to the first article on here at GameDev.net about Evolution. If interest is high enough, there may be more where this came from. My name is Lucas Heneks, and I work at ionForge Company, the company behind Evolution. Any questions about the tutorial or Evolution in general can be sent directly to me at lheneks@ionforge.com. This article is really only going to focus on the very simple process of installing and setting up of an Evolution repository. It wouldn’t be hard to figure it out yourself, but this will help you get going faster. There will be a little at the end about actually using Evolution.<br />
<br />
 Let's get on with the show!<br />
<br />
 <br />
<strong class='bbc'>First Things First</strong><br />
 First of all, you will need to download the software. You can do this at <a href='http://www.ionforge.com/downloads' class='bbc_url' title='External link' rel='nofollow external'>www.ionforge.com/downloads</a>. You will be asked to fill out a form before downloading. One caveat: for the moment, only Windows versions of the client and server are available. Linux, Unix and Mac ports of the client are scheduled for sometime next year(2005), but the server will remain Windows only.<br />
<br />
 Next, of course, you need to install the client and server applications. If you are going to be using the same machine as both the server and a client, you will need to install both on that machine. If you are going to have a dedicated machine for the server, there is no need to install the client on that machine. Any machine that is not going to be a server does not need to have the server installed, including remote machines. When installing the server, you will be asked if you want to start the service right away. Click the check box to avoid having to restart.<br />
<br />
 <br />
<strong class='bbc'>Initial setup</strong><br />
 Ok, now we are ready to set up your users. From the start menu, open ionForge&#092;User Manager.Select New User from the menu as in this screenshot.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/user_manager_new_user_menu.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 Enter the user's details and select at least one user to be a member of the administrators group as shown below. If you are not a part of a large development team, it is far simpler to just make everyone an administrator, because restricting specific users from accessing various assets will not be as big of a concern. For most of you reading this, that is what I recommend.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/user_manager_new_user_dialog.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 Then click "Create" and then "OK" in the dialog box that follows. You can keep creating users until you run out of licenses. If you are going to have lot's of user's divided into multiple groups, such as Developers, Testers, Artists, etc., create the groups first, then the users. If you need help doing this, let me know and I can talk you through it via email.<br />
<br />
 Now that you have some users, you are ready to get started using Evolution.<br />
<br />
 <br />
<strong class='bbc'>Adding or Creating a Project</strong><br />
 Ok, time to open the client. Click Start&#092;ionForge&#092;Evolution. You will be greeted with the login screen shown below, except that the first time that you start, the fields will be blank.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/login.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 Enter the information for the user you want to log in as. What you need to enter in the server field depends on whether or not you are logging in to a server on the same machineor a network machine. In the screenshot, you can see that I have entered localhost. Thisis what you do when the server is running on the same machine as the client. If you are connecting from the internet, you can give the name of the server, such as www.myserver.com or the IP address of the server. If you are connecting to a LAN machine, it will be the machine's network name, without the preceding backslashes. Once you have entered these three things, hit the unbutton.<br />
<br />
 The first time you log in to a server, you will be asked to set your working directory, as shown below.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/initial_set_working_directory.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 The working directory will be the folder on your machine where the files you download will be stored. Select which ever directory you want.<br />
<br />
 Now you can set up your repository structure. If you already have a project started, you can right click on the root Production ( which you can think of as a controlled folder )and select "Import Folder". The root Production is the &#092; in the Production Explorer, circled red in the screenshot below.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/root_production.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 This will make things go very smoothly. If you don't have a project started already, you can start one up in Visual Studio or your chosen IDE, and then import it. When setting up project, I recommend having at least 2 separate directory trees, one for development, anode for release, much like Visual Studio does by default. All of the artists working files such as .3ds files and .psd files should be in the development structure, while the game exported files that the finished game will use go in the release tree. Release should only contain files that are used by the final product. You should be able to just burn the entire release directory on to a CD and ship that to reviewers, publishers and testers. I have created a simple structure to give you an idea of what I mean, but it is by no means a complete picture. For more information on this topic, see the book "<a href='http://www.gamedev.net/columns/books/bookdetails.asp?productid=272' class='bbc_url' title=''>Game Coding Complete</a>" by Mike McShaffry. You can see my example in the next screenshot.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/sample_directory_structure.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 If you already had a project started, you will notice that the binary files are imported along with the source. With Evolution, you can maintain version history of any file, from source to Photoshop to wav. Any time a file is changed and checked back in, a new version number is generated. You can always retrieve previous versions of any file, even binary files.<br />
<br />
 Now that all the users are set up, and the project is imported or created, you are ready to begin using your new asset management system.<br />
<br />
 <br />
<strong class='bbc'>Evolve</strong><br />
 First off, let's imagine you need to add a newly created file. I'm going to add a gif file to mine, but you can add whatever you want. I recommend some type of ASCII file so you can use it during the diffing demonstration a little later in the tutorial. In the leftmost pane, where the directory tree is, click once on the folder you want to add the file to, and then right click in the right pane and select add, as shown in the next screenshot.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/add_file.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 This will bring up a browse dialog box. Navigate to the file you want to add and double click it. It is now under control. Now, imagine that it's been a while and you want to change the file. Right click on the file in question in the rightmost pane, as shown below.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/check_out.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 This opens a dialog box with some options for checkout. The defaults are what you want in this case. There may be some times where you don't want to synchronize with the server, such as if you had been working offline and are checking the file out so that you can check in the changes you made. In this case, you have no local copy, so you do need to "Replace with Current from Server." We personally like to keep all checkouts exclusive, as it reduces the occurrence of merges and everything generally goes far smoother than if shared checkouts are used. So, click OK and the client will grab the file and put it in the proper place in your working directory. You will know that it is checked out because the icon next to the file will have a red checkmark on it. Go ahead and edit the file somehow. You can do this either from Windows, or right click on the file in the Evolution client and select edit. This will only work if the extension has an edit command registered with Windows. If you just want to look at a file and don't want to make any changes to it, you can right click on the file and select "view." This will use the Windows "Open" command on the file. After you have changed the file save it and go back to the Evolution client. Yo uwill notice that the status of the file has changed to "modified," as shown in the screenshot below.<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/evolution/status_modified.gif' alt='Posted Image' class='bbc_img' /></span><br />
<br />
 Now right click the file again and select check in, and the status will change to current. If you repeat these last few steps with more than one user logged in ( you can use the same machine or separate ones ), you will see that both user's clients update this information in real time.<br />
<br />
 <br />
<strong class='bbc'>What's the Diff?</strong><br />
 Now that you have modified a file under asset control, you can compare them to see the differences. In my case, the file is binary, so it can only tell if the files contents are different or not. If it you used an ASCII file, such as a source code file or a txt file, a separate tool will launch and diff them and highlight the differences for you. To initiate the diffing, highlight two versions of a file in the lower right pane of the Evolution client ( the Properties and History ) using the shift key to allow multiple selections. Then right click and select diff versions. The diff tool will pop up with the results. From here you can edit the right side version and save it, or just close the diff if you don't want to make any changes. The same tool will be used whenever a merge incident occurs ( such as when two users edit the same file and check it in ).<br />
<br />
 <br />
<strong class='bbc'>The Future</strong><br />
 That about does it for the basics of asset management. There are of course lots of other things that can be done with Evolution and asset management in general. If interest from the community is high enough, I will write further tutorials that explain the options and more advanced features that are available to you. Feel free to write me email to request specific information.<br />
<br />
 <br />
<strong class='bbc'>A Quick Note</strong><br />
 Our development schedule is almost completely feedback based. We have a general roadmap for large scale enhancements, but we release monthly updates that add small features and GUI enhancements. These come directly from our user base, so if there is something you would like to see or a bug that you notice, let us know immediately, and you will probably see it in the next release or the one after.<br />
<br />
 <br />
<strong class='bbc'>About the Author</strong><br />
 Lucas Heneks is a Software Engineer at <a href='http://www.ionforge.com' class='bbc_url' title='External link' rel='nofollow external'>ionForge Company</a>, a developer of SCM tools. He graduated from UC Irvine's School of Information and Computer Science. When not staring at a computer screen, he is usually sleeping. Contact him at <a href='mailto:lheneks@ionforge.com' title='E-mail Link' class='bbc_email'>lheneks@ionforge.com</a>]]></description>
		<pubDate>Thu, 03 Mar 2005 16:03:31 +0000</pubDate>
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		<title><![CDATA[  	 Game Attorney Q&A #02]]></title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/---game-attorney-qa-02-r2187</link>
		<description><![CDATA[

<p>This is one of a series of ongoing responses to business and legal questions on gamedev.net. I hope that we will be able to provide some useful information for developers and those interested in
becoming developers concerning legal and business matters of interest. And, like any good lawyer, I will clarify my responses in advance by saying that this series of articles is for informational
purposes only and, while relating to legal matters, do not constitute formal legal advice of counsel. So, remember that this is general advice and it's always best, when possible, to ask an attorney
directly for any specific questions you have.</p>
<p>Today's question comes from Soren Dreijer as follows:</p>
<p><b>Question: Protecting game ideas</b><br>
Soren Dreijer</p>
<p>I have something I've given a bit of thought lately. Say you have this brilliant idea for a game or some software but you need a publisher or someone who can finance your project. You then setup a
meeting with an interested company. How can one assure that when you've told the the other party about your great idea that they won't just "steal" it (in the sense that they some months later
release an almost identical product)? How can one make sure the other party won't just take your idea?</p>
<p class="c1">Answer:</p>
<p>While the content of your game is protected by copyright, the ideas and other aspects of your project and company are not. Under the laws of copyright it is only the exp<b></b>ressi&#111;n of an idea that is
protected by copyright, not the idea itself. So, Soren correctly wonders, how does he talk about the ideas behind his game without putting his entire project in jeopardy?</p>
<p>Let's start with a little general background on this type of intellectual property (IP). Confidential information is technically referred to as Trade Secrets. And any information, including ideas
for games and gameplay, are protected as Trade Secrets so long as these ideas took special talent and time to develop and the company treats them as secrets. Information released to third parties or
to the public is not protected under Trade Secrets law, but information that is treated as secret is. When this confidential information is revealed to a third party its status as Trade Secret
information is jeopardized. So, it is not just concerns about the trustworthiness of the person that you want to talk about your game to that is the issue here. In order to protect your confidential
information from losing its status as Trade Secret or from unrestricted distribution it is important that developers use a Non-Disclosure Agreement (NDA) anytime that they communicate with third
parties. It is also just as important that they treat the ideas or other materials that they think are confidential as such internally by treating them as secrets. This means that you don't make
public posts about your confidential materials and that you and everyone else who is involved in your project sign contributor agreements acknowledging that fact that this stuff is secret and
agreeing to keep it secret.</p>
<p>There are different types of discussions that will occur in the life of any developer. So, there are different types of NDAs. When a developer is discussing his game with a third party that is not
in the game industry, such as potential investors, or non-creative employees, a Unilateral NDA is appropriate. A Unilateral NDA protects the developers creative materials that are retained in a
confidential environment from being divulged by any third parties not within the scope of the developer's business. The signatory acknowledges the confidential nature of the information being
provided and agrees not to disclose it to anyone else without the Developer's written permission.</p>
<p>While a Unilateral NDA is great for dealing with people outside of the industry, they are of little use when dealing with publishers or other developers. That is because publishers and other
developers have their own confidential information that they need to protect in conjunction with their discussions with the developer. The solution to this dilemma is the Mutual NDA. The Mutual NDA
allows for the exchange of confidential information between developers, or between developers and publishers in a manner that allows both of their property to be protected and still revealed to
specific individuals on a need to know basis.</p>
<p>It is not unusual for a publisher to provide their own special Mutual NDA for execution prior to talks with any independent developer. But be sure to read what you are signing. At times publishers
will use these agreement to shield themselves from exposure while at the same time stripping the developer of any real protection. For example, I reviewed a Mutual NDA from one publisher that
included language that while acknowledging the confidential nature of the materials provided to the publisher by the developer, stated that any discussions between the publisher and developer were
not confidential. This additional provision pretty much gutted the developer's protection. If you are that close to a real deal take the time to carefully review the NDA you are being asked to sign.
Or better yet, pay a competent lawyer to review it for you. That way, at least you understand fully what you are signing before you take the plunge.</p>
<p>That's the legal advice. Now for some practical advice. When you are pitching your deal to potential investors you should endeavor to instill in them a sense of value in you and your game project.
After all you are asking them to invest their money in you and they need to achieve a decent comfort level before they will consider doing so, unless they already know and trust you. Presenting a
potential investor with a unilateral NDA before you discuss the details of your project, or give them a business plan or design document to review, shows them that you are serious about what you are
doing and competent enough to protect your and their financial interests. So, do not look at asking a potential investor to sign and NDA as a burden. It is actually a great opportunity to show them
you are serious and competent.</p>
<p>Publishers are used to Mutual NDAs and usually have their own ready for you. Though some publishers don't like to sign them at all. Sometimes this is because they have so many internal projects in
the works that they feel the risk of signing an NDA and then releasing a game similar to yours and incurring possible exposure is not worth it to them. Sometimes it is because they are looking for
free ideas! If a publisher does not present you with their mutual NDA, give them yours. If they say they do not sign NDAs, try telling them that you need it because if you tell them your super secret
idea without one it will no longer be a secret and anyone, including your employees who you made sign confidentiality agreements, could use the idea with impunity. If that does not convince them to
sign your NDA then you have to simply decide how desperate you are to show your stuff and take a shot or walk.</p>
<p>In reality most legitimate publishers see so many ideas a year (literally thousands) that they could care less about your idea no matter how cool you think it is. But without the legal protection
of an NDA you leave yourself open to the unscrupulous quasi publishers that often prey on start up developers looking to take advantage of them any way that they can. And that does include poaching
ideas if they are good enough. So go for the NDA and if they are refusing to sign one, check them out before you show your stuff by searching the game development forums or even ask for references
from other developers who have dealt with them to make sure that they are worth dealing with. After all, there are worse things than not getting a deal with a publisher. One is getting a deal with a
publisher who takes advantage of your passion to make games by stealing your work! So, be careful out there....</p>
<p>Until next time - GL & HF!</p>
<p>Tom B</p>
<h1><img width="118" height="160" src="http://images.gamedev.net/features/business/gamelaw/image001.gif" align="left">BIO</h1>
<p class="c1">Tom Buscaglia - Lawyer, Game Industry Evangelist, and Hardcore Gamer.</p>
<p>Tom Buscaglia is an attorney practicing technology law in Miami, Florida. In addition to obtaining his Law degree from Georgetown University in 1985, he holds a B.A. degree in Philosophy from
S.U.N.Y., Buffalo, with honors in Phenomenology and the Philosophy of Law. Tom is a principal in the law firm T.H. Buscaglia and Associates in Miami, Florida, where he practices law for a living and
plays computer games and philosophizes on the side. Tom's firm's web site is <a href="http://www.gameattorney.com/">www.gameattorney.com</a>.</p>
<p>Tom is dedicated to the computer and video game industry, assisting developers in all aspects of their legal and business needs and has been representing game developers since 1991. Tom was the
main business and legal presenter at the 2004 Indie Game Conference in Eugene, Oregon, speaking on Effective Developer Contracts as well as Legal Issues to Consider When Starting a Game Development
Studio. He presented again this year at the Game Developer's Conference in San Jose on developer/publisher deals and contracts in a presentation called <i>The Negotiation</i> and a round table
discussion on the <i>Publishers "Rules of Acquisition</i>". Tom was on the Game and Simulation panel at the The Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) and was
the Keynote Luncheon Speaker at the 2003 Summer Simulation Multiconference in Montreal, Canada, sponsored by the Society for Modeling and Simulation speaking on <i>The Game and Simulation Industries:
Convergence or Collision</i>. He wrote the chapter entitled "Effective Developer Contracts" for the book, <i>The Secrets of the Game Business</i>. He is a contributor to numerous International Game
Developers Association, Business and Legal Committee, publications including: the Publisher Contract Walkthrough white paper, on <i>Game Documentation and Trade Show Demos</i> and <i>Termination
Provisions</i>; the Game Submission Guide on <i>Legal Issues</i> and the soon to be released Intellectual Property white paper on <i>IP Contracts Independent Developers Sign</i>. Tom published a
series of online articles on <a href="http://www.gignews.com/">www.GIGnews.com</a> to assist "rookie" game developers on the legal issues they should consider when starting out in the game industry
entitled <i>Initial Legal Issues</i>, <i>What are these games made of&#8230;legally speaking</i> and <i>Completing your Contract Arsenal</i>. Tom was a presenter at the 2002 Game Developers
Conference, in San Jose, California, on&nbsp; the topic of "<i>The Phenomenology of Game Design</i>". Tom has been a guest lecturer at Full Sail in Orlando, Florida, giving a presentation to the Game
Programming students on Intellectual Property and what to look for, and look out for, in their&nbsp;first employment agreement.</p>
<p>Tom is the Founder and Executive Director of Games-Florida, a non-profit committed to building the Computer and Video Game development industry in Florida by bringing Florida to the Game
Development industry and bringing the Game Development industry to Florida. <a href="http://www.games-florida.org/">www.games-florida.org</a> He also sits on the Advisory Board of the Digital Media
Alliance of Florida <a href="http://www.dmaflorida.org/">www.dmaflorida.org</a> recently participating in a DMAF Panel Discussion with Florida game industry leaders at Full Sail in Orlando on <i>The
Future of the Game Industry in Florida</i>." Tom has been the Chapter Coordinator for the South Florida Chapter of the IGDA since its inception, and is a moderator for the Business and Legal forums
on IGDA web site, <a href="http://www.igda.org/">www.igda.org</a>.</p>
<p>As FaTe[F8S] Tom is the founder and <i>Supreme Warlord</i> of FaTe's Minions, an online gaming "clan" that has been competing in various online competitions since January, 1998. <a href=
"http://www.f8s.com/">www.f8s.com</a> As a "hard-core" gamer, Tom plays online on a regular basis and has a gamer's appreciation and understanding of the game industry.</p>

]]></description>
		<pubDate>Mon, 03 Jan 2005 20:59:51 +0000</pubDate>
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		<title>Marketing 101 Part 3: Advertising Part I</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/marketing-101-part-3-advertising-part-i-r2183</link>
		<description><![CDATA[Everything you wanted to know about advertising but were afraid to ask.<br />
<br />
 Just yesterday I was talking to the owner of an online strategy game and when I mentioned my services him his reply was "I don't need any advertising." For those of you who have read the previous articles you certainly know there is much more to marketing than advertising; however, advertising is still an important part of any marketing plan and tends to be the first thing people think of when they think of marketing.<br />
<br />
 Many indie developers tell me that advertising never pays for their products. It is true that if your game is converting far below 1% that finding advertising with positive ROI is pretty unlikely. However, as you approach a 1% conversion rate (even if you are somewhat below it), advertising becomes an increasingly important factor.<br />
<br />
 <br />
<strong class='bbc'>Part 1: The Math</strong><br />
 Before you jump to the conclusion that advertising won't work for your game, you need to do a little math and find out some key figures. These figures are useful for many more things than advertising, but for now we will concentrate on their advertising implication. If you are planning on launching a game soon, make sure that you are collecting all the necessary parts to calculate all of these figures.<br />
<br />
 First you are going to need to know your conversion rate. Conversion rate is calculated as follows:<br />
<br />
 Number of sales / Number of downloads<br />
<br />
 You also need to know the likelihood of a visitor to download your product. This can be found by taking the number of clicks / number of downloads. A good site should have 20% or more. If you are below 20% then you may be having trouble with your site design or your target demographics.<br />
<br />
 <br />
<strong class='bbc'>Part 2: The Demographics</strong><br />
 Next, hopefully, you can get some demographic information on your customers. Some useful demographic questions are: Age, Occupation, Gender, Income, Hobbies, and statistics on what their PC is.<br />
<br />
 Using demographics you can get a good grip on who your customer is. You can divide these up into probabilities by taking each sale and examining it's demographic. If you recall way back to middle school algebra, you probably wondered why the average "mode" would ever be used, since everything back then seemed to revolve around "mean" and occasionally "median." This is why! Figuring out who the most likely buyers are is a key to demographic mining. If ages 18-24 comprise 50% of your purchases and ages 50-65 the other 50% you don't want to know the MEDIAN buyer is 35! You want to know that the modes are 18-24 and 50-65.<br />
<br />
 Mode is defined as the most frequent value of a set of data<br />
<br />
 Also interesting could be sex: Are those buyers mostly male? Mostly female? Evenly distributed?<br />
<br />
 Occupation is probably not too important; however, if your game is about plants you may find that a lot of the people who buy your game have some kind of botanical background. This could be useful in determining where to advertise, but odds are most occupational demographics you will be able to make assumptions about or simply discount it as a factor. Same thing goes with hobbies; the odds are you should be able to assume whether your game is geared towards a specific hobby. However, demographic research may yield things that you hadn't thought of before.<br />
<br />
 Income is always a factor, but rarely in videogames do you see it as a determining factor. It is not often that people with incomes of $60,000 are more prone to buy a game than people with incomes of $30,000. If it IS a factor, you may want to look at income as a direct relation to education (therefore, directly related to occupation) as a clue to why that is. This means income analysis should usually come before occupational or hobby analysis and only if the data is very strange should you begin figuring out why. Advertising should never be done on income data alone as a factor.<br />
<br />
 Last but not least I mentioned PC configuration. Really, you should know this yourself. If your game requires a 800mhz processor you had better come to the conclusion that your buying demographic is 800mhz or above.<br />
<br />
 A parting note: Keep in mind that demographics can show the people who are willing buyers as well as the people who are NOT willing buyers. If you find that a group of people are the most likely to download your game it does NOT mean they are the most likely to make a purchase! Keep this in mind when polling your users for demographic information.<br />
<br />
 <br />
<strong class='bbc'>Part 3: The Lingo</strong><br />
 There are four basic types of ads, and technically they can all be broken down into a single figure (CPM). However, until you know other factors this may not be so easy.<br />
<br />
 CPM stands per thousand impressions. An impression is each load or view of a website page. CPM is the most commonly used advertising type. If an ad is $1 CPM then it costs you $1 to display the ad 1,000 times. Most sites do this on a NON UNIQUE basis! This means if you buy 100% of the ad inventory for a day, if someone views 10 pages you get charged 10 times (if its $1 CPM, 10 page views is 1 cent). Many websites, however, have advanced options such as limiting the displays per session or displays per day. Be sure to talk to the ad representative about the various options.<br />
<br />
 There are some more important numbers to get to know and you should ask the person you are thinking of advertising with these things. First, you need to know how many unique visitors they get per day and how many banner impressions they show per day. This will give you the average number of page views per person (Displays / Unique Visitors). In order to have an effective ad, you should make sure the average person sees your advertisement multiple times, however, buying 100% is too much. Each marketing person will vary what they tell you and there is no rule on how much is the perfect amount. I suggest ensuring your ad is displayed 2-3 times per visit as a starting point and probably no more than 50% of the time, each website will vary based on its demographic and really on how well your banner and their site are designed.<br />
<br />
 CPC ads are uncommon, but you do find them in places. CPC stands for cost per click. CPC ads are nice in that you are guarantied traffic for your money. A lot of inexperienced people believe that CPC is the best way to advertise; however, due to the low risk involved, CPC rates tend to be higher than CPM rates when your banner is well designed and targeting the right group. Advertisers dislike CPC because if you design a crappy banner they end up having to display it that many more times, which costs them money! The ironic reality of CPC ads is that you WANT them to generate only qualified leads. If you can make your CPC ad unappealing to all people except the ones most likely to buy it, all the better for you! CPC is most commonly used in Seach Engine Advertising.<br />
<br />
 CPA ads are the least common. It stands for Cost per ACTION. Advertisers hate these because not only does someone have to click on the banner but they also have to perform some kind of action (download the product, register, ect). You are welcome to try to negotiate a CPA payment for an ad, but the cards will be stacked against you. However, if you CAN, a CPA action eliminates almost all of the risk on your side.<br />
<br />
 Finally, a fairly common method is a month (or general time) based cost system. There are several important things to know. First, how many other advertisers are there? Second, how many visitors and how many page views (again, so you can get average number of page views per person)? Make sure that in these scenarios your banner will be displayed more than once on average per visitor or demerit the site accordingly. Let's look at an example:<br />
<br />
 Site 1 has 100,000 visitors a day and 6 advertising slots that are going to be full (you would be #6). The average page views per person is 3, meaning the site generates 300,000 page views a day. The cost of the ad is the same as site 2.<br />
<br />
 Site 2 has 50,000 visitors a day, 3 advertising slots, and an average of 5 page views per person. We'll assume both have identical demographics. Site 2, even though it has less visitors, is the better buy because you will reach almost every visitor and reach most more than once, whereas site 1 you would completely miss half the visitors that day.<br />
<br />
 There are exceptions to this rule based on how frequently visitors return to sites and other factors. For instance, Comic based sites have a lot of people who visit multiple times a week. This means if you missed half the visitors that day it is not so important since they will be back tomorrow and then next day as well. The best thing to do may be ask the ad rep why you should pick them and see how they respond.<br />
<br />
 So I had mentioned these all go back to CPM models. What this means is CPM can be a common denominator for determining ad cost. Keep in mind, however, that this is a FALSE number. In order to accurately represent each ad you need to adjust for many more factors, such as the type of site, the demographic match, how many other competing ads there are, ect. In order to do this easy math you simply take a CPM ad and determine your average click through rate (How often someone clicks on the ad, also known as CTR). If your ad is getting .5% CTR (Which is somewhat low for a good ad) and costs 50 cents per 1,000 impressions you are paying .10 cents per click (CPC). If, from this site, it takes 3 visitors to download or sign up for a game, you are paying .30 CPA. So, basically, all these terms are interchangeable and each carries a specific risk factor for both parties involved.<br />
<br />
 <br />
<strong class='bbc'>Part 4: The Example</strong><br />
 Now that we know all the background information we can put it all together and make some real decisions on advertising. The following will demonstrate the process step by step.<br />
<br />
 First, get your conversion rate and demographic information ready. We will say that your conversion rate in this example is 1%.<br />
<br />
 Next, find out the price, demographics, and web statistics (visitors, page views, ect.) of the website in question. We will say that this site is a great match on your best demographic and has 100,000 visitors, 300,000 page views, and charges .50 CPM.<br />
<br />
 To run an effective ad on this site, I would suggest buying about 120,000 page views. That is 60 dollars in ads. If you have designed a good banner (which will be discussed in the next article) and the site has a good ad layout (also discussed in the next article), you can expect a CTR of .5% or more. If your ad is below .5% you should be looking for causes. So, 120,000 page views at .5% is 600 visitors going to your site. If you have a well designed site and great targeting of your ad that may be 300 downloads of your product. Since you were converting at 1% that is three sales that you should get, right? Wrong! This site had a better demographic than your average trend as stated above. It is therefore logical to assume that you will convert at a higher than 1% rate! Lets assume it boosts you to 1.33% from good targeting. That means you got 4 sales from this 60 dollar ad. Lets assume you get $18 per sale net profit (a 20 dollar game with 10% processing/BW cost). You just turned your 60 dollar investment into $72. All of these numbers are fairly average. You can find better deals than these, I promise you. Even using very typical numbers we were able to turn a profit on a game that converts 1%. Plus this does NOT take into account word of mouth generated or additional publicity your ad may generate! If, on an ad, you spend 60 dollars and make 60 dollars in sales you have come out ahead. Why? Because there are now more people who are familiar with your brand, your product, and there are some new customers whom you can sell your NEXT product to.<br />
<br />
 Tune in next time for Advertising Part 2, where we will delve into the actual pros and cons of each advertising type, the best design methods, and much more.<br />
<br />
 <br />
<strong class='bbc'>About the Author</strong><br />
 Joseph Lieberman is the founder and owner of <a href='http://www.vgsmart.com' class='bbc_url' title='External link' rel='nofollow external'>vgsmart.com</a>, the only company dedicated to independent game marketing. To receive more helpful tips via e-mail, sign up for our newsletter at <a href='http://www.vgsmart.com' class='bbc_url' title='External link' rel='nofollow external'>www.vgsmart.com</a><br />
<br />
]]></description>
		<pubDate>Thu, 09 Dec 2004 16:45:56 +0000</pubDate>
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		<title><![CDATA[Game Attorney Q&A #01]]></title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/game-attorney-qa-01-r2166</link>
		<description><![CDATA[This is the first of a series of responses to business and legal questions that I will be doing every month or so on GameDev.net. I hope to provide some useful information for developers and those interested in becoming developers concerning legal and business matters of interest. And, like any good lawyer, I will clarify my responses in advance by saying that this series of articles is for informational purposes only and, while relating to legal matters, do not constitute formal legal advice of counsel. So, remember that this is general advice and it's always best, when possible, to ask an attorney directly for any specific questions you have. That said, I look forward to the series and will hopefully deliver some interesting and valuable information to everyone and maybe we'll have a little fun in the process as well.<br />
<br />
 Our first question comes from Aaron Miller as follows:<br />
<br />
 <strong class='bbc'>Question: Trademarked names for indie games</strong><br />
Aaron Miller<br />
<br />
 I am in the process of investigating the trademarking of game names for business use and would appreciate any advice you may have. I understand that one can use a name in business and have it protected even without going through the process of registering it with the US Patent Office, but that doing so provides extra legal protection against infringement. However, as a small independent developer in the early stages of creating a title, I would like to stave off the fees for registering a mark until absolutely necessary (particularly any recurring fees as the game is being developed). Would you consider it more wise to register the mark now or go ahead with using the name (thus building up recognition but saving money) and then register the mark when the game ships?<br />
<br />
 Answer:<br />
<br />
 First let's have a little background discussion about Trademarks. U.S. Trademarks are governed by Federal as well as State laws. The Federal laws governing trademarks are set out in the Lanham Act and most State laws are modeled after it. The basic principles behind the Lanham Act and similar state trademark laws that are modeled after it is unfair business practices. What's the relationship between trademarks and unfair business practices? Well, the core issue is always whether one business entity is trading on the good will and reputation of another. The trademark laws were formed in order to protect a business' good name in the marketplace from someone else using it, or a name substantially similar to it, to their business advantage. The key concept is understanding an infringement analysis is whether there is a significant likelihood of confusion in the marketplace regarding the origin of the goods or services.<br />
<br />
 Technically, "Trade marks" apply to goods and "Service marks" apply to services. However, for purposes of our discussion we won't bother with and just refer to all these things as Trademarks. Trademarks can apply to any goods or services in commerce. "In commerce" means something that is being sold, rented, leased, licensed or when someone plans or intends to do those things. So, unless your trying to sell your dog, you can't trademark your pet's name unless it happens to be Lassie. They also apply to more than just names. They can apply to logos, design elements, short phrases, even colors (Kodak yellow)and sounds (the throaty sound of a Harley Davidson engine). Basically, anything that can be used to identify a good or service.<br />
<br />
 The operative fact that establishes the existent of the trademark is the use of that name, logo, or other identifying mark or characteristic in commerce to identify a specific good or service. And, since it is the <em class='bbc'>use in commerce</em> of the trademark that establishes its viability, the actual registration of the trademark is secondary to its viability. Moreover, if a trademark has already been used by someone without registering it, someone else who comes along later to register that same mark, or one substantially similar to it within that same business category, will most likely be prohibited from doing so by the trademark examiners in the U.S. Patent and Trademark office.<br />
<br />
 The Trademark application process involves the submission of an application which is then reviewed by a government attorney (called an "examiner") in the U.S. Patent and Trademark Office. The examiner verifies that the applied for Trademark is appropriate. There are two main reasons an application will be rejected.<br />
<br />
 The first, whether the name or the words or terms involved are merely descriptive. For example, one could not trademark the term "Dominos" to describe dominos. However, the term "Dominos" could be used as a trademark for, say, a pizza company. Trademark examiners will go a long way to find a mark descriptive. For example, I was registering a mark for a friend who does shark dives in the Bahamas. The mark was "Green Marine." Our examiner decided it was a descriptive mark and wanted to reject it. The reason? Well according to the examiner, one of the meanings of "Green" is "having to do with to ecology" and "Marine" means "water." And since these shark dives studied the ecosystem surrounding the sharks, the proposed mark as, in his opinion, descriptive! We could have fought about it and eventually won a listing on the primary registry. But it was easier to just accept registration on the Secondary register which protects your use, but does not allow for enforcement against third parties, for now and seek a listing on the Primary registry which allows for more aggressive enforcement actions, in a few years after there had been no completing uses.<br />
<br />
 The second controlling issue is whether another person or a company has used that name, or a name significantly similar to it, to identify their goods or services in a similar or identical class of goods or services. You see, a Trademark is limited to a specific class of goods and services that have been established by the Patent and Trademark Office. So, for example, the word Domino is a Trademark in conjunction with the sugar company but it's also a Trademark for a pizza company and another company that makes software. None of these trademarks infringe on each other because there is no potential for confusion in the "marketplace." Why? Because they trade in different markets. No one thinks that Domino Sugar is made by the same people who make Domino Software or Dominos Pizza.<br />
<br />
 Ideally, when someone wants to trademark a term an extensive and comprehensive search is done of both the federal and state trademark databases as well as various publications such as newspapers and magazines, phone books and the internet to see if anyone else has either used that specific term or terms that are similar to it in the same class or related business areas. Of course, these searches cost hundreds of dollars and the time it takes an attorney to review them and provide an opinion letter can easily add up to a few thousand dollars before the application for the Trademark has even been made.<br />
<br />
 So, as Aaron asks, what is a "small independent developer in the early stages of creating a title" to do? First of all, establish through a comprehensive online search that the Trademark you intend to use is clean is a good place to start. The last thing you need to do is invest a lot of time and effort into a Trademark and then later learn that it's already tied up by someone else. You certainly wouldn't go out and make a game and call it "Dooms" because you would realize that there is a big problem there. Well, the problem may not be as obvious. But if the term or terms similar to it are already in use in commerce you are still going to have a problem.<br />
<br />
 However, once you have gained sufficient comfort that the name is clean the best thing to do is immediately start using it publicly in conjunction with your product. This can be easily accomplished through the use of the name that you intend to use as an identifying Trademark for your game on a website and as soon as possibly come up with some sort of commercial product that you can attach to it, or at least start advertising it as a coming soon. Certainly, securing a domain name of your Trademark gives you a huge jump in being able to establish your prior use of the name in commerce and would, most probably, eliminate the possibility of any competitor intentionally or even inadvertently being able to obtain a trademark on your name.<br />
<br />
 Then, when your game is done and you have some revenue in, go ahead and do the formal registration. As Aaron so deftly pointed out, the real value of the registration is not so much in securing the right to use the name as it is in being able to protect your Trademark from infringers in Federal Court. So, on this one I agree with Aaron that the cost-effective approach of using the name and establishing the fact of your prior use in a public domain is really all that's going to be necessary in order to put yourself in a position where, when circumstances and revenue warrant, the formal registration can easily be obtained.<br />
<br />
 Until next time - GL & HF!<br />
<br />
 Tom B<br />
<br />
 <br />
<strong class='bbc'><span rel='lightbox'><img src='http://images.gamedev.net/features/business/gamelaw/image001.gif' alt='Posted Image' class='bbc_img' /></span>BIO</strong><br />
 Tom Buscaglia - Lawyer, Game Industry Evangelist, and Hardcore Gamer.<br />
<br />
 Tom Buscaglia is an attorney practicing technology law in Miami, Florida. In addition to obtaining his Law degree from Georgetown University in 1985, he holds a B.A. degree in Philosophy from S.U.N.Y., Buffalo, with honors in Phenomenology and the Philosophy of Law. Tom is a principal in the law firm T.H. Buscaglia and Associates in Miami, Florida, where he practices law for a living and plays computer games and philosophizes on the side. Tom’s firm’s web site is <a href='http://www.game-attorney.com/' class='bbc_url' title='External link' rel='nofollow external'>www.gameattorney.com</a>.<br />
<br />
 Tom is dedicated to the computer and video game industry, assisting developers in all aspects of their legal and business needs and has been representing game developers since 1991. Tom was the main business and legal presenter at the 2004 Indie Game Conference in Eugene, Oregon, speaking on Effective Developer Contracts as well as Legal Issues to Consider When Starting a Game Development Studio. He presented again this year at the Game Developer’s Conference in San Jose on developer/publisher deals and contracts in a presentation called <em class='bbc'>The Negotiation</em> and a round table discussion on the <em class='bbc'>Publishers "Rules of Acquisition</em>". Tom was on the Game and Simulation panel at the The Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) and was the Keynote Luncheon Speaker at the 2003 Summer Simulation Multiconference in Montreal, Canada, sponsored by the Society for Modeling and Simulation speaking on <em class='bbc'>The Game and Simulation Industries: Convergence or Collision</em>. He wrote the chapter entitled "Effective Developer Contracts" for the book, <em class='bbc'>The Secrets of the Game Business</em>. He is a contributor to numerous International Game Developers Association, Business and Legal Committee, publications including: the Publisher Contract Walkthrough white paper, on <em class='bbc'>Game Documentation and Trade Show Demos</em> and <em class='bbc'>Termination Provisions</em>; the Game Submission Guide on <em class='bbc'>Legal Issues</em> and the soon to be released Intellectual Property white paper on <em class='bbc'>IP Contracts Independent Developers Sign</em>. Tom published a series of online articles on <a href='http://www.gignews.com/' class='bbc_url' title='External link' rel='nofollow external'>www.GIGnews.com</a> to assist "rookie" game developers on the legal issues they should consider when starting out in the game industry entitled <em class='bbc'>Initial Legal Issues</em>, <em class='bbc'>What are these games made of…legally speaking</em> and <em class='bbc'>Completing your Contract Arsenal</em>. Tom was a presenter at the 2002 Game Developers Conference, in San Jose, California, on the topic of "<em class='bbc'>The Phenomenology of Game Design</em>". Tom has been a guest lecturer at Full Sail in Orlando, Florida, giving a presentation to the Game Programming students on Intellectual Property and what to look for, and look out for, in their first employment agreement.<br />
<br />
 Tom is the Founder and Executive Director of Games-Florida, a non-profit committed to building the Computer and Video Game development industry in Florida by bringing Florida to the Game Development industry and bringing the Game Development industry to Florida. <a href='http://www.games-florida.org/' class='bbc_url' title='External link' rel='nofollow external'>www.games-florida.org</a> He also sits on the Advisory Board of the Digital Media Alliance of Florida <a href='http://www.dmaflorida.org/' class='bbc_url' title='External link' rel='nofollow external'>www.dmaflorida.org</a> recently participating in a DMAF Panel Discussion with Florida game industry leaders at Full Sail in Orlando on <em class='bbc'>The Future of the Game Industry in Florida</em>." Tom has been the Chapter Coordinator for the South Florida Chapter of the IGDA since its inception, and is a moderator for the Business and Legal forums on IGDA web site, <a href='http://www.igda.org/' class='bbc_url' title='External link' rel='nofollow external'>www.igda.org</a>.<br />
<br />
 As FaTe[F8S] Tom is the founder and <em class='bbc'>Supreme Warlord</em> of FaTe’s Minions, an online gaming "clan" that has been competing in various online competitions since January, 1998. <a href='http://www.f8s.com/' class='bbc_url' title='External link' rel='nofollow external'>www.f8s.com</a> As a "hard-core" gamer, Tom plays online on a regular basis and has a gamer's appreciation and understanding of the game industry.<br />
<br />
]]></description>
		<pubDate>Mon, 25 Oct 2004 22:30:55 +0000</pubDate>
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		<title>Game Port: Game Development in Singapore Part 3</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/game-port-game-development-in-singapore-part-3-r2144</link>
		<description><![CDATA[In the previous two articles we talked about game development in Singapore from the high level perspective of the government and then from the trenches of three game development shops. Now we go one level further down, into the ranks of the hopefuls and the up-and-coming: the young and the antsy.<br />
<br />
 <br />
<strong class='bbc'>Dreams and Ambitions</strong><br />
 Brian Young, a 15-year-old Singaporean, likes video games. He prefers console games, because he doesn't like the download and installation process required of PC and mobile games. He likes games with a good story and lots of in-game choices to make, like <em class='bbc'>Max Payne</em> and <em class='bbc'>Halo</em> and <em class='bbc'>Star Wars: Knights of the Old Republic</em>, and is more into single-player games than multi-player.<br />
<br />
 Brian considers himself an enthusiastic game player--though not as devoted as some of his friends, he quickly points out. His enthusiasm is such, though, that he wants to be a part of making games. And to that end, he convinced his mother to send him to stay with relatives in San Francisco this summer so he could attend a program at Stanford University which teaches beginning game development. He may insist that he only plays games "just for fun", but it seems to me like he is very serious about his dreams of game development.<br />
<br />
 When I asked Brian what types of games he wanted to make, he said he wanted to make games that stood out from the crowd. "A high quality game," he said, where "you make a lot of decisions" and where you have to think. A game that speaks about "controversial issues, like war and peace, and things that happen in the real world. But with enough fantasy that you are in completely different place."<br />
<br />
 One thought that kept going through my mind as we talked was that Brian sounded like many of the young people I've talked to here in the United States, half a world away from his home. Like Brian, they grew up playing games: PC games, console games, mobile games, <em class='bbc'>et al</em>. And, like him, they often catch the bug and dream about making games of their own. Games, it seem, and the urge to make them, know no borders.<br />
<br />
 Jaryl Sim, a 19-year-old Singaporean, is also a game enthusiast. Jaryl is currently pursuing a Diploma in Information Technology at Nanyang Polytechnic, and expects to begin specializing in Digital Entertainment in the next semester.<br />
<br />
 Jaryl caught the bug to make games young. "I've been quite an avid hobbyist developer myself for about 6 years already," he said. "Most of this time has been spent learning programming really." He adds, "I don't know where all this will bring me yet, but I do hope that making games becomes my career someday. Also, given the opportunity, I would like to join or found a startup here in Singapore."<br />
<br />
 Jaryl wants to make games for PC's. "Call me ambitious, but it's what my interest has been all along." He sees the potential in games for mobile devices, but says he's heard rumors that "earning money isn't all that easy on this platform." He is currently working on a real-time strategy (RTS) war game, hoping to have a game that "more accurately simulates the grandioseness of war movies."<br />
<br />
 <br />
<strong class='bbc'>Obstacle Course</strong><br />
 Both Brian and Jaryl have big plans and big dreams--but there are obstacles. In an educational system that emphasizes science and math over the creative disciplines, Brian had to go outside Singapore to find a game development program targeted at teenagers. And it has only been within the last few years that a Singapore university has offered courses in media and design. In the past, those topics were only taught in the city-state's polytechnic schools (similar to vocational schools or community colleges in the US).<br />
<br />
 For Jaryl, though, there's another issue, one that is peculiar to Singapore and other small nations around the world: mandatory military service for men. Singapore's National Service is compulsory for all able-bodied young men 17½ years of age and not on deferment for educational reasons. For Jaryl, his deferment ends when he graduates from Nanyang Polytechnic in about a year. Brian still has a few years before this becomes an issue, but it's coming.<br />
<br />
 Some of the young men going into the National Service worry about how they will keep their creative edge or find inspiration while they serve. Military service is never easy, and can be very draining, mentally, physically, and emotionally, and the young men wonder how they will be able to compete against the women and foreigners who do not have to serve.<br />
<br />
 "I imagine that keeping a company from sinking would be rather difficult from within camp," Jaryl told me, so he's putting off starting his own independent game development company until after his service is completed. "I expect that I'll finish my term somewhere in 2007," he said, adding: "I could use the two years there to plan everything."<br />
<br />
 <br />
<strong class='bbc'>Building the Future</strong><br />
 There is a world-wide trend of more and more young people wanting to get into game development. Multiple game development and design schools have opened in the US, like Full Sail and DigiPen and the Art Institute, and many universities are now offering or creating specialized game design curriculums.<br />
<br />
 Nor has Singapore failed to noticed. Though Brian had to travel to the US to attend a game development course this year, by next year it's very likely that he will be able to attend a similar program in his home town. One of the programs that could be available is the new Game Lab at Nanyang Technological University (NTU).<br />
<br />
 Game Lab is a program with multiple goals. In addition to helping students gain experience in game and interactive media development by working on projects they can design and complete within the scope of the class, Game Lab wants to "explore the creative use of technologies for the advancement of game media", and "explore new arenas in Game Design, and further studies in Psychology and Analysis of Gameplay, User Interfaces and Navigation, and Story and Content." If that doesn't already seem like a lot of goals, the scope of Game Lab keeps expanding.<br />
<br />
 Originally intended only for NTU students, Game Lab is now putting together "an introductory/get-the-feet-wet type course for a group from Raffles JC, considered high school level," according to Sarah Fay Krom, Director of Game Lab. "I expected to be able to run some workshops for younger groups (enthusiastic kids/students of all ages) at a later time," Sarah said, "once the lab was more settled. It's just happening sooner rather than later."<br />
<br />
 Beyond university courses, Singapore has created programs, like the Media Development Authority (MDA; <a href='http://www.mda.gov.sg' class='bbc_url' title='External link' rel='nofollow external'>http://www.mda.gov.sg</a>), to foster Singapore-grown talent and intellectual property in film, TV, and games. The MDA's "Media Content Development Scheme" (<a href='http://www.mda.gov.sg/media/digitalcontentdevt.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.mda.gov.s...ontentdevt.html</a>) provides up to S$150,000 (approximately $85,000-$90,000 US) in matching funds for the creation of a game demo.<br />
<br />
 Finally, there are rumors of a Singapore-based game development event, bringing together developers from Singapore and all over the Asia Pacific region. Such an event, a sort of "GDC Asia", could provide more oppurtunities for both experienced and up-and-coming game developers to get together, swap ideas, and further improve Singapore's developer-support infrastructure.<br />
<br />
 <br />
<strong class='bbc'>Conclusion</strong><br />
 As I've said before, game development in Singapore is still at an early stage. But it's growing.<br />
<br />
 Singapore has access to some of the biggest markets in the world, the infrastructure to take advantage of that access, and a very business-friendly economic environment. There are already a number of game development shops operating in Singapore, and more are starting all the time, fueled by the passion of young people like Brian and Jaryl. There are challenges, of course, but a bright future is definitely on its way.<br />
<br />
 This concludes my Game Port series of articles.<br />
<br />
 <br />
<strong class='bbc'>About the Author</strong><br />
 David Michael wears many hats: developer, author, press, and more, as the situation requires. At one of his son's Little League games this summer, he was reminded that he used to have more hair, and therefore less need of hats. David is the author of "<a href='http://www.gamedev.net/columns/books/bookdetails.asp?productid=252' class='bbc_url' title=''>The Indie Game Development Survival Guide</a>" (Charles River Media; ISBN:1584502142), co-owner of Samu Games (<a href='http://www.samugames.com' class='bbc_url' title='External link' rel='nofollow external'>http://www.samugames.com</a>), and the designer/developer of "The Journal", personal journaling software for Windows (<a href='http://www.davidrm.com/thejournal/' class='bbc_url' title='External link' rel='nofollow external'>http://www.davidrm.com/thejournal/</a>).<br />
<br />
]]></description>
		<pubDate>Tue, 28 Sep 2004 14:43:41 +0000</pubDate>
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		<title>Marketing 101 Part 2: Contacts and Contracts</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/marketing-101-part-2-contacts-and-contracts-r2129</link>
		<description><![CDATA[Welcome back to Issue #2, Contacts and Contracts. In this issue we will be looking at contacts, who, where, when, and why. When asked what the single most important aspect for success in the field was my instant response was "contacts, contacts, contacts." There are a million variations on the old saying, its not what you know but who you know. The contacts that are important for you fall into a couple categories, and it's probably best to approach them all differently.<br />
<br />
 Before you do anything with contacting people, make sure you have a system to keep track of all the people you talk to. The best thing to do is make a spreadsheet or contact list, like the one in Outlook, of everyone you talk to. Get their e-mail address in there, why they are important, what they have said, and what you think of them. This will come in handy a year down the road when you are thinking of launching a new product and can't remember that guy you talked to when you were just starting out who said he had a great artist for that type of thing. There are many third party programs that help manage contact lists, but I just ended up using a custom Excel database to store my info.<br />
<br />
 <br />
<strong class='bbc'>Other Developers</strong><br />
 The first contacts you should make in the game industry, strangely enough, are other developers! You should e-mail the people who have created similar games to you. Some of them won't write back, others not only will write back but give you hints and tips on what worked and what didn't. All the marketing knowledge in the world doesn't always promise success, but I would heed the advice of someone who has done what you are trying to do. The worst that can happen is they laugh your e-mail off and you never hear back from them. I can not count how many other developers have referred us artists, statistical data, ideas, and other things, just because we took the time to discuss some of those things with them. Luckily the indie community is vastly more friendly than most, so you are in good company 99% of the time.<br />
<br />
 These e-mails may lead to partnerships and business opportunities you may not have acquired before. When dealing with your peers I suggest being friendly and open. If they suspect (or if you DO) have some kind of malice ulterior motive that you are hiding they won't write back!<br />
<br />
 Now after other developers, these are in no particular order. You definitely need all of them to declare yourself Ms./Mr. Contact Extraordinaire.<br />
<br />
 Publishers:<br />
<br />
 Publishers are important contacts. They are also darn hard to get, so when you meet a publisher, make sure they remember you! Even if your product isn't right for them, you may someday need them. Usually these people are very busy and like to do things in very sterile ways. E-mail is probably the least effective way to get in touch with these people (however, by far the easiest). A telephone call (if you get through) forces them to slow down for a second and listen to you. Meeting them in person is best, which is why the GDC, IGF, and E3 conventions are important. A lot of people there are there only to meet people.<br />
<br />
 When dealing with most publishers you want a serious game face. First impressions count. They are going to want you to provide hard evidence that you are the next Sid Meier, or at least that your game can move a couple hundred thousand copies. Your arsenal is a professional business approach and personality, a solid design document, a demo (hopefully), and a portfolio of artwork and experience. Online publishers tend to be a little more lax, however, you still want an arsenal of 'proof you are better than good.'<br />
<br />
 <br />
<strong class='bbc'>Press</strong><br />
 Press contacts are key for several reasons. First, obviously, press releases. If a press contact knows you by name, you can be sure that any press release you make is going into their publication (online or print). Second, they have their ear to the ground on news. They may be able to clue you in on business opportunities that have not been formally announced yet. Press contacts are also the people who will most likely nominate your game for review, preview, or interview. Get to know as many of these people as possible.<br />
<br />
 Unlike publisher contacts, these people are far more human and frankly, far busier than anyone you will meet. Someone who has to get, read, and post dozens of news articles a day, play editor for staff writers, and play website coordinator is not going to have much time. Be human with them though, that is my tip. Approach them like they are just guys who have the same interests as you (video games). If they are busy, don't bother them, ask when they will have time and if they don't know, give them a week and follow up. There are literally thousands of press contacts, I have over 300 in just the field of video games, not counting general news sources and general technology. This is why the aforementioned contact list is going to save your life.<br />
<br />
 <br />
<strong class='bbc'>Advertising Contacts</strong><br />
 With the exception of the larger companies, advertising and press contacts are often the same. Even in larger companies, some advertising contacts have contact with the press guys. Yes, it is true, advertisers are more likely to get reviewed. Advertising contacts are key for the obvious reason of finding out how much advertising costs. Also they are business people, and therefore are much easier to get access to for a chat. I do not suggest contacting someone under the pretense of advertising just to pitch your company at them, but if you are even remotely interested in their advertising it is a great way to start a conversation with a site editor or owner, or at least someone who is in the know. It is not a bad strategy to use advertising to secure press information, especially if the advertising has a positive return on investment to begin with! Advertising will be discussed in more depth in a future article.<br />
<br />
 <br />
<strong class='bbc'>Resource Contacts</strong><br />
 If I had a dime for every time I heard "I need an artist" or "I need a musician" or "I need a programmer" … I would make enough to buy lunch now and then. Still, too many people forget that it takes time and effort (and sometimes luck) to find a good resource for any of these things. The best people to refer you are other developers, since they can vouch for people. Otherwise there are a lot of places to look for all of those things, but what is time consuming is interviewing and reviewing all of their work and deciding who is your man or woman. Here is a list of some of the contacts I use for various things.<br />
<br />
 <ul class='bbc'><li><a href='http://www.deviantart.com/' class='bbc_url' title='External link' rel='nofollow external'>www.deviantart.com</a> is a resource for artists, though it can be difficult to find what you seek at the sight, it is well worth it. </li><li><a href='http://www.modarchive.com/' class='bbc_url' title='External link' rel='nofollow external'>www.modarchive.com</a> for MOD/MO3 music. MOD music is a popular indie choice for music, since it is easy to find someone willing to do it cheap or free, and it takes up far less space than an OGG or MP3. I used their chat room and was able to get a great deal of interest from the people there. </li><li><a href='http://www.igda.org/' class='bbc_url' title='External link' rel='nofollow external'>www.igda.org</a> and <a href='http://www.gamedev.net/' class='bbc_url' title=''>www.gamedev.net</a> for programmers and technical personel. </li><li><a href='http://www.dexterity.com/forums' class='bbc_url' title='External link' rel='nofollow external'>www.dexterity.com/forums</a> is an excellent resource to meet other indie developers as well as <a href='http://www.gamasutra.com/' class='bbc_url' title='External link' rel='nofollow external'>www.gamasutra.com</a> and if you are a member: <a href='http://www.asp-shareware.org/' class='bbc_url' title='External link' rel='nofollow external'>www.asp-shareware.org/</a> </li><li><a href='mailto:josh@gametrailers.com' title='E-mail Link' class='bbc_email'>josh@gametrailers.com</a> gave me permission to post his contact info. He is a go to guy for having a game trailer custom made for a very reasonable price (Mention VGsmart and/or this article for a special discount). </li><li><a href='http://www.vgsmart.com/' class='bbc_url' title='External link' rel='nofollow external'>www.vgsmart.com</a> A shameless plug for my own company, which specializes in marketing for indie video games.</li></ul> Because it is so important, I will say it again. It is not what you know, but who you know. You can create the greatest game in the world, but in the end it will be up to your ability to network to make the world aware of it. Finding contacts is time consuming, but for the most part it is a one time deal. Once you have the contacts established you will be able to use and reuse them for a long time. Think of making contacts an investment in your future and the future of your company. Last but not least, make sure you have a way to keep track of everyone you talk to and make backup copies of your contact list as often as you can.<br />
<br />
 <strong class='bbc'>About the Author:</strong> Joseph Lieberman is the founder and owner of VGsmart Marketing. To receive more helpful tips via e-mail, sign up for our newsletter at <a href='http://www.vgsmart.com/' class='bbc_url' title='External link' rel='nofollow external'>www.vgsmart.com</a>.<br />
<br />
]]></description>
		<pubDate>Fri, 13 Aug 2004 17:40:03 +0000</pubDate>
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		<title>Game Port: Game Development in Singapore Part 2</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/game-port-game-development-in-singapore-part-2-r2124</link>
		<description><![CDATA[In this second article, we profile a few game development shops that have opened in Singapore, look at their different approaches to both design and marketing, and discuss some of the issues they face.<br />
<br />
 For the previous article, I talked primarily to members of the Singapore Infocomm Development Authority (IDA) and other business leaders. In this article, though, we hear from people actually making games in Singapore, making this more of a "report from the trenches" than a strategic overview.<br />
<br />
 <br />
<strong class='bbc'>Game Developer Profiles</strong><br />
 Inerworx (<a href='http://www.inerworx.com' class='bbc_url' title='External link' rel='nofollow external'>http://www.inerworx.com</a>), a subsidiary of Addvalue Technologies, is a development shop formed from the ashes of GIME International Pte Ltd., makers of the game <em class='bbc'>Century of Three Kingdoms</em> (C3K, <a href='http://3kingdoms.gime.com' class='bbc_url' title='External link' rel='nofollow external'>http://3kingdoms.gime.com</a>).<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/gameport2/c3kshots.jpg' alt='Posted Image' class='bbc_img' /></span><br />
<em class='bbc'>Century of Three Kingdoms</em> by Inerworx<br />
<br />
 With a team of 5 developers, Inerworx divides its time between their MMOG middleware product, Taliesin, developing new titles, and exploiting the IP picked up in acquisition of GIME. When asked whether they were targeting their games at PC's, consoles, or handhelds, Koon Hock "KH" Teo, COO of Inerworx, said, "Our efforts are essentially server centric and platform independent. We view PC's, consoles and mobile devices as clients." He added, "Our first level of support would be for client PC's with extensions to consoles and mobile devices ... after that."<br />
<br />
 Inerworx targets its games at the many and varied Asian markets, and has its eye on India in particular, with plans to build a multiplayer cricket game.[1] I asked about the local Singapore market. Did they plan to do much marketing there? It seems not. "We may be the most wired country in the world," KH said, "right after South Korea, but ... playing games on the computer is [still] seen as a trivial use of our time." More on this in a bit.<br />
<br />
 SL Interactive (<a href='http://www.slinteractive.com' class='bbc_url' title='External link' rel='nofollow external'>http://www.slinteractive.com</a>) started out, according to Adrian Song, Communication and Content Executive, "to develop PC and online games." But, he adds, "we have since switched our focus to mobile games." He said they had found the PC online game market "saturated", and that they liked the "faster turnaround for mobile development." With 16 mobile games in 4 categories (role-playing and simulation, strategy, action, and casual) there is no doubt that SL Interactive's crew of 11 full time developers has been taking full advantage of that "faster turnaround."<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/gameport2/slishots.jpg' alt='Posted Image' class='bbc_img' /></span><br />
<em class='bbc'>SpyNet</em>, <em class='bbc'>Monster Pets</em>, <em class='bbc'>Kung Fu Master</em> & <em class='bbc'>Fun & Fortune</em> by SL Interactive<br />
<br />
 Adrian said that SL Interactive marketed its games to the larger Asian market. "We try our best," he said, "to have [our games] launched and distributed in as many markets, regions, and even on a worldwide scale if possible."<br />
<br />
 Envisage Reality (<a href='http://www.envisagereality.com' class='bbc_url' title='External link' rel='nofollow external'>http://www.envisagereality.com</a>) is in the process of completing its first demo: <em class='bbc'>Immortals: The Heavenly Sage</em>, a 3D action game for the PC. Founder Robin Tan shepherded the fledgling company of 10 (5 full time, 5 part-time) through Singapore's Digital Content Development Scheme (<a href='http://www.mda.gov.sg/media/digitalcontentdevt.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.mda.gov.s...ontentdevt.html</a>), a Media Development Authority (MDA) program which provides temporary funding "to support the development of innovative ideas and concepts into real content products such as pilot episodes for original TV animation, technical demo for game series and interactive media projects."<br />
<br />
 <span rel='lightbox'><img src='http://images.gamedev.net/features/business/gameport2/ithsshots.jpg' alt='Posted Image' class='bbc_img' /></span><br />
<em class='bbc'>Immortals: The Heavenly Sage</em> by Envisage Reality<br />
<br />
 Robin told me that the demo for <em class='bbc'>Immortals: The Heavenly Sage</em> should be finished in August 2004. "After which," he said, "we are up to our own to find investor funding to fund the full production." And, like Inerworx and SL Interactive, Envisage Reality is targeting the international market.<br />
<br />
 <br />
<strong class='bbc'>Talent Pool? Or Talent Puddle?</strong><br />
 Singapore has a tradition of very practical, pragmatic education. Creativity is not discouraged, necessarily, but the micromanaged nature of the government and the society has had a discernible effect. Some think this has contributed to the current, stunted state of Singapore's game development industry.<br />
<br />
 "Creativity, curiosity, the urge to experiment and the love for risk taking," said KH, who has lived in Singapore all his life, "have been generally bred out of the student population. The higher education schools here are trying their best to churn out individuals who can be dropped into the creative industries like game development, sort of like microwave TV dinners. It has been anything but an unqualified success."<br />
<br />
 This conservative tendency has led to a shortage of exactly the type of people needed in game development. Singaporean programmers and artists are more used to developing to a fixed set of specifications and business requirements and less accustomed to designing and creating their own specifications--or their own games.<br />
<br />
 Singapore has recognized its deficiencies in this regard, however, and taken steps to re-introduce creativity and entrepreneurship into its schools and training programs. In the last few years, several new universities and polytechnic schools have opened, providing more access to the arts and creative disciplines. There is even a game design program offered at Nanyang Technological University. Finally, from my conversations with a couple of younger Singaporeans, I don't think the "trivial use of our time" stigma attached to games has affected them as much as it might have affected earlier generations.<br />
<br />
 While waiting for the schools to catch up, both Inerworx and SL Interactive have adopted an international recruitment strategy. "Because Singapore draws from a wide pool of labour from surrounding countries," KH said, "it is a hurdle that can be overcome if you know where to look and what you are looking for." [2] And Bran Kelly, Chief Technical Officer at Inerworx, added, "We are resolved to the idea of training the people that we bring in."<br />
<br />
 Adrian had this to say: "The human resource issue has been one of the contributing factors for our decision to focus on mobile games for the time being. Singapore's educational institutions are doing their part in trying to prepare the younger generation with the adequate skills and know-how to enter this industry. However, the talent pool is still very small and it'll take some time before this issue is fully addressed."<br />
<br />
 When asked if he had had any problems finding qualified team members, Robin told me that "talents are always rare and in demand, especially in Singapore where there are not many game development companies locally." He went on: "What I did was to headhunt for the team members myself. It wasn't easy at all to find the people I had in mind." [3]<br />
<br />
 <br />
<strong class='bbc'>The Singapore Scene</strong><br />
 When I asked a 15-year-old Singaporean who was in the United States attending a youth-oriented game development program at Stanford University what he thought about game development in Singapore, he said, "I didn't know that there are game developers in Singapore." He then amended himself, saying, "I know there's something there, but I just don't see it."<br />
<br />
 "There isn't much of game development scene here," said KH, summing up the situation, "as there are just not enough companies here to make a scene. ...For it to grow, we need to have the people and the environment."<br />
<br />
 Adrian was a bit more upbeat: "The game development scene here in Singapore is definitely growing but compared to countries like Japan, Korea, US and Europe which have...a head start, we still have a long way to go in terms of skill sets and expertise."<br />
<br />
 Another possible reason for the small local scene is the lack of development funds. "Funding a game development venture is nearly unheard of here in Singapore," Adrian said. "There are many independent code warriors driven by passion but lack the funding to see their projects take off." He added that this is "probably due to the uncertainty of the project's delivery date, its success and its return on investment." As everyone in the industry knows, it's hard to know what will be a hit. And in a conservative arena like Singapore finance, such risk is generally unacceptable.<br />
<br />
 "Hopefully," Adrian continued, "the mindset of investors will change over time and that they'll see the potential in funding game development projects that will put Singapore on the game development map."<br />
<br />
 <br />
<strong class='bbc'>Conclusion</strong><br />
 There are challenges facing game developers in Singapore, like a shortage of skilled, experienced staff, limited funds, and a culture that has historically been more conservative than creative. However, this hasn't stopped passionate developers from doing everything they can to get their games made.<br />
<br />
 At its top levels too, Singapore is determined to conquer these challenges, and is already seeing progress. Add to that the island city-states's access, both physical and digital, to the huge markets of China, India, Korea, Japan, and Malaysia, and you have a potent combination.<br />
<br />
 My next article dives down into the arena of young hopefuls and the issues they face getting started.<br />
<br />
 <br />
<strong class='bbc'>Notes</strong><br />
 [1] "Of course," snapped an Indian cricket-widow I met in Singapore after I mentioned Inerworx's planned game. "Cricket. All everybody talks about is cricket." Not a fan, obviously.<br />
<br />
 [2] Approximately 25% of Singapore's population of 4.2M is foreign workers with work permits.<br />
<br />
 [3] In the USA, large pools of available talent usually come as a result of a game development shop having a hit, getting big by hiring talent from all over, possibly being acquired by a publisher, and then going bust, scattering experienced programmers and artists into the local workforce. Many of these displaced game developers then form new companies, get publishing deals, and repeat the cycle. There are many examples: Eugene, OR (Dynamix); Chapel Hill, NC (Microprose); Austin, TX (Ion Storm); and who knows <em class='bbc'>how</em> many there are in and around San Francisco and Los Angeles. For better or for worse, Singapore doesn't seem to have gone through this process yet. I'm not sure it's something that should be wished on them, though...<br />
<br />
 <br />
<strong class='bbc'>About the Author</strong><br />
 David Michael refers to himself as "semi-press" because he doesn't yet have one of those nifty hats with the "PRESS" card stuck in the band. David has attended, spoke at, and covered conferences in the USA, Australia and Singapore, and repeatedly covered the Game Developer Conference for GameDev.net. David is the author of <a href='http://www.gamedev.net/columns/books/bookdetails.asp?productid=252' class='bbc_url' title=''>The Indie Game Development Survival Guide</a> (Charles River Media; ISBN:1584502142) and is co-owner of Samu Games (<a href='http://www.samugames.com' class='bbc_url' title='External link' rel='nofollow external'>http://www.samugames.com</a>).<br />
<br />
]]></description>
		<pubDate>Thu, 22 Jul 2004 12:52:43 +0000</pubDate>
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		<title>Marketing 101 Part 1: The 4 Ps</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/marketing-101-part-1-the-4-ps-r2117</link>
		<description><![CDATA[Hello everyone, welcome to your first day of class. Thought you graduated (or maybe thought your day of school was over)? Sorry buckaroo, it's time for marketing 101 and I am your professor, Joseph Lieberman, owner of <a href='http://vgsmart.com' class='bbc_url' title='External link' rel='nofollow external'>vgsmart.com</a>.<br />
<br />
 Before you walk out of my class, let me tell you that this class applies to EVERYONE. If you are a programmer, artist, sound effects man, designer, developer, or... well the marketing guru for a company (or for yourself) this information is IMPORTANT.<br />
<br />
 The most common mistake people make is assuming that if you make it, they will download it. If you create a game, the publishers will find you. If you make the game, the players will find you. That when you are done pounding the code and graphics into the software you have but to sit and watch the money roll in…<br />
<br />
 Wake up! It doesn't work that way anywhere in the world. If you are not spending at least 25% of the time it took you to create the game, marketing it, you are doing something wrong. There are a million things to be done, but before you do any of them you have to learn a little bit about what marketing is, keeping these key concepts in mind for each and ever decision you make.<br />
<br />
 The big 4Ps of marketing that everyone should know are Product, Price, Place, and Promotion. In this article I will go over the 4Ps, which are the foundation of every marketing principal (just about).<br />
<br />
 <br />
<strong class='bbc'>Product</strong><br />
 In video games, product is probably the thing coders and developers think about most. It is a good thing, because in gaming, product IS the most important factor. I know, we all remember some really BAD products which had good marketing and turned out to make a bundle, but those are the exceptions, not the rules. It is far easier to market a good product than a bad one, and I doubt any indie developer has the assets to market a bad product. The two key words in product are WANT and NEED. You have to make sure you are giving customers both, and those two things are not always the same!<br />
<br />
 Product comes best into play, for the marketing side, in the design of a demo product. You have to make sure, first of all, that the product is compatible with as many PCs as possible. Then, you should make sure that your layout is easy to navigate and the game can be picked up and played without much (if any) reading of help files. You only have a limited amount of time to show your new client your game, you don't want to squander that time having them read help files. On the other hand, you don't want them to be confused by the game. The game controls and game play have to be easy to pick up, if they are not, use either an in-game tutorial or force them to read the help file! Remember: The customer WANTS to instantly play but NEEDS to learn the basic controls!<br />
<br />
 Now, what most people I talk to are concerned &#097;bout: What type of demo to use?<br />
<br />
 There are 3 basic demo types:<br />
<br />
 <strong class='bbc'>Time Limited</strong><br />
<em class='bbc'>Pro:</em> Gives the user a taste of what the full version is like.<br />
<em class='bbc'>Con:</em> It is very hard to time the demo to end where the person is hungry for more.<br />
<br />
 <strong class='bbc'>Feature Limited</strong><br />
<em class='bbc'>Pro:</em> Easy to dangle the additional features right in front of the user.<br />
<em class='bbc'>Con:</em> Some people may not buy because they didn't experience a feature they wanted, or didn't know a feature was there that should have been dangled better<br />
<br />
 <strong class='bbc'>Episodic</strong><br />
<em class='bbc'>Pro:</em> Easy to end the plot or game at a cliff-hanger. Often times these generate positive word of mouth, since you are basically giving away 1/3 of your game (if it's a 3 episode game).<br />
<em class='bbc'>Con:</em> Could give too much of your game away. People may be content playing only your demo and never upgrading.<br />
<br />
 There is no right answer when it comes down to it. Every demo type has been used successfully by some people. The key to designing a good demo is that the demo ends right when the person is really getting into it. I like to use this motto: Give the customers all that they need and a taste of what they want and then leave them hanging.<br />
<br />
 <br />
<strong class='bbc'>Price</strong><br />
 Possibly the most complicated process in any industry. Price is a huge factor in the success of your product. There are a few key concepts and key variables, each will be different for each varied product. In a recent talk I had with CEO of Save-A-Lot food stores, Bill Moran told me to key in on the term "Shocking Value." Value and Price are two different concepts. You have to deliver your product so that its value is greater than its price, otherwise people won't buy it. In this article I am going to touch on four different concepts. There are MANY more concepts of price, but these are some of the biggest.<br />
<br />
 Prestige Pricing is a term that basically says, "A more expensive product IS a higher quality product." 9 out of 10 people will tell you, when faced with two identical products; the one with the higher price tag is the higher quality product. Prestige price refers to this effect; a 20 dollar game is a better game than a 10 dollar game.<br />
<br />
 Or is it? Penetration pricing is the price strategy that says a lower price will generate more volume. More volume means more market share. More market share means more future sales. A 10 dollar game generates more sales than a 20 dollar game, but maybe not more profit. Penetration is best used with a product that has strong viral capacity. Viral Marketing will be covered in a later article.<br />
<br />
 Factor #3 is the hardest dollar concept. In online sales it is common that anyone willing to spend 1 dollar on your game would be willing to spend 10 (or maybe even 20!). This is a demonstration of a slight backwards bending demand curve. If you sold 100 units at 10 dollars, you may only sell 90 units at 1 dollar! Prestige pricing and the hardest dollar (which is the FIRST dollar) combine to not only cut your profits down but your sales as well. Do not price your products too low.<br />
<br />
 Finally is the concept of terms of sale, most likely seen in the use of discounts. A sale on your prestige price good may relay the benefit of the prestige price numbers and the volume of the lower price tag. The generation of spontaneous sales is what to look for in the use of this.<br />
<br />
 Two down, two to go! Keep reading!<br />
<br />
 <br />
<strong class='bbc'>Place</strong><br />
 Luckily for all of you there are not too many place decisions to make in games. Download, CD, Retail or Online Publisher… that covers all the main ones you will encounter. Place is the distribution and where people get the product to try or buy it. Each place decision has its own benefits, but lo, most are not mutually exclusive!<br />
<br />
 Download is the most common for indie developers. You can get software and do it yourself (<a href='http://www.accusolve.biz/' class='bbc_url' title='External link' rel='nofollow external'>www.accusolve.biz</a>) or you can hire a company to do it for you.<br />
<br />
 CD can also be offered, it can be done for free via <a href='http://www.swiftcd.com/' class='bbc_url' title='External link' rel='nofollow external'>www.swiftcd.com</a>, but they overcharge you a lot and you either have to eat that cost or pass it on to the consumer. A CD can hold a lot more data and is best used for "special editions" in addition to a downloadable platform. If you expect enough volume I would get a professional company to create your CDs, not only will it cost your consumers less, but you will make more off it.<br />
<br />
 Retail is the most expensive and most difficult. You will NEED a publisher if you want to get into a retail store. In general, putting a retail title on a shelf runs anywhere between 100,000 and 200,000 dollars or more. That is just to get your title on a shelf!<br />
<br />
 Finally, a more recent innovation is Online Publishers, such as Real Arcade and BigFish games. These take a little less money than retail publishers do, you can expect to get 20% of each sale. They make up for their crappy payment in volume, the only down side, you don't get to tell your players who your company is! That means most of the customers you get from them won't be your customers at all. This dilemma will be discussed in a future article as well.<br />
<br />
 <br />
<strong class='bbc'>Promotion</strong><br />
 Last but not least, promotion. Ask 10 people on the street what a marketing person does and all 10 will probably tell you that this is what they do. The above 3 are also what we do, but it's not what people think about. Promotion is the combination of advertising, publicity, and buzz (a subset of publicity).<br />
<br />
 Buzz is the hardest to create and the hardest to control. Most firms actually avoid trying to make buzz because of the havoc it can cause. Buzz items are typically fads, and the problem most frequently it creates is demand exceeding capacity. In the download world it is not as big a deal, thankfully.<br />
<br />
 Publicity is 'free' advertising. Reviews, Interviews, and Previews are the most common forms of this. Also included are press releases, screenshots, and link exchanges. The downside of publicity is usually it takes a lot of time and work to get. Remember, if you build it they will NOT come. Reviewers will not bang down your door, and you have to do more than just submit your game to some unknown E-mail address.<br />
<br />
 Advertising is a much easier creature; it's also much more expensive. To correctly advertise you must know your target market and your conversion rate. Conversion rates are how many sales you get for 100 download. Ads must be targeted. Target refers to what group is most likely to buy your game. Lately there has been a lot of emphasis on Google Adwords from sites, and google is a good advertising source, but part of me thinks it's a copout from doing research and finding better deals. Both Advertising and Promotion will get its own article (or two) in future articles.<br />
<br />
 Well, you made it through the first day of Marketing 101. Please exit the theater on your right.<br />
<br />
 <br />
<strong class='bbc'>About the Author</strong><br />
 Joseph Lieberman is the founder and owner of <a href='http://vgsmart.com' class='bbc_url' title='External link' rel='nofollow external'>vgsmart.com</a>. To receive more helpful tips via e-mail, sign up for our newsletter at <a href='http://www.vgsmart.com' class='bbc_url' title='External link' rel='nofollow external'>www.vgsmart.com</a>.<br />
<br />
]]></description>
		<pubDate>Sat, 03 Jul 2004 18:02:49 +0000</pubDate>
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