May 17th, 2012 by adam

Something like 90% of game developers NEVER get a royalty for their games, and almost as many never get a bonus.

But for the handful that work on titles where the studio negotiated a good deal (modulo the Publisher’s legal team using legal chicanery to make all royalties work out at “$0″) … it’s interesting to see what they get.

So, for Call of Duty, we have: Infinity Ward’s 2003 royalty deal with Activision.

NOTE: that doc *does not include* bonuses; it mentions them a few times, and says they’re taken out “before” the royalties. One of the publisher tricks is to award 100% of the profit to their own executives as “bonuses” – so that the external developer gets a royalties based off $0. You’d really want to see the bonuses doc too to check what the value of these royalties is…

Anyway, that aside, some headline points:

  • no upside limit (royalties aren’t “capped” – a sneaky practice I’ve seen publishers use before. A dev studio should NEVER accept a cap!)
  • NEW game series / IP created by the developer: developer gets 10% of net income (profit)
  • Sequels to the developer’s NEW games, or NEW games that re-use the developer’s game-engine, and NOT made by the developer: developer gets 2% of net income (profit)
  • Sequels made to the developer’s EXISTING games by the developer: developer gets 10-15% of net income (profit)
  • Sequels made to the developer’s EXISTING games and NOT made by the developer: developer gets 4% of net income (profit)
March 19th, 2012 by adam

TheChaosEngine – private forums hangout for games-industry professionals. There’s an epic thread on there where people post projects they / their team / their employer has published on iPhone. It’s currently 40 pages long, so I went through and pulled out the links to the iTunes pages for each game.

NB: these run the gamut from “my first iPhone app” to “large-team of developers working for multinational publisher”. Quality here will vary hugely – YMMV!

Also, interesting to note … these are listed in order of posting to the forums, so … as you go down the list, you’re seeing an evolution over time of personal/indie (and occasionally “big team / AAA”) games on the app store.

TCE games, in first-launched order (earliest first)

  1. http://toucharcade.com/2008/12/12/ivory-tiles-a-unique-iphone-puzzle-game/
  2. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=298060143&mt=8
  3. http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=289208006&mt=8
  4. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=303057162&mt=8
  5. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=305889055&mt=8&s=143441
  6. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=307740243&mt=8
  7. http://zenbound.com/itunes
  8. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=307117698&mt=8
  9. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=311115651&mt=8
  10. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=318996099&mt=8&s=143441
  11. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=317781445&mt=8
  12. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=321510472&mt=8
  13. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=323694495&mt=8
  14. http://bit.ly/ifistchaosengine
  15. http://appshopper.com/utilities/isundial-2
  16. http://bit.ly/qqq_iphone
  17. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=333962577&mt=8
  18. http://itunes.com/app/Coretex
  19. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=334682266&mt=8
  20. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=334683021&mt=8
  21. http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=335955369&mt=8
  22. http://tinyurl.com/yc9bpr5
  23. http://itunes.apple.com/us/app/revz/id352513901?mt=8
  24. http://itunes.apple.com/gb/app/fm-2010/id352933624?mt=8
  25. http://itunes.apple.com/gb/app/koan/id366816832?mt=8
  26. http://itunes.apple.com/us/app/tiki-towers/id298127125?mt=8
  27. http://ultrablast.net/
  28. http://bit.ly/aurifi_itunes
  29. http://itunes.apple.com/gb/app/denki-blocks/id371685186?mt=8
  30. http://bit.ly/yatr_iphone
  31. http://bit.ly/qqq_worldfoot
  32. http://itunes.apple.com/au/app/gamebook-adventures-2-the/id375065935?mt=8
  33. http://itunes.apple.com/app/id356565414?mt=8
  34. http://itunes.apple.com/app/reckless-racing/id386234787?mt=8
  35. http://itunes.apple.com/gb/app/tiltstorm/id392545121?mt=8
  36. http://itunes.apple.com/us/app/awakening-the-dreamless-castle/id386161821?mt=8
  37. http://itunes.apple.com/au/app/gamebook-adventures-1-an-assassin/id352871101?mt=8
  38. http://itunes.apple.com/au/app/gamebook-adventures-4-revenant/id395652668?mt=8
  39. http://itunes.apple.com/gb/app/cricket-captain-2010/id406333955?mt=8
  40. http://itunes.apple.com/us/app/pocket-frogs/id386644958?mt=8&partnerId=30&siteID=0JkCNyaaKoo
  41. http://itunes.apple.com/us/app/sky-burger/id311972587?mt=8&partnerId=30&siteID=0JkCNyaaKoo
  42. http://itunes.apple.com/us/app/scoops-ice-cream-fun-for-everyone/id291591378?mt=8&partnerId=30&siteID=0JkCNyaaKoo
  43. http://itunes.apple.com/us/app/dizzypad-frog-jump-fun/id357104694?mt=8&partnerId=30&siteID=0JkCNyaaKoo
  44. http://itunes.apple.com/us/app/textropolis/id301643671?mt=8&partnerId=30&siteID=0JkCNyaaKoo
  45. http://itunes.apple.com/gb/app/kamicrazy/id299644692?mt=8
  46. http://itunes.apple.com/us/app/bubble-dreams/id400309976?mt=8&ls=1
  47. http://itunes.apple.com/au/app/gamebook-adventures-5-catacombs/id422246290?mt=8
  48. http://itunes.apple.com/gb/app/family-games/id417601428?mt=8
  49. http://itunes.apple.com/gb/app/moving-day/id395714931?mt=8&ign-mpt=uo%3D4
  50. http://itunes.apple.com/gb/app/to-fu-the-trials-of-chi/id436987555?mt=8
  51. http://itunes.apple.com/gb/app/bashi-blocks/id441051678?mt=8
  52. http://itunes.apple.com/gb/app/magnetic-billiards-blueprint/id432152950?mt=8
  53. http://itunes.apple.com/au/app/specky-mark-of-the-year/id458244379?mt=8
  54. http://itunes.apple.com/gb/app/quarrel-deluxe/id453203047?mt=8
  55. http://itunes.apple.com/us/app/death-at-fairing-point-a-dana/id445507820?mt=8
  56. http://itunes.apple.com/us/app/lap-uranus/id447548601?ls=1&mt=8
  57. http://itunes.apple.com/app/cutesy-the-quest-unicorn/id463920538?mt=8
  58. http://itunes.apple.com/app/funpark-friends/id444438531?mt=8
  59. http://itunes.apple.com/gb/app/myragdoll-3d/id444210353?mt=8
  60. http://itunes.apple.com/gb/app/puzzler-world-2/id465620717?mt=8
  61. http://itunes.apple.com/app/shark-jug/id473563382
  62. http://itunes.apple.com/au/app/mini-motor-racing/id426860241?mt=8
  63. http://itunes.apple.com/gb/app/grabatron/id481309065?mt=8
  64. http://itunes.apple.com/us/app/leapin-frogs/id487318065?mt=8
  65. http://itunes.com/apps/gravityrocks
  66. http://itunes.apple.com/app/puzzle-bonsai/id491318778?mt=8
  67. http://bit.ly/lighthousegame
  68. http://itunes.apple.com/us/app/my-coin-match/id472717295?mt=8
  69. http://itunes.apple.com/gb/app/froad/id469021974?mt=8
  70. http://j.mp/EufloriaHD
  71. http://itunes.apple.com/us/app/end-night-hd/id498102948?ls=1&mt=8
  72. http://smallgreenhill.com/ballonawall/index.php
  73. http://itunes.apple.com/us/app/rune-raiders/id497702195?mt=8

Non-chronological

These posters didn’t provide a real iTunes link – I had to hunt it down on their websites – so they’re out of order:

  1. http://itunes.apple.com/us/app/ax-raven-elite/id331999733?mt=8
  2. http://itunes.apple.com/us/app/red-card-rampage/id388957922?mt=8
  3. http://itunes.apple.com/us/app/wordsnap-contraption/id412453514?mt=8&ls=1
  4. http://bit.ly/zSf5vc
January 30th, 2012 by adam

http://www.gamepitches.com/ (just discovered this, via TCE):

The repository for video game pitches and design documents

This site serves to be a free resource to game designers offering them the web’s largest single collection of game design documents and game pitches.

It says “resource got game designers”, but … pitch documents are hugely valuable to anyone working on the business/funding side too. (there are two aspects to the site – design docs, and pitch docs).

There’s some good stuff on there – from the GTA design doc to Spider’s original concept doc. Note to fledgling designers: they’re impressively brief and succinct!

…and if you work for a studio or publisher, perhaps you could ask about getting some of your company’s old pitch/design docs put up online?

August 25th, 2011 by adam

…or at least tries to, when Chris Lewis comes out with quotes like this:

“you can be very confident we seek to maximise our own advantage to ensure the playing field is even, and certainly plays to our advantage”

Wait, what? An “even playing field” is one which “plays to [Microsoft's] advantage” ? Hmm. Talk about a crushing sense of self-entitlement…

“we just want what our consumers want from us.

If [developers don't give us free stuff which we don't pay for], Microsoft reserves the right to not allow the content to be released on Xbox 360″

Wait, what? Are you saying that what “our consumers want” is to be prevented from playing the games they want to play (“Microsoft … not allow the content to be released”)?

I’ve seen a lot of bullsh*t over the years from weak-willed Marketing department employees who feel that “not saying a bad word about their boss’s / employer’s incompetence and greed” is the right way to do a job, but … this is especially bad.

I think Chris needs a bit more practice at the technique of:

“say what the person you’re trying to brown-nose wants you to say, no matter how much it makes you look like a pathetic, stupid, snivelling idiot”

June 5th, 2011 by adam

There were a few games that came up in the 10 games you should have played session at GameCamp which I’d never heard of / played. One of these was SpaceChem – sounded interesting (the 5-second description was something like “great game which teaches you how to do real Chemistry”).

Someone else mentioned this game to me today, in passing, which reminded me to go check it out. I went to the website, looks vaguely interesting (although the site design is very ugly – normally a big FAIL in web-marketing – I’m happy to ignore that since I’m after a *game* here).

The only info I’m allowed to see about the game – no screenshots etc – is an embedded Flash video that’s taking ages to download, so long in fact that I gave up.

So I try to get the demo instead.

“requires mono”

Oh, FFS. Forget it. No, I’m not going to download 500MB (or however much it is these days) and endure extra debugging, manual configuration, etc just to install your game.

If this is a commercial operation (and it is, judging by their huge “buy now for $15″ text), then it’s a waste of time to release a Mac version that’s any more complicated than “drag one icon to install”.

The Apple Mac Store is *live*, people! It’s even less hassle to buy things there (the “drag icon” bit is done for you automatically).

More generally, if you’re going to release games, don’t tie yourself to a 3rd-party platform that requires a large download and isn’t pre-installed by default on desktops.

May 30th, 2011 by adam

If you’re an MMO designer, and you *still* don’t grok the griefer-mindset, or you somehow hope/believe that “one day, there will be no griefers”, then maybe this RPS interview with the always-fun-to-watch Goonswarm will help you:

MT: We are griefers. If nothing is going to happen then we’re going to try to find something that screams and bleeds and poke at it.

RPS: Griefing is something goons are known for doing, but now I’m talking to you it’s not something I can imagine you personally doing.

MT: Technically speaking, by running a spy network I am griefing.

RPS: But would you go out and aggravate other players for the Hell of it if you were a lower ranking member of Goonswarm?

MT: Well, most lower ranked Goons make their money by doing that. Scamming people is a very quick way of making money in Eve. Rather than making an honest buck, you take that buck from somebody else.

and, much further down, maybe this will help you see how griefers often serve just as positive and valuable a role as all your “preferred” player-types:

RPS: For my money, Eve might be the most fascinating game in existence today. But that doesn’t stop it from being interminably boring as well.

MT: Right. I mean most Eve players are stuck in high security space mining, and a lot of the core PvE in Eve has you sitting there are watching three grey bars slowly turn red.

Goonfleet is a socialist alliance. We give people ships so that rather than being forced to rat [fight low-powered AI NPCs] they can take part in PvP, we teach them how to scam so that they don’t have to mine, we teach them how to make ISK most effectively, we give them a lot of ISK and we reimburse their losses. This way they can focus on the fun aspects of the game, like griefing and warfare, so they’re not forced to endure derp-derp-ing around high sec.

If they play your game, you should be glad; if they grief, you should be asking yourself why – and if you’re a commercial operation, you should probably be asking:

“are they fixing a problem for us?

can we afford to leave them to it, part of our unpaid workforce?

and:

is it worth our time trying to fix the problem itself, or should we accept their help and move on down our never-ending list of pending fixes?”

May 29th, 2011 by adam

This list is WRONG (and it’s on the Internet)

…and here’s your chance to challenge it.

This was written in a frantic half-hour with 30-odd people with many different ideas and suggestions. My role was to shepherd the opinions towards a concrete list of 10. There *was* a specific agenda/aim I had in mind – but I didn’t tell people that up-front, I wanted to let them go in whatever direction they wanted.

Now it’s done, I’m reaching out to everyone who cares about this stuff, and saying:

Come up with your own rules for a top-10, define it clearly, and share your list.

Blog it, link it back here, and we’ll see what people come up with. I’m expecting a lot of variation on the inclusion-criteria for a top-10, and (hopefully) as much variation on the games people choose / reject.

Other people’s top-10′s

The original top-10

May 2011 – GameCamp 4

A few weeks ago, London was host to the fourth GameCamp – a 1-day unConference devoted to games, game-design, and game-playing.

I wanted to give a talk, because that’s half the fun of an UnConference. I wanted to do something fun, interesting, and above-all *new*. What’s the point of giving a talk you could have given at a “normal” conference?

My Plan

I vaguely remembered that Darius had once run a session on “Indie games that haven’t had the attention they deserve” (or something like that), where he’d cherry-picked some great fun games that were relatively unknown in mainstream circles, and gave them a free boost of attention.

I didn’t feel confident to do that myself,but I knew there were plenty of people at GC4 who were much deeper into the fringe of games and game-design, and no doubt *they* knew what was out there, and had played it all.

So, one quick scribble later:

“10 Games you Should have played (but probably haven’t)”

Reality

I was afraid I’d get an audience turn up and expect me to do all the work, where I needed them brainstorming and providing the ideas themselves. I could see it easily being shaped by the (lack of) variety of the first few suggestions, so I set out to come up with a wide range to kick off.

With a full TEN MINUTES before the start, I roamed the hallways, looking for victims. I spotted a few familiar faces, game designers and writers I could corral, and asked them for a quick 3 “games people should have played”.

First response I got, courtesy of Adrian Hon: “Paintball”. Ah. Thanks, Adrian. You just exposed the flaw in my title. I never mentioned the words “video” or “computer”, although I’d assumed them.

Other interesting titles I was given in the hallway included: Civilization (the computer game, via Adrian), Journey to the End of the Night (via Holly Gramazio, I think), Tetris Attack (ditto)…some good variety to kick us off.

Those 10 games in full

We had a packed room, approx 20-30 people. I won’t detail the process, but in our 30 minute slot we managed a long list, with some brief explanation of the more obscure games, and then we voted on which ones should go to top-10. Fortunately, there were 10-12 games that were CLEARLY a lot more popular than the rest.

Here’s the full list (illegible with crossings-out)

And here’s the top-10, with their respective (approximate – I was counting fast!) votes:

  1. Tetris [*]
  2. Portal [*]
  3. SimCity [*]
  4. The Secret of Monkey Island (either/both) [11]
  5. Hitch-Hiker’s Guide to the Galaxy (text adventure) [10]
  6. Mario Kart [10]
  7. Zelda (any/all) [10]
  8. Deus Ex [9]
  9. Day of the Tentacle [9]
  10. Populous [9]

[*] = so many I didn’t bother counting; more than 2/3 of the audience.

February 15th, 2011 by adam

I reckon this is just a case of indie developers (finally) starting to
understand the concept of “marketing” in a bit more depth than the 101
stuff.

With my PR hat on, this is great stuff: highly contentious (and
potentially dangerous) quotes – and yet, nowhere near as
career-damaging as declaring that a certain console is ****.

“Evil” is emotive, but just vague enough that you can get away with it in ways
that you can’t when you target billion-dollar brands. *ahem*.

I’d also add that – in true marketing style – this whole conversation
is about 6 months behind the curve. Which is about right for a
mass-market promotional piece – people at the coal face have moved on,
but Joe Public is still intrigued and yet to catch-up. Anyone who
still thinks Zynga is the company from “that SF Weekly article” is
living in dreamland. FB games moves much, much faster than that.

January 14th, 2011 by adam

Oh dear..

December 16th, 2010 by adam

Even if you own a Nintendo DS or a Sony PlayStationPortable, there’s a high chance you’re playing games on your phone instead:

“27.2% of consumers who indicate that they play games on their phones only (and not on the DS/PSP) actually own a DS or PSP, but do not actively use the device(s).”

Admittedly, it’s a terrible, amateurish statistic – it’s missing the REAL stats that we need to corroborate the concept – but the report is pay-for, so I can’t look that up.

Still, assuming the report isn’t woelfully misrepresented, it’s a seriously big proportion who own yet have given up on their Nintendos and Sonys. Now compare that with all the people who haven’t forked out the hundreds-of-dollars to buy one yet: how much harder is it going to be to grab them?

Snapshot: But… is it worth publishing on iPhone?

Are there enough consumers purchasing games on iPhone to make it worth it?

(NB: this is an ultra-quick analysis, based on the various stats and info I’ve read recently – if you want references you’ll have to pay someone, or google it all yourself)

As of Dec 2010, approx:

  1. 140m DS
  2. 60m PSP
  3. 120m iPhones
  4. …approx 20m-40m iPhones “owned by under 30s” (many competing guesses in this area)

Given that iPhone has two of the top 5 slots on children’s Xmas wishlists (once as iPhone, once as iPod Touch), I’d feel confident in saying that iPhone has already overtaken PSP’s installed userbase.

Of course, iPhone app price is approx 10 times less than PSP/DS game price. But … family spending tends to be fairly constant, developers get much higher revenue share on iPhone, and cross-promotion of your own games is spectacularly successful on iPhone.

So, assuming you develop more than one game, you should be getting the same or higher revenues on iPhone games. And yet the development costs are significantly lower than on DS/PSP.