Editorial: Are Publishers A Necessary Evil?
October 22, 2009 12:00 AM | Simon Carless
[In an editorial originally published in Game Developer magazine magazine's October 2009 issue, editor-in-chief Brandon Sheffield considers whether the "evil" part of "necessary evil" really applies to game publishers, specifically discussing U.S.-based publishing processes.]
Publishers. Are they a necessary evil? Developers seem to portray them that way at times, and even the "necessary" part goes away in the indie and online spheres, where a developer can self-release. But evil? I'm not sure.
It's often been said that publishers are only out to make a buck, and the larger they get, the more that can be true. Take, for instance, this quote from an interview I did with Sierra stalwart Mark Hood about his time at Vivendi in the early 2000s:
"It basically became sitting down on a panel with eight people, probably three of whom were from the game industry, and the other five were either from a cosmetics company or hair color or water and power company, and they would be approving our games. It was like the same questions would come up every time. 'Well, how is this like Diablo? Tell me how this is like Diablo.' 'Well, it's not like Diablo. It's not at all like Diablo. It's completely different.' 'Oh, well, no. You need to give us a game like Diablo.'"
The situation has hopefully changed since the Activision merger, but in that scenario, the game is seen in terms of numbers. How much will this make us? The larger a company, the more likely it is that your executives will think this way, whether they came from another game company, or a restaurant chain.
Bury Me With My Money
Someone has to think about the money, and I'm sure you don't want it to be you, who would rather just get on making a good game. The trouble comes when the money and the creativity appear to be at odds. I'm optimistic, and feel there are ways that the money issues and creativity can fall in line to create something excellent that also makes its money. Somebody greenlit Halo, and Call of Duty, and Resident Evil 4's three restarts.
Developers and publishers often have a curious relationship. The best analogy I can think of is that of parent and child. The publisher or parent thinks it knows best, because it's been there before (shipped more games), and because "it's my money, so you'll live by my rules."
The developer or child is rebellious, and thinks it has all the answers. In many ways, it does know more than the parent, and is closer to what's innovative, but maybe hasn't figured out how to hone that energy yet. I could take this analogy further, with talk of advice, feedback loops, and misunderstandings, but ultimately, publishers have the money and the marketing, while developers have the creative spirit and know-how.
Because I Said So
What makes a good publisher then? It seems to vary based on your market. In the case of the iPhone, I've heard developers say that having a publisher is largely useful for marketing. Some might say they take a good game and promote it. Others might say they take a game that would've sold anyway, and exploit it. It all depends on how your deal went, I suppose.
For MMOs, a publisher is most likely to be the one serving your game, taking care of customer service to some extent, and performing marketing. In general, a third-party publisher isn't going to do much to your game aside from localize it.
It gets more complicated in the console arena, of course, and that's where the back-and-forth parental relationship can come into play. Ultimately, a publisher is only as good as its employees. Some of external producers at the publisher can actually really help focus your work. In a recent Game Developer postmortem, Sucker Punch mentions that marketing helped the studio trim the fat.
Publishers sometimes do know where the money is, and money allows you to make more games. What's unfortunate is when they can't see past GTA and Guitar Hero to see an actual new idea, forgetting that GTA and Guitar Hero were, at one time, new ideas, or at least clever new amalgams of old ones.
I do think publishers can definitely help make a game better. On top of marketing and feedback, publishers often also offer external QA, take care of any legal issues that may come up, and pay the bills. But that's only if they're willing to take a little risk, and actually trust the developers they're working with. Incidentally, since both companies should really be doing some proper due diligence on each other, trusting each other shouldn't be part of the "risk" bit.
IP Freely
As a developer, your job becomes knowing how to give publishers what they want (more guns!), while also making the game you want (time travel!). As publishers, the risk assessment work should mostly be done at the top end. After that, there needs to be a lot of monitoring -- after all they should get the game they pay for -- but also a lot of trust.
If you're trying to make a risky game with new ideas, it's best to wrap the concepts in the familiar. Making new IP is always going to be a battle. But if you stay strong, and both parties really listen to each other, it can be a battle that winds up getting you a better-playing and better-selling game.
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9 Comments
There are iPhone publishers? What do they do, press the upload button for you, then collect 10% of gross?
Also: I like the completely unqualified inclusion of Halo in the list of good games. Halo multiplayer was a good game, for a console FPS. When it was ported to the PC, well. It didn't compare well.
And, of course, the single player campaign for any of the Halos was a half-baked, incoherent mess. Awful signposting, shamelessly repeated content, two or three enemy types at a time, eyegougingly awful plot, etc.
bbot | October 22, 2009 11:10 AM
@bbot
Those are your opinions dude, try not to confuse them with fact. There are a lot of people out there who throroughly enjoyed all the aspects of Halo, and I'm one of them.
You are of course entitled to criticse Halo in any way you wish but do try and remember that not everyone is going to agree.
petey | October 23, 2009 3:15 AM
No, they're plenty evil.
I, personally, love you writing down your hopes that the Activision merger is somehow a sign of better things to come. If anyone cares to remember, among the first moves following the merger was to sift through the games and cast off anything that wasn't "franchise-friendly". Amongst the games that got the axe was the already almost-done Brutal Legend. Of course, once Schafer had gotten picked up by EA, and almost got to his release date, Activision exactly do an about-face on the subject; rather, they sued EA to prevent the publishing of the game because they felt they still had the rights to it. That, my friend, is an evil move. It is a move not even motivated by a desire for profit, but a desire to prevent the profits of others. I'm aware of the legal aspects of the suit, but that hardly made it a move motivated by anything other than undiluted dick behavior.
Of course sometimes the publisher is still helpful. Just because the evil Visier is scheming to take over Persia and rule with an iron fist doesn't mean in his spare time he can't also dispense good advice. That would, in fact, make him something of a... necessary evil? The desire to make a profit is all the publisher is often motivated by, unless the initial investment is low. The fact is that while most games can be made more marketable by publishers(not always, I can certainly remember a few debacles over the years), you'll have noticed the sheer volume of power-armor space marine alien slimebeast mutilationfests that we've gotten in the last few years, and how they've gone up with the success of Halo. This is indicative of the fact that no publisher is especially wracked with desire to push the envelope, and will often settle for complete accessibility and graphical competence in exchange for decent storytelling or good voice acting.
Which all ties nicely in with my next reply:
@petey
Yes, a lot of people like Halo. I actually know many who do, mostly for it's online component. Many people like fast food, too, but that doesn't make it good food. Halo is the plot equivalent of fast food: nothing original, or well made even, but accessible enough to consume if you're feeling hungry and often best enjoyed with a friend(the people who need to enjoy their Whopper alone are sad, scary people). Halo's single-player campaign was actually fairly forgettable for more than a few people. Granted that this is anecdotal evidence, but most people I've spoken to don't remember the storyline really, which isn't exactly the mark of a great storyline. Not to say that there aren't people out there who don't praise Halo at every turn. It's just, more often than not, just by asking you'll find the tissue-thin storyline left little impact on most minds.
Handsome B. Wonderful | October 23, 2009 5:57 AM
Wow, Handsome B. Wonderful...
I think that's the politest form I've ever seen where someone basically said "You're entitled to your opinion, but your opinion is sh*t."
I'm adding that to my list of quotes so I can use it in the future myself...
A-Ron | October 23, 2009 6:48 AM
The article was a good read. I do agree with Handsome B. Wonderful, though. There's a lot of crappy stuff going on out there. From a financial standpoint, I suppose you can't blame them. Games cost loads more to make now than they ever have.
Of course, that's another Halo issue. It really kicked off the blockbuster gaming trend, didn't it?
I think one of the biggest problems with this whole issue (a high cost industry that is innovation-phobic) is a lack of community conviction. Sure, it's not hard to crack some space marine jokes or talk about brown palettes and bloom, but when the topic of "What's wrong with the industry" comes up, many of us pull in separate and completely nonsensical directions.
Sure, publishers go a long way towards stifling original content. But I don't think most gamers are really doing as much as they could about the situation.
P.F. | October 23, 2009 9:11 AM
@A-Ron
Well, OK, perhaps I could've toned it down a bit(or perhaps a lot), but really: what about the Halo storyline was groundbreaking, or even noteworthy? It doesn't make it a bad game, just a bland game. I might've been spoiled by a healthy diet of really great FPSs on my PC, and from a console gamer's perspective Halo at least ignited a revolution for other FPSs to start cropping up.
Halo is a game that relies on its accessibility and its ability to connect others easily, which isn't a bad thing. Quake III arena and the UT series did the same thing, and were hardly anything to scoff at. It's just not the paragon of video gaming perfection a lot of people seem to confuse it for. Yes, that's opinion, not fact, but the same people who languish it with slobbering mouthfuls of praise are the often same people who don't remember the storyline or most of the character names beyond Master Chief. You can call your game good for what it is, there's no shame in it, but when you start praising it from every angle it demands at least a few qualifying statements.
Handsome B. Wonderful | October 23, 2009 10:53 AM
Why is there a Mark Summers related link near the end there?
Rembrandt Q. Einstein | October 23, 2009 2:08 PM
Comment #1:
Unfortunately, the way the development market is currently structured, publishers are a "necessary" evil, as Mr. Careless' article states. The simple fact is this: most developers simply lack the financial or advertising might of a powerhouse publisher. Not to mention dealing with legal process issues. Now, of course, there are so-called "indie" developers out there that self-publish, but can you name one that has made a huge, cross-platform, indelible game (besides that great iPhone app you were linked on last week)?
Don't get me wrong, publishers have done--and will do--nasty things. The problem comes when the parties' goals lay opposite one another: If the publisher is *only* concerned about investment return, and the developer is *only* concerned about originality (for example), then both goals lie at opposite ends of the development spectrum. However, when both groups are willing to compromise (Egads!), hits are made, like Halo. Which brings me to...
Comment #2:
Halo is an immensely-popular game, there can be no denying this fact. Many, including myself, enjoy the storyline. I *readily* admit that the game storyline wasn't the strongest out there, but it served its purpose. However, it was (and still is) extremely accessible--combining the warrior-hero of mythology with future-tech battle modes. Read the novels (at least, the Eric Nylund ones), they give a better sense of the "bigger picture."
Calis Vox | October 24, 2009 10:38 AM
1 word: Spore.
Adrian | July 27, 2010 8:15 AM