Re: [GD-General] Pyrogon Postmortem
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From: Colin F. <cp...@ea...> - 2004-04-29 05:07:50
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2004 April 28th Wednesday The circumstances you describe in your Pyrogon article seem very familiar to me, Brian. It's sad that publishers and gatekeepers interfere with the success of an independent developer. Why can't a person or small company with a great idea and the capacity to successfully implement the idea enjoy the rewards of original thinking and hard work? I know that greedy publishers accounted for only part of the cash flow problem for Pyrogon, but I think this issue is very significant. The fact is that if independent developers received a much higher percentage of income from selling their products, such developers would have the opportunity to develop future products. As it is now, independent developers do not have the ability to survive based on the proven market success of their own products -- which is an insane condition. The high percentages demanded by gateways (web sites, BREW decks, game console publishers, store shelves), often 50% or higher of gross income, makes it nearly impossible for independent developers to sustain themselves, and, as a consequence, leads to a glut of mediocre, unimaginative products, and corresponding impoverished developers. What a crazy situation: A developer needs to make a deal with a party that controls access to consumers. All the gatekeeper does is block developers from an otherwise free market, and for this the gatekeeper is rewarded with most of the income! Many things determine the financial reward that comes from being an independent game developer, including the merits of the product concept and the quality of the implementation of the concept. When gatekeepers with their high profit demands AND their often capricious requirements (extensive product certification, content restrictions, requiring branding/licensed characters/franchises, etc) are involved, the success of the developer has little to do with actual product value or market demand. I am currently in a situation that might very well end in total loss, for no good reason. I spent four months developing an original game for the BREW platform. I thought that Qualcomm testing was the only thing that stood between me and making my product available to Verizon customers. Furthermore, I was convinced, despite being a "no-name" and giving Verizon 40% and Qualcomm 20%, that I could become rich, based on the merits of my product and the lack of credible competition. Well, Verizon artificially limits the total number of accessible products to what one can see on their "deck" -- "to avoid overwhelming the consumer with choices". This is like having limited "shelf space", but such a concept does not make sense in a virtual store! I wrote an e-mail to Verizon saying I'd be glad to help them implement a link to a page that allowed consumers to enter an arbitrary product ID, permitting an essentially infinite selection of BREW products, just like DoCoMo does in Japan with their huge catalogs of stuff. All I want to do is compete in a market. I'll pay Verizon and Qualcomm their "tribute", but I want customers to have access to my product. I can promote it myself. I can give people the product ID just like movie posters, television ads, newspaper ads, etc, feature web addresses for films, companies, and products. If Verizon doesn't allow my product on their "deck", and if they don't expand their "deck" system in the simple way I proposed, then I will have TOTALLY WASTED hundreds of hours. After reviewing my product, one of Verizon's suggestions to have a better shot at getting on their "deck" was to get my product branded by a large corporation. I am pursuing this now, but in the event that I actually succeed, this is just more profit loss for me. (Still, this scenario would be a miracle; it's sad that I'm even thinking in this desperate way. I just don't want my work to actually be worth zero at this point, so even being totally exploited seems like a blessing. Ugh!) I mention my own story just to reinforce the idea that gatekeepers, especially those who make it very difficult to link developers with eager consumers, hurt and discourage independent developers, and, on a larger scale, reduces the profit for all parties in the entire industry. Yes, I think that there is a point when demanding too much of a toll when linking consumers to products actually hurts the gatekeeper's bottom line in a big way. What a nightmare it is to develop an original product. I never would have started if the first page of the $49.95 book "Wireless Game Development in C/C++ with BREW" said: "Don't buy this book unless you already have a contract to develop a game based on licensed characters or a major franchise, and your employer has published several games with Verizon already." In fact, that should be the TITLE of the book. Instead, Qualcomm's easy download of their BREW SDK, and the fun, enticing nature of this book, lures people in to the trap of believing that they can actually succeed at something. I couldn't believe my eyes when I read the article in the April, 2004, Game Developer Magazine, "The Wireless Gold Rush", when it was pointed out that while DoCoMo offered thousands of games (even printing listings in catalogs), Verizon was seeking to reduce the size of their "deck" from 300 games down to around 100. Okay, so Verizon wants to reduce the clutter of their product menu tree; that's fine. But why limit the selection to what the user can easily navigate with the phone-web interface? Okay, so Verizon wants BREW to be synonymous with "awesome quality" and "hit titles". All I'm asking is for an alternate link to select arbitrary products for educated consumers with a different set of priorities. Britney Spears, The Incredible Hulk, 50 Cent, Paris Hilton, Will Hung, American Idol, Survivor, MTV, etc, don't need to endorse every product to make it viable. (For a certain demographic such endorsements would be a big plus, but sooner or later people seek qualities beyond the brands.) I'm sure there are thousands of stories about developers being run in to the ground, and the thing that upsets me most is the fact that moderate concessions on the part of gatekeepers would have been just what was needed to sustain independent developers and ultimately help everyone in the industry. Anyhow, I wish you the best of luck on your future projects, Brian. It seems like the PC is the only real free market, especially thanks to the free(*) distribution channel of the Internet, but piracy is terrible (unless your target demographic is typically marked by honor and disposable income). (*...By "free" I mean that one does not beg a gatekeeper to make the product available to consumers, and there is no percentage of profits demanded for the privilege of access to consumers. Sure, there's credit card overhead, and bandwidth cost, but somehow such expenses seem insignificant relative to dealing with any gatekeeper/publisher.) --- Colin cp...@ea... ----- Original Message ----- From: "Brian Hook" <ho...@py...> To: <gam...@li...> Sent: Friday, April 23, 2004 5:38 PM Subject: [GD-General] Pyrogon Postmortem For those curious or interested, I did a little postmortem on Pyrogon: http://www.bookofhook.com/Article/GameDevelopment/APyrogonPostmortem.html |