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Ultimate Game Design : Building game worlds

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C H A P T E R 1 1<br />

studio is covered with many perils. The days of opening an independent studio to<br />

work on cutting-edge titles seems to be fading into history. Even those developers<br />

with long track records on many prior consoles are finding it challenging to build a<br />

strong bridge into the future.<br />

Publishers will only sign up titles with developers who have deep commercial<br />

track records. Based on the right connections to industry insiders and representatives,<br />

a really solid showing of your own proprietary <strong>game</strong> technology, and a<br />

top-notch team with solid title experience, you might get a low-paid shot at a lowpriority<br />

title, but even this is becoming harder to secure.<br />

Walking into a publisher as a startup developer with limited experience and saying,<br />

“Hey there, we’d like to make a <strong>game</strong> for ya!” will not get you very far. In fact, the<br />

walking-in part probably won’t even happen. It’s harsh for us <strong>game</strong> lovers, but<br />

publishers want to deal in a world of knowns. At the starting line, they already face<br />

too many unknowns for their liking. In short, they only want to risk development<br />

money on the knowns. Now, even a known can become an unknown very quickly in<br />

<strong>game</strong> development, but it will take the legacy of the known to get you close to a <strong>game</strong><br />

development deal. They want to “know” and “believe” that you can produce a hit<br />

<strong>game</strong> for them. How will they come to know or believe this? Probably, it will be<br />

because you’ve produced a hit <strong>game</strong> for someone else. Someone has to give you a<br />

chance at some point, or no one would ever get to make that first hit <strong>game</strong> that allowed<br />

them to get a shot at making another one, right? Well, sort of.<br />

If you think about it, the independent <strong>game</strong> studios that have been making waves<br />

recently are really just spin-offs from large publishers. This means that a team came<br />

together under a publisher’s roof, learned how to work well together, delivered a<br />

solid-selling <strong>game</strong> or two, and then decided to go independent so that they could<br />

build <strong>game</strong>s for more than just a single publisher (the publisher whose roof they first<br />

formed under).<br />

Another common pathway to building up an independent development house is to<br />

gather together a group of developers who might have worked on <strong>game</strong>s before as<br />

employees of several developers or developer/publishers and have recently banded<br />

together as a new development group. Often they must exercise their relationships<br />

with former publisher employers in order to gain work. This can work too.<br />

What this should be telling all of us is that if you want to start an independent development<br />

studio, you’re probably going to have to make your way into the industry<br />

first and gain some considerable experience before even trying. You can choose to go<br />

direct, get some seed money and some venture capital (good luck explaining the revenue<br />

model), but in today’s climate, this would be an extraordinarily difficult way to<br />

launch a development house.<br />

Does this mean that your dream of developing <strong>game</strong>s as an independent developer<br />

is shattered right here and now? Not even hardly. There are plenty of ways to go<br />

about moving toward your goals. You can participate in the Independent <strong>Game</strong>s<br />

275<br />

<strong>Game</strong> Development Career Choices

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