Chapter 7.2 Game Industry Roles and Economics. CS 44552 Video Game Industry Value Chain.
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Transcript of Chapter 7.2 Game Industry Roles and Economics. CS 44552 Video Game Industry Value Chain.
Chapter 7.2Game Industry Rolesand Economics
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Video Game IndustryValue Chain
Development
Motion-capture provider
Delivery mediamanufacturer
Developer
Publisher
Platform holder
(Sony, Microsoft,Nintendo)
Gamecode
Gamecode
Data
Game code(master disk)
Finishedgoods
Bug list
Art/animation providerData
Distributor or rep group PR firm & ad agency
Media (TV, magazines, Internet)
Game samples & marketing materials
Game info
Retailer (Wal-Mart, Target, Toys "R" Us, EB)
Finished goods
Consumer
Game info
Contract QA provider
Gamecode
Finished goods
Finished goods
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Game Developers
Can be independent, or subsidiaries of publishers
Many developers started on PC due to accessibility of tools– Console development requires proprietary
development kits and preexisting relationship with publisher
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Revenue from $50 Console Game
Amount Purpose Paid By Paid To
$3 Cost of goods Publisher Media manufacturer
$7 Publishing license royalty Publisher Platform holder
$13 Retailer profit Consumer Retailer
$3 Markdown reserve Publisher Retailer
$8 Development cost Publisher Developer
$10 Operating cost Publisher Internal(overhead, freight, co-op, bad debt)
$6 Marketing Publisher Ad agencies and media
Items in bold can be converted to profit through careful publisher cost management.
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Platform Holders
Revenue comes from:– Hardware sales– Licensing fees from compatible peripherals– First-party games– Licensing fees from third-party games– Licensing fees from development tools– Revenues from sales of proprietary delivery
media
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PCs are an Open Platform
Intersecting relationships among: – CPU manufacturers, application software providers, graphics chip
manufacturers, and box assemblers CPU (Intel, AMD) and graphics chip (NVIDIA, ATI)
manufacturers provide developer support and market their technology benefits directly to consumers
Application software providers (Microsoft, Silicon Graphics) give developers free tools to ensure compatibility
Box manufacturers (Dell, HP) may bundle hot software titles to add value to their sale
Low barrier to entry for developers, but high competition for shelf space
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Consoles are a Closed Platform
Console companies (Nintendo, Sony, Microsoft) control nearly every aspect of games on their platforms– Proprietary development hardware and software
– Permission to become a licensed publisher
– License to use console company trademarks in marketing materials
– May require permission to start a game
– Certification of a finished game
Investment in hardware must be offset by revenue from software (around $7/unit for third-party games)
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Summary
Entities in video game industry haven’t changed much in 30 years
However, flow of money (ergo, balance of power) has shifted greatly
Balance of power will shift again in 2005 – 2006 as next-generation console project costs skyrocket
Chapter 7.3The Publisher-Developer Relationship
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Developer / Publisher Divide
The Developer is responsible for:– Game conception– Prototype– Design– Technology– Development and implementation
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Developer / Publisher Divide
The Publisher is responsible for:– Commission– Funding– Promotion– Marketing– Distribution– Support
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The Pitching Process: Prototype
Key game prototype features:– Core gameplay mechanic– Key USP’s / points of difference– Game engine / technological proficiency– Artistic / styling guide– Demonstration of control / camera system– Example gameplay goals
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The Pitching Process: Pitch Presentation
Key pitch presentation content:– Concept overview & genre profile– Unique selling points
• What makes it stand out from its competitors
– Proposed technology & target platform/s– Team biographies & heritage– Outline marketing information, including potential
licensing opportunities
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The Pitching Process: Game Design
Focuses on intimate detail such as:– Storyline – Control dynamics – Camera system – Level progression– Game features and functionality– Score systems etc.
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The Pitching Process: Technical Design
Covers technical topics including:– Graphics engine– AI routines– Audio system– Online capability and requirements– Peripherals/controllers– Development asset management/backup
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The Pitching Process: Project Schedule & Budget
Schedule & budget must:– Be detailed and transparent – Allow for contingency scenarios– Have several sets of outcomes for different size
publishers– Be realistic
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Deal Dynamics: IP Rights
Intellectual Property Rights include:– Game name – Logos – Unique game mechanics & storyline– Unique characters, objects & settings– Game Source Code including artwork &
associated assets– Unique sounds and music
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Payment Negotiation:Overview
Current approximate development costs:– $4-5 million for AAA multi-platform– $2-3 million for AAA PlayStation 2 only– $1 million for A-quality single platform
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Payment Negotiation:Deal Structure
The developer must carefully balance the following parameters:– Clearly defined PR & marketing support– Cash advance against royalties– Milestone payments– Post-release royalty payments
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Payment Negotiation: Advance Payments
An advance royalty payment is usually the agreed royalty rate multiplied against a percentage of the total unit guarantee
Advance royalties will generally fit in around the 60-100% mark of the predicted first year unit guarantee
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Payment Negotiation: Guarantees
Guarantees usually come in two forms:– A figure that is contractually guaranteed by the
publisher and must be paid for regardless of how well the game actually sells
– A figure that is based on an amount of units sold necessary to maintain title exclusivity with that publisher
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Payment Negotiation: Milestones
Milestone payments represent the agreed rate of release for development funding
Developers will usually be given a lump-sum advance payment, with the remainder of the payments split into regular milestones payable upon delivery of agreed content
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Payment Negotiation: Royalty Negotiation
Royalties are percentage payments of profits made above and beyond the recoup of development costs
Royalty rates are calculated the wholesale price of the product
Developer royalties can range from 0 percent for work for hire, to 40 percent for a self-funded AAA title.
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Development Milestones: Development Timeline
Here are some example development periods for different platforms: – 4-6 months for a high-end mobile game – 18-24 months for an original console game– 10-14 months for a license / port– 16-36 months for an original PC Game
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Development Milestones: Milestone Definitions
An example milestone schedule for a 20-month development cycle:
Pre-Production - Core Concept DocFull Concept Proposal
Project Scheduling and Cost
Proof of Concept
Alpha Stage
Beta Stage
QA Testing
Gold Master
Production and DuplicationPlatform Specific Testing
Milestone Phase Month 1-3 Month 16-18Month 4-6 Month 7-9 Month 10-12 Month 13-15 Month 19-21
Ship Date
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Development Milestones: Alpha Definition
At Alpha stage, a game should:– Have all of the required features of the design
implemented, but not necessarily working correctly
– Be tested thoroughly by QA to eliminate any critical gameplay flaws
– Still likely contain a certain amount of placeholder assets
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Development Milestones: Beta Definition
At Beta stage, a game should:– Have all content complete– Be tested thoroughly for bugs and gameplay
tweaks– Be shown to press for preview features
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Development Milestones: Gold Master Definition
At Gold Master stage, a game should:– Be sent to the platform holder/s (where applicable)
for TRC testing– Be sent to press for review– Be sent to duplication for production– Be backed up and stored
Chapter 7.5Intellectual Property Content, Law and Practice
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Categories of IP Protection
Patents– Protect certain novel, useful and nonobvious inventions having a
utilitarian function
Copyrights– Protect creative expression in a fixed medium
Trademarks– Confer exclusive rights in any word, symbol or device that serves to
identify the source or origin of goods or services
Trade secrets– Protect commercially valuable information whose contents are secured
from public knowledge and disclosure
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IP Content of Video Games
Patent examples– Hardware technology, media on which game is recorded, and software
that enables game to perform its functions Copyright examples
– Software, artwork, storyline, characters, props, costumes, text, dialogue, sound effects, music
Trademark examples– Business name of the developer and publisher, game title, mascots
(Mario and Sonic), designs, unique packaging Trade secret examples
– Confidential know how used to program, budgets, secret projects, contract terms
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Patents
Works Protected– Inventions and processes protected by utility
patents can be “any new and useful process, machine, manufacturer or composition of matter, or any new or useful improvement thereof…”
– So-called “method” patents are utility patents that cover computerized processes and functions
– The design of physical objects, such as the Xbox, can be protected separately by a design patent
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Patents
Standards– To qualify for utility patent an invention must be:
• 1. New
• 2. Useful
• 3. Nonobvious– Nonobviousness requires that the invention be sufficiently
different from known technology and knowledge so as not to be obvious to a person with ordinary skill in the field of the invention.
Patents
Ownership– In general, the inventor is the owner of the patent– The inventor may assign rights to the invention to others,
such as the inventor’s employer, through written agreement
– They may be multiple inventors in group works– Registration is essential to secure patent rights
Exclusive Rights– The patent owner can exclude others from making, using
or selling the patented invention or objects embodying the patented invention
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Patents
Duration– A utility patent is granted for 20 years from the date the
application is filed
– Patents issued prior to June 8, 1995, exist for 17 years from the date the patent is granted
– The patented invention may be freely copied once the patent expires
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Copyrights
Works Protected– Almost any recorded original expression such as:
• Literary works• Musical works (including lyrics)• Dramatic works (including music)• Pantomimes and choreographic works• Pictorial, motion picture, graphic and sculptural works• Sound recordings• Architectural works
Works Not Protected– Ideas, titles and names, facts
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Copyrights:Standards
A copyright has 2 requirements:– 1. Originality and “fixation in a tangible form”
• To be original, the work must not have been copied by the author and have a small level of creativity
– 2. The fixation requirement is met if the work is recorded in any medium such as:
• Text, videotape, photograph, sound recording, or CD
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Copyrights
Ownership– Ownership of a copyright belongs to author or authors of the work– The author is generally the creator of the work, but certain works made under
contract as “works for hire” are owned by the person contracting for the work– Registration is not required but confers enforcement rights
Exclusive Rights– A copyright owner has five exclusive rights:
1. Reproduction right (copy, duplicate or imitate)2. Modification right3. Distribution right4. Public performance right5. Public display right
Moral rights are granted to visual artists to prevent improper attribution and protect the integrity of the work
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Copyrights
Duration– For works created by an individual or individuals after January 1,
1978, the copyright lasts for the life of the author plus seventy years
– Copyrights in anonymous works and works made for hire exist for a period of 95 years from the date of first publication or 120 years from the date of creation, whichever is sooner
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Trademarks
Works Protected– Any word, symbol, name, slogan, picture, design,
shape, color, sound or smell that serves to identify the source or origin of goods or services can be a trademark
– A service mark is a trademark applied to services instead of products
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Trademarks
Standards– A trademark must be capable of distinguishing the owner’s
goods or services from the goods or services of others– The relative enforcement strength of a trademark is
determined on the basis of the degree of such differentiation:
1. Arbitrary or coined2. Suggestive3. Descriptive4. Generic
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Trademarks
Ownership– A trademark is owned by the first party to use it in
connection with the goods or services– Registration is not essential but establishes important
enforcement rights
Exclusive Rights– A trademark owner has the exclusive right to use the
trademark in connection with specific goods or services– Subsequent users of the same or similar mark are deemed
infringers
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Trademarks
Duration– A trademark continues as long as it remains in use– Federal registrations are subject to renewal every
ten years
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Trade Secrets
Works Protected– Each state has its own laws, but many have adopted
versions of the Uniform Trade Secrets Act
– The UTSA provides that information that derives “independent economic value” from not being publicly known and whose secrecy is properly guarded is protected from unauthorized use by others
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Trade Secrets
Standards– Trade secrets must have commercial value and
remain secret– There is no requirement that they be recorded and
there is no provision for registration– Unlike patents and copyrights, trade secrets can
include ideas that have no current utility or application
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Trade Secrets
Ownership– An employer generally owns trade secrets
developed by employees and by independent contractors hired to develop or create such information
Exclusive Rights– The owner of a trade secret can maintain it as long
as secrecy is properly maintained
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IP Transfers
The owner of IP rights can transfer all rights by written assignment or a portion of rights by a written license
Rights transfer between an employee or independent contractor is dependent on:– The nature of the rights transferred– The existence of an enforceable agreement
between the parties setting forth the terms of any such transfer
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Avoiding Infringement
Existing patents, copyrights and trademarks can be searched Trade secrets cannot be searched, but violation generally
requires intentional theft Copyrights are only violated if there is actual copying of the
protected work Patent infringement does not require intent or even knowledge
of the patent The standard of infringement for trademarks is whether there
is a “substantial likelihood of confusion” between trademarks among intended consumers
Chapter 7.6Content Regulation
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History of Censorship
Legal source of American speech protection is the 1791 First Amendment to the U.S. Constitution:– “Congress shall make no law … abridging the freedom of
speech…” First Amendment protection
– Extended to states and localities by Fourteenth Amendment in 1868
U.S. Supreme Court is ultimate interpreter of free speech rights
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Current Free Speech Standard
Sexually obscene expression can be censored– But only if the material, taken as a whole:
• Appeals to the prurient interest in sex• Portrays sexual conduct in a patently offensive way• Does not have serious literary, artistic, political or
scientific value
Violent but not sexually explicit expression is subject to “strict scrutiny” by the courts– A higher degree of constitutional protection
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Congress and Video Games
Senate hearings in early 1990s showed public concern for the emerging violent and sexual nature of video games reaching children
Harm to children was assumed – Rather than substantiated by experts who testified
Hearings carried an implicit threat of content regulation if children were not protected
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Industry Self Regulation
Following hearings, major game companies formed a trade association (Entertainment Software Association)– To devise industry standards– To create lobbying and public relations programs to deal
with censorship threat Electronic Software Rating Board (ESRB) was
formed– To develop and enforce voluntary video game ratings
based upon the model of the Motion Picture Association of America
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ESRB Rating System:ESRB Codes (On Front of Game)
EC (Early Childhood)– 3 and older – Contains no material that parents would find inappropriate
E (Everyone)– 6 and older – Minimal cartoon, fantasy or mild violence and/or infrequent use of mild language
E10+ (Everyone 10+)– 10 and older – Cartoon, fantasy or mild violence, mild language, and/or minimal suggestive
themes T (Teen)
– 13 and older – Violent content, infrequent strong language, and/or suggestive themes M (Mature)
– 17 and older – Mature sexual themes, more intense violence and/or strong language AO (Adults Only)
– Content suitable only for adults – not intended for under 18– Graphic depictions of sex and/or violence
RP (Rating Pending)– Has been submitted to the ESRB and is awaiting final rating
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ESRB Rating System:ESRB Descriptors (On Back)
In addition to the letter codes, the ESRB has promulgated 32 “descriptors” to further inform purchasers
Descriptors include:BLOOD AND GORE
CARTOON VIOLENCEFANTASY VIOLENCEINTENSE VIOLENCENUDITYSEXUAL VIOLENCESTRONG LYRICSSTRONG SEXUAL CONTENTUSE OF DRUGSUSE OF TOBACCO
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Criticism of ESRB Rating System
Voluntary system is too lenient and lacks effective penalties
Voluntary system is too harsh and is a form of overbroad self censorship
Ratings are incomplete and do not cover online-created content
Ratings are ignored or misunderstood by target audience
Publishers ignore ratings in marketing efforts
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Judicial Response to Video Game Censorship
Courts differentiate between sexual and violent video game content, affording greater protection to violent content
Early video game cases involved violence, newer games raise sexual content issues not yet decided by courts
Courts have found lack of reliable support linking game violence with harm to children and have ruled in favor of video game makers
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Foreign Content Regulation
The U.S. First Amendment legal scheme evolved over 200 years and is unique among countries
Other countries typically provide less protection to speech, and in particular sexual or violence oriented speech
Countries like Germany and China are among governments that ban games or game content that is politically offensive
Greece attempted to ban all video games as subversive The European Union, China and Australia are among
governments that enforce a rating system– Canadian game companies follow the ESRB ratings although they are
not members