LAFS Marketing and Monetization Lecture 2: Game Publishing
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Transcript of LAFS Marketing and Monetization Lecture 2: Game Publishing
GAME PUBLISHINGLevel 2
David MullichMarketing and MonetizationThe Los Angeles Film School
PATHS TO THE MARKETPLACE
We’re Suddenly MillionairesOur rich Uncle Bim left us $2M (USD)! We can save it
Risk? Reward?
We can invest it Risk? Reward?
We can start a business Risk? Reward?
Let’s Make A Game!
The Four P’s Product Price Promotion Place
The Place
Retail Store (Traditional Publisher)
Digital Distribution (Self-Publishing)
Which Is Better?
Traditional Publishing Advantages Experience Distribution Marketing Financials
Self-Publishing Advantages Brand Development Control Financials
Factors To Consider Do you need funding? Do you have marketing experience? Do you have operations experience?
Now Which Is Better?
Do Your Research! Read Gamasutra daily Follow developer blogs Connect with movers and shakers on
social media Talk to retailers at brick-and-mortar stores Visit industry meet-ups, conventions and
trade shows
GAME PUBLISHERS
What’s The Difference Between A Video Game Studio and Publisher?
Studio vs. Publisher
A game studio developers video games that are marketed and sold by a game publisher.
Game Developer (Studio) Design Programming Art Audio Project Management Testing Business Development (Sales)
Game Publisher Product Development Legal Finance Marketing Sales Quality Assurance Operations Technical Support Customer Service Community Management
Most of All – Publishers are the Bank Have the most money at risk
Cost of developmentCost of marketing Cost of inventory
They reap a most of the rewards.
Publisher Pros and Cons
Pros Keep your equity Money for development Focus on projectCons Likely loss of IP Less flexibility to change direction Funding project, not company
Let’s Say You Decide To Use A PublisherWhat factors would you consider in deciding which publisher to sign with?
Choosing A Publisher Suitability of their portfolio and fanbase Ability to promote and publish your game Working relationship with other developers Number of games they are publishing Publishing articles written by their staff
World-Wide or Country-by-Country Model?World-Wide Strong brand recognition of big publisher Budget for marketing and shelf-space Can finance games at early stages Simplicity of contacts and communication May overlook some territories
World-Wide or Country-by-Country Model?Country-by-Country Larger pool of publishers to choose from More difficult to distribute in US and UK Negotiations happen more quickly Less risk of project being canceled Higher royalty rates More focused marketing campaigns More attention to your game in general
Pitching To A Publisher
Publishers are not interested in ideas.
Publishers are not interested in documents.
Publishers want to see a prototype!
Tips For A Successful Pitch Get In The Door Design The Pitch Assume Their Point Of View Know All The Details Be Organized Rehearse Be Passionate!!! Show You Are Serious Exude Confidence [but not Cockiness] Be Flexible Get Them To Own It Follow Up
Jesse Schell
More Tips Give everyone a role Have your laptop ready to go Have a preloaded video ready Talk about your game, not yourself Talk money honestly
Congratulations! Your Pitch Was Successful!
CONTRACT NEGOTIATIONS
Types Of Development Contracts Work for Hire Early Stage Completion Funding Pick-Up Deal
Let’s take a closer look at each!
Work-for-Hire Contracts
Publisher brings the developer a concept, property or franchise and the developer creates the game based on the publisher’s guidelines.
Great for establishing reputation Usually requires a smaller staff Least amount of negotiating power for developer Flat fee, but reliable form of revenue No retained rights to developer
Early Stage Development Deal
Developer pitches a publisher on a game that they want to make and gets funding from the publisher to create the game.
Reserved for teams with solid track record Requires detailed GDD and tech demo Advances against royalties Developer retains certain rights
Completion FundingDeveloper creates a game on its own dime and then at some stage in the development process brings the concept to a publisher that finances the rest of the game.
Good balance of creative freedom and negotiating power
Requires demo showing complete playability and unique selling points
Advances against royalties Developer retains certain rights
Pick Up Deal
Developer completes the game with its own money and then sells the essentially complete game to a publisher.
Gold master date is near Strongest negotiating position for developers Country-by-country or world-wide model Advances against royalties Developer retains most rights
Advances Never paid in one lump sum
Too riskyBad for cash flow
Paid out over a series of “milestones”
Milestones Typically paid against “deliverables”
Signed ContractDocuments (GDD, TDD, Schedule)First Playable (Will it work? Will it be fun?)Alpha (feature complete)Beta (asset complete)Gold Master (publisher approved to sell)Source Code & Assets
Milestones Production milestones (such as Alpha and
Beta) are typically defined by:Features: Degree of completenessAssets: Percent finalBugs: Number and severity allowable
Royalty Percentage of every sale Up-front money is an “advance” on future
royalties Advance must be “earned out” before true
royalties are paid
RoyaltyFactors determining royalty:
Number of logos on box Net receipts (deductions for credits and refunds for
return) Additional expenses:
Cost of GoodsInsuranceShippingWitholding taxes from foreign countries
Stupid Developer Trick “I’ll cover all my costs with the advance and
wait for profits when the royalties come.” MOST GAMES NEVER EARN OUT (make
a profit).
Royalty Protection
Ways to protect your royalty: Escalating royalties based on sales Separate royalty for sublicensed distribution Royalty reports with units manufactured,
units sold, and wholesale price Limit copies publisher can give away for free Contract provision for auditing publisher’s
books
Risk vs. Reward
Video Game Developers vs Publishers: Who Wins? (12:33)
Other Contract Provisions Definition of market coverage Minimum marketing budget Developer logo placement Engine and common code rights Ancillary rights Secondary platform and sequel rights
Negotiation Steps
1. Prepare2. Talk3. Offers and Counter-Offers4. Never Do This!
Let’s take a closer look at each!
Step 1: Prepare
Create a negotiation planning document.
Step 2: Talk Strike up a conversation to build rapport Ask about the issues Show some trust to get some in return Face and Honor Societies require far more
nuanced and risky negotiation strategies
Step 3: Offers And Counter-Offers The first person to make an offer, loses. If you are made an offer, take time before
making a counter offer Take lots of notes User counter-offers to triangulate
sensitivities If you need to walk, walk
Step 4: Things You Should NEVER Do Enter a negotiation you’re not willing to walk away from Negotiate one issue at a time Negotiate for the sake of negotiating Make open-ended offer Make an offer you don’t actually like Give up your IP or shares of your company Rescind or modify an offer after it’s been accepted Lie Threaten
Remember
A negotiation is a starting point, not the end game.
The best deal is the one that gives you the most value while also making your counterpart happy.
Group Quest
Put together a pitch for your game.
Prepare a 10-minute demo of your prototype Use a laptop Have back-up materials ready just in case Give everyone a role Rehearse first Be prepared for a Q&A
SELF-PUBLISHING
Indie Development
Extra Credits, Season 6, Episode 21 - So You Want to be an Indie (6:29)
Setting Up Your Business Hire a lawyer to establish it as a legitimate
business. Hire an accountant or business consultant Fund the company, not a game Set goals and deadlines for evaluations Manage by the numbers, not the guts
Building Your Team Pick carefully whose on your team. Fire if you must
Developing Your Game
You can’t make AAA games, but avoid “one-off” games that are too simplistic.
Even with simple games, have Meaningful progress over time Social features Frequent updates
Launching Global
A global launch does not mean just one launch:
Different platforms Different distributors Different languages
Maximize your access points to customers!
Launching Global
World use of languages: English: 4.70% Spanish: 6.15% Mandarin: 14.4%
Don’t forget to localize marketing materials as well as your product!
Going GlobalCountry considerations: No prohibition on advertising or data collection Use standard digital stores Are emerging markets
Examples: Germany Spain Portugal Japan Russia
Managing Your Business Be an entrepreneur Prepare for failure; aim for sustainability After launching, just don’t sit back and
check the bank account Build a long-term relationship with players
Time Until “Independent Sustainability”Kitfox Games: Leaving last job and finding company: 5 months Montreal startup accelerator (at minimum wage): 9 months Financial sustainability (Kickstarter and grant): 3 months
Spryfox Games (11 games total): 3 profitable games 4 break-even games 5 unprofitable games 5 (or 20) unfinished prototypes
Time Until “Independent Sustainability”
What Are Indie Dev’s Biggest Mistakes?
5 Biggest Mistakes Made By Indies1. Lack of product positioning2. Lack of benchmarking for trends and
competitors3. Underestimating the value of media
content4. Inadequate press kits5. Failure to create community buzz
What Do These Mistakes Have In Common?
Forgetting To Do The Marketing!
Doing Your Own Marketing The personal approach can work well The amount of time and effort can add up!
Hire Outside Specialist Freelancers and mini-agencies and big
firms, oh my! Some focus on PR, others on advertising,
or a mix Consider best fit for your budget!
Adding Marketing Person To TeamAdvantages: Press likes to speak directly to team More connected to your mission and
projects Quicker response to communications
Adding Marketing Person To TeamOptions: Bring on a part-timer early on Or give duties to someone on team with
good communications skills Set up a general email account so different
team members can respond
Away Mission
Determine the best way to get your game published. List 3 advantages of traditional publishing List 3 advantages of self-publishing Explain which is better for your game and
why