"Miller Time" - The Business of Designing Games
by Scott Miller
Note: This is not really an "article", but rather an archiving on the now defunct Miller Time column. It was a short lived column, with only the following three making it live:
- Convergence, or There and Back Again (August 2002)
- Writers Block & Biz Terms 101 (July 2002)
- The Importance of Intellectual Property (June 2002)
Convergence, or There and Back Again
Just wanted to start off by saying thanks to Jason Della Rocca for including me on a glorious panel of peers he moderated at SIGGRAPH last week. It's not every day I get to meet industry legends like Raph Koster, Lorne Lanning, Warren Spector and Will Wright.
This month, the prolific and always thoughtful forum poster, Raphael van Lierop, asks several questions relating to cross-industry licensing:
Q: While perusing the news at GameSpot, I noticed announcements
of two big-budget movie productions of games: Return to Castle Wolfenstein,
and Aliens vs. Predator. This raises a few interesting questions. How will
this impact the development of game scripts, as intellectual property (IP)
holders increasingly demand their games support movie tie-ins an vice versa?
A: I think you're right in thinking that more games are being
developed with a movie follow-up in mind, and vice versa. We've done this ourselves
and will continue to make games that are purposely designed to make the jump
to the big screen. Hollywood has a lot of eyes on the game industry now, and
good properties naturally attract interest. E3, for example, is now visited
by dozens of movie people looking for properties to pick up, and this is how
one of the projects we were involved with, Max Payne, was spotted.
The bottom line is that the same hooks that make an IP an attractive movie candidate are often the same hooks that help make a game successful, such as having a unique, strong character-focused story, and having a strong story. There's a lot of cross-over between the game and movie industry because in both cases we're telling stories through characters, dialogue, events, and settings.
Not all games can be designed with the idea of eventually taking the IP to the big screen (Tetris!), but story- and character-oriented games are obvious candidates.
Q: How far back can you trace the trading of ideas between
movie, to game, to movie, to game, to movie? What does this say about the State
of the Art?
A: I'm not a historian on the subject, but it seems like Tron
was the first movie to be inspired by the game industry. And then the movie
Tron inspired at least two arcade games that I remember, and a Tron computer
game is currently in development by Monolith Productions (who also make No
One Lives Forever which is a spin on the James Bond style spy movie).
I think the message here, again, is that movies and games can have a lot in common, and can give and take from each other. Also, it's not like this hasn't been happening forever between movies and novels and comics. The game industry is finally joining the party in a big way.
Q: If movies continue to draw inspiration from games, and
games from movies, where will the original content come from?
A: I don't see lack of original content as too big a problem.
The game industry will always have original games and the movie industry original
movies, and the hits from each industry will have a good chance of crossing
over to other entertainment industries.
As a side comment, I generally do not think it's a good idea for the game industry to look to popular outside licenses, with a few exceptions: kids licenses (Disney, Sesame Street, Harry Potter, etc.), sports licenses (Tony Hawk, Official NFL/NBA/MLB, Tiger Woods, etc.) and a very, very few mega-licenses (Star Wars, Star Trek, Batman, Spider-Man, etc.). Let me explain...
Most licenses based on movies or books do not have a mega-large fanbase like Star Wars. So, when a game comes out based on the Blair Witch Project, Heavy Metal, Men in Black, or Wheel of Time, then unless those games are super-stellar awesome (and that's almost never the case with a licensed game), then the game will only appeal to that sub-section of the fanbase that also plays computer or video games. So, right away you've taken a good-sized section of the fanbase out of the potential market segment who will even consider buying the game. So, the bottom line effect is that you have greatly shrunken the segment of game playing consumers who will consider buying your licensed game to a number less than the total fanbase for the license. Non-fans of the license are very unlikely to buy a game based on it, because it just doesn't interest them.
So, in most cases, a license doesn't expand the potential customer base, but instead LIMITS it. This is why most licensed games do more poorly than original games (those games borne in the games industry itself). In fact, a recent survey over the last three years shows that 80% of the top ten charts has been dominated by original games. Why would this be if a license adds to a game's appeal?!
The fact is that licensed games represent only one-fifth of our industry's most successful games, because licensed games carry with them an invisible ball-and-chain that makes it very difficult for them to reach the top. Looking at the most recent PC sales list I have access to, I see only three licensed games in the top 20, at positions #4 (Neverwinter Nights-and many buyers of this game do not know it's associated withe the D&D license, I bet), #17 (Harry Potter), and #18 (Star Wars: Jedi Knight 2). The rest of the list includes original games like The Sims, GTA3, Warcraft 3, Zoo Tycoon, and Dungeon Siege.
Most of the industry's biggest franchises are non-licensed games, like Zelda, Tomb Raider, DOOM, Half-Life, GTA3, Final Fantasy, Resident Evil, Unreal, Duke Nukem, Everquest, Warcraft, Diablo, C&C, Age of Empires, Metal Gear Solid, The Sims, Gran Turismo, Mario Bros., Crash Bandicoot, Sonic, Halo, Pokemon, and a fistful of fighting games.
So, if licensed games fair so poorly verses original games, why do industry publishers look so often to make licensed games? Sorry, but I do not have the answer to that question...
Writers Block & Biz Terms 101
Already time for Q&A number two! The first question is from Wynne McLaughlin.
Q: Fascinating first
column. I come from a background in film and television and recently
began scripting cinematics and in-game dialog for the game industry. In film,
the "high concept" idea is paramount. There are many producers,
directors, cinematographers, etc. who come together as a team to get a quality
project off the ground, but the initial concept or "pitch" is highly
valued since it can, inevitably, create a successful franchise that will
continue to make money for years to come. Obviously the IP issue has recently
become important and profitable to developers. Historically, creative writers
haven't taken part in the initial creation of game concepts unless they were
also programmers. Do you think the recent developments could change this?
A: It should. And slowly I think it will. But, the industry
is still too young and mostly unappreciative of the importance of a strong underlying
story and characters. Instead, games are mostly based on a new technological
advancement or twist, a license from another entertainment industry (e.g. movies,
books, comics), or just taking a familiar form of gameplay and disguising it
within a new setting or half-baked story. You do not see many games started with
a strong story as the first building block.
My belief is that a story and gameplay concept needs four to six months of work before any game content is made. This is where you create unique and interesting characters, and give the game a powerful, compelling story. This is also when you define the unique gameplay hooks that set the game apart from the pack. If more developers could take the time to pre-produce their games like this, we'd see far less copy-cats and clones. But, most developers are not given the option to do this because publishers don't yet see the value of spending this kind of time and money on pre-production. So most developers are not given this chance. Publishers should get a clue from the movie industry ;-)
The next question is for Kedhrin Gonzalez, who has a problem typical
of newcomers.
Q: I was wondering if you could help with some information on game development? I don't understand most of the business terminology in the game development field. I see these threads talking about business but I am having trouble understanding it.
A: Here's a quick rundown of some common business terms and
terms used in publishing agreements:
- Wholesale Price - the exact revenues that a publisher sells the game for, either to a retailer or distributor. But all the money that a publisher gets comes from their wholesale price.
- Suggested Retail Price (SRP) - An almost meaningless term. The price that publishers suggest and assume will be the retail price, but since publishers cannot control the retail price (retail stores can sell a game for any price they want, even at a loss - called a "Loss Leader," and used to attract store traffic), it's called a "suggested" price. This term should not be used in publishing agreements, instead use "wholesale price".
- Cost of Goods (COGs) - This is the actual cost of physical materials needed to make up the full retail box and contents, including the game CD, CD case, manual, and whatever else is in the box. Typically, COGs is around $2.50 to $3.50. Most payments/royalties paid to developers are based on wholesale minus COGs.
- Shelf Keeping Unit (SKU) - Every version of a game is called a SKU. For example, with Max Payne, we had three SKUs, one for the PC, one for the Xbox, and one for the PS2. If you go into a game store, you'll see all three on the shelf, hence "shelf keeping unit".
- Intellectual Property Rights (IP or IPR) - These are the copyrights, trademarks and patents (rare), along with the story, setting, characters and special items that make up your game universe. Consumers generally think of an IP as a brand, but an IP is much more encompassing (refer to the June Miller Time).
- Royalty - A greatly misused term, because to get a royalty implies legal ownership of the product being sold. You are only entitled a royalty if you are in fact an owner of the IP. If you're not an owner, then the term "royalty" should be replaced by something like "bonus" or "revenue sharing." But, as it's most often used in publishing agreements, a royalty is the payment that the developer has negotiated to get from each sale (of each SKU) of the game. Confusing? You bet. That's why we have attorneys who make $250 an hour!
- Milestone Schedule - This is the schedule by which you've promised to finish certain parts of the game, all the way through to the final completion of the game. Typically, there are 10 to 20 milestones per project, and when a milestone is approved by the publisher, it usually triggers a payment to the developer. The final milestone is the delivery of the Gold Master to the publisher.
Of course, there are dozens more of these terms, but they start to get more complicated,
and many require an attorney to explain properly. Never sign an agreement without
having a good attorney review it first. You'll always regret it if you ignore
this advice. Trust me, I know.
The Importance of Intellectual Property
As this is the first column, no actual questions have been submitted. So, I'll use one that came up quite often during my visit to E3.
Q: How important is it for developers to own their own intellectual property in today's game industry?
A: There are many important problems facing development studios, like finding publishing deals, getting good royalty rates, and the overall massive task of designing a successful game, but there's one issue that is too often overlooked: Maintaining ownership of your original intellectual property (IP). The bottom line for developers is that it's almost impossible to become a top-tier studio unless you can create, own and control an original IP, or brand.
And, one of the greatest problems facing developers today is that publishers do not want you to own IPs. That's because they want full control of the IP, and they want to benefit from the value that adheres to a successful IP.
A few months ago I took an informal poll among 12 or so knowledgeable, random developer friends, and they all, in my estimation, dramatically undervalued several of the industry's top IPs, like Grand Theft Auto, Doom, Tomb Raider, and Half-Life. All four of these, for example, are $100 million plus IPs, if sold, but the developers I talked to rarely gave these IPs a value above $10 to $20 million, and sometimes much lower!
But this may have just changed. During E3 this year, Take-Two Interactive announced that they had purchased the Max Payne brand and all associated IP rights from both Remedy Entertainment and 3D Realms. All told the price was approx. $45 million. And after the news was announced on the first day of E3, I ended up talking to a number of stunned developers who simply had no idea that an IP could be sold separately -- without the development studio as part of the package -- for that kind of moolah.
The short story is that Remedy, the primary developer, and 3D Realms, acting as producer and design consultant, made a single game, and because we owned the IP we were able to strike gold by selling it. And this is on top of getting an 8-figure royalty from the sales of the game before we sold the IP.
Now, I am not saying this to show off. Rather, I am using our case as an example of why owning your IP is so important. This deal should send a message to game developers worldwide: Do not give up ownership of your IP if you can possibly avoid it. It's even worth giving in on other deal points -- maybe take a lower royalty -- if you can use that as a trade to keep your IP rights.
I've heard other developers tell me that publishers will suggest that they must own the IP because it mitigates their risk. This is complete BS. How does owning an IP make the creation of a game less risky for the publisher?! It doesn't. The truth is that if the game is successful, the publisher wants to own the IP so that they, not you, can get the full benefit of the ballooning value. Here's the question I'd return to the publisher who wants to own an IP that you're creating: "Okay, tell ya what, whoever pays for the game should own the IP, sound fair?" And here's why this works in the developer's favor: Even if the publisher is paying the developer advances, the developer, in the end, pays for the game because those advances are recouped from the developer's royalty stream after the game is released. Only if the publisher is actually paying the cost of development do they have a legitimate case for owning the IP. Advances are merely a loan that the publisher requires you to repay.
Still, even armed with the proper negotiating knowledge, publishers still have the upper hand because they can simply refuse to make a deal to publish your game until you give in on the IP ownership. But, the main point is to not give up you IP rights without a fight, you might be giving away the pot of gold at the end of the rainbow.
Finally, there's a nice bonus to owning a successful IP, and that's that publishers will treat you with more respect. I hear horror stories all the time from developers who get milestone payments late and are treated like slaves. But you'll never hear these horror stories from a developer that owns a successful IP. Funny how that works out.
Related Resources/Links
- Discuss business and legal topics in the discussion forum
- IGDA Business and Legal Resources
- monthly "Famous Last Words" legal column
- IGDA Business Committee
Author Bio
Scott began
his journey in 1975 creating computer games on a Wang 2000, often staying
at high school past midnight soaking the green glow of a text-only CRT, making
blips move around the screen. Now he co-owns one of the most successful independent
PC studios, Apogee Software Ltd. (a.k.a. 3D Realms Entertainment), creator
of Duke Nukem and co-creator of Max Payne. Apogee also pioneered the multi-episode
method of selling shareware games, in 1987. In 1998, he co-founded Gathering
of Developers, a publisher that was to change the relationship between developers
and publishers, and along with that he wrote The
Developers Ten Commandments.
Please visit his company page for a much more
detailed bio.
The opinions expressed in this article do not necessarily represent the IGDA.

