Dramatic Elements of Games
- Premise
- Character
- Story
- Challenge
- Play
The problem with story: Stories are uncertain, but are resolved by authorship, not agency.
Two frameworks for narrative play
- Embedded Narrative: text adventures, choose your own adventure, Myst, role-playing games, interfilm
- Emergent Narrative: tabletop RPGs, simulations (Sims)
- interactive narrative: where audience participates in the creation of the experience
Bertoldt Brecht: breaking the fourth wall.
Turing Test
- chatbot AIs
- Sims / Sims "advertisement" system
Business of Games
Publishers
- Finance the games
- Package, market, sell and distribute the games
- Have a strong say in the design
- Close relationship between producers on both sides
Examples of publishers: Nintendo, EA, Sony, Ubisoft, Square, Konami, LucasArts, Sega, Capcom
Developers
- Come up with game ideas
- Sell them to publishers
- Design, prototype, and playtest the game
- Produce game assets
- Deliver software "builds" to publisher for QA testing
Examples of Developers: Blizzard, Naughty Dog, Insomniac, Konami, Yahoo! Games
(flow chart) Goals -> Deliverables -> Schedule -> Budget. If budget is too high, revise previous three.
Emotional Rollercoaster
- Concern
- Shock
- Relief
- Denial
- Grief
- Anger
- Bargaining
- Depression
- Acceptance
- Interest
- Involvement
- Enthusiasm
Project Plan: most important document in production.
Publisher's Team
- Executives
- Marketing Team
- Quality Assurance
- Producer, assistant producer
Developer's Team
- Producer, assistant producer
- Game designers
- Programmers
- Visual artists
- Quality Assurance
- Specialized Media
Statistics
- Most gamers (44%) have been playing games for less than 5 years
- Gamer population is growing because young people are being added when they come of age and existing gamers are not leaving as they get older
- Console games > PC games / Edutainment
- Ratio of Hits to Flops: 1 - 8 (movies ratio is 1 - 15)
- Average team size by platform: NES < Genesis / SNES < PSX < PS2 / GameCube Xbox < Next Gen
Developer/Publisher Deals
- Developer/Publisher (50%): milestone based payment from publisher.
- Distribution Deal (20%): developer pays for all dev and takes bigger share of revenue
- Co-Publishing (15%): risk shared between developer/publisher
- Licensing/Developing Deals (15%): Publisher pays for license and then hires a developer on a work for hire basis
Royalty Rates
- Where most of the developer income should come from
- Most important contract provision is formula for how royalties are recouped
- Royalties are calculated on "adjusted gross income"... developer gets paid after publisher makes deductions.
- Royalties received by developer after publisher breaks even. Publisher puts a percentage of every dollar towards making themselves whole.
Rising development costs means it's getting harder to innovate.
In the future
- Casual games: cut out the retailer.
- Microtransanction games.
- Online distribution.
Bottom Line
- Creative people shouldn't shy away from business isssues.
- Understanding them will pay off over and over again in your career.
- GET A GOOD LAWYER.
changed April 30, 2008