Here's a couple links on the Hollywood business model applied to software
projects. It seems appropriate for the latent talent pool here in Santa Fe. All we need now is a couple of Producers... http://www.redfish.com/research/HollywoodBusinessModel.pdf (850k PDF) http://www.purplesquirrel.com/articles/2001/april/articles/grantham.shtml http://c2.com/cgi/wiki?SoftwareAsFilmMaking -Steve ____________________________________________________ http://www.redfish.com [hidden email] 624 Agua Fria Street office: (505)995-0206 Santa Fe, NM 87501 mobile: (505)577-5828 |
I worked as a marketing manager with a group doing video game development
after my stint at Biosgroup. It wasn't exactly your typical game development environment. It was at the Naval Postgraduate School. They are producing a video game for recruiting purposes. I can tell you that the biggest draw we had amongst the game developers we interviewed was the promise of a stable job. The project was supposedly funded for 5 years (the qualification 'supposedly' is a long digression). We were able to get really top-notch game developers because they were very tired of the game-development job grind. The young guys whose first and only love was building games were capable of this pace. People with a bit more experience seemed deadly tired of it. Like Hollywood, the industry seems built on the surge of young dreamers who come to make a mark. I'd suggest that anybody who thinks that this is a good way to structure a development team or an entire industry consider going into game development. The cost of entry is relatively low and the potential rewards are lucrative. -David [hidden email] > -----Original Message----- > From: [hidden email] [mailto:[hidden email]]On Behalf > Of Stephen Guerin > Sent: Thursday, March 06, 2003 12:39 PM > To: Friam > Subject: [FRIAM] Hollywood business model > > > Here's a couple links on the Hollywood business model applied to software > projects. It seems appropriate for the latent talent pool here in > Santa Fe. > All we need now is a couple of Producers... > > http://www.redfish.com/research/HollywoodBusinessModel.pdf (850k PDF) > http://www.purplesquirrel.com/articles/2001/april/articles/grantham.shtml > http://c2.com/cgi/wiki?SoftwareAsFilmMaking > > > -Steve > > ____________________________________________________ > http://www.redfish.com [hidden email] > 624 Agua Fria Street office: (505)995-0206 > Santa Fe, NM 87501 mobile: (505)577-5828 > > > ========================================================= > FRIAM Complexity Coffee listserv > Meets Fridays 9AM @ Museum Hill Cafe > Archives, unsubscribe, etc.: > http://www.redfish.com/mailman/listinfo/friam_redfish.com > > > |
After 12 years of doing AI and VR research, I spent two years doing
video game development before throwing in the towel and going back to contract R&D where one can actually accomplish something. I'll explain the experience and what lessons I feel might be learned from it. "Normal" software applications development companies have about a 50% attrition rate (that is, 50% of all projects will never be completed). For game companies, it's about 80%. Of the 20% or so that succeed, most of those are derivitives of a very few "hits". There are a large number of small companies (< 10 people) financed off of credit cards that work in abomidable conditions. Games traditionally must have shelf space in stores to sell, and there is limited shelf space and it is all owned by major game publishers, of which there are around half a dozen at any one time. It is much like the motion picture industry, in that folks with a good idea "pitch" the game to the publisher, who then assigns a "producer" in-house to manage the effort. The head of the game team takes on the role of "director". There are very few Producers that have the skills to do this, so the good ones are overworked, sometimes having as many as a dozen projects simultaneously. In my experience (this happened three times), when the producer leaves the publisher, most of the projects under that producer are cancelled and the assets of the project go to the publisher. The only folks I've known in the industry that consistently make money are: 1. the folks that the publisher hires to pick up the pieces and complete enough elements of the game to recoup some of the publisher's costs (e.g. Lifelike Productions). 2. the folks who become publishers themselves (e.g. Maxis) 3. the really big publishers with a lot of in-house art and programming expertise who don't contract out. (e.g. LucasArts) Even these publishers regularly fire large chunks of their staff. Those who survive get very very conservative about new art and technologies. Game product cycles are about 12 months, where "normal" software application product cycles are closer to 18 months. Due to the ever-tightening schedules and finances I seldom ended up getting to do what I was hired to do. So, I'm not very opinionated about this other than to accost strangers on the street and advise them to Don't Ever Go There. The game business model is not sustainable for any but a few. The Hollywood model is somewhat different, in part because of somewhat longer production times and the significantly larger amounts of money involved that helps guarantee that projects are better managed. To overcome the significant weaknesses in the game model, the following issues would (at a minimum) need to be addressed. 1. Professional production management, with no producer handling more than one or two projects at a time. Reasonable schedules with *informed* buy-in from all involved. Everyone needs to understand up front what the production values are. 2. Stronger (and balanced) IP contracts. Avoid the "we're all friends here and don't tease the legal dragon" notions. If there are uncertainties or open questions, state them explicitly. Nobody on the project is on a "work done for hire" basis. Everyone is treated as a professional independent craftsperson who has some rights to their work and accumulated expertise when the project concludes. 3. There needs to be some longer term organization that helps establish and maintain common resources between projects, so that the larger community of agents is constantly improving and so that any disputes that arise can be managed. To try to gain some additional perspective beyond the Hollywood metaphor, over the past few days I've been looking at the acequia model, which is a decentralized, community-based system for managing community water resources prevalent in New Mexico that has roots in moorish Spain. If it looks promising I will post a summary of how it works and how it might apply. Dispite my being down on the video gaming business model, I did actually get a game or two finished and out the door. I think I may have a copy on a shelf somewhere. I dimly remember one of them where there was something about the Egyptian god Osiris challenging the player to a high-stakes game of Parchesi. It was right about then that I snapped and decided to go work for Bios. Carl -----Original Message----- From: [hidden email] [mailto:[hidden email]]On Behalf Of David Williams Sent: Monday, March 10, 2003 7:59 PM To: [hidden email] Subject: RE: [FRIAM] Hollywood business model I worked as a marketing manager with a group doing video game development after my stint at Biosgroup. It wasn't exactly your typical game development environment. It was at the Naval Postgraduate School. They are producing a video game for recruiting purposes. I can tell you that the biggest draw we had amongst the game developers we interviewed was the promise of a stable job. The project was supposedly funded for 5 years (the qualification 'supposedly' is a long digression). We were able to get really top-notch game developers because they were very tired of the game-development job grind. The young guys whose first and only love was building games were capable of this pace. People with a bit more experience seemed deadly tired of it. Like Hollywood, the industry seems built on the surge of young dreamers who come to make a mark. I'd suggest that anybody who thinks that this is a good way to structure a development team or an entire industry consider going into game development. The cost of entry is relatively low and the potential rewards are lucrative. -David [hidden email] > -----Original Message----- > From: [hidden email] [mailto:[hidden email]]On Behalf > Of Stephen Guerin > Sent: Thursday, March 06, 2003 12:39 PM > To: Friam > Subject: [FRIAM] Hollywood business model > > > Here's a couple links on the Hollywood business model applied to software > projects. It seems appropriate for the latent talent pool here in > Santa Fe. > All we need now is a couple of Producers... > > http://www.redfish.com/research/HollywoodBusinessModel.pdf (850k PDF) > http://www.purplesquirrel.com/articles/2001/april/articles/grantham.shtml > http://c2.com/cgi/wiki?SoftwareAsFilmMaking > > > -Steve > > ____________________________________________________ > http://www.redfish.com [hidden email] > 624 Agua Fria Street office: (505)995-0206 > Santa Fe, NM 87501 mobile: (505)577-5828 > > > ========================================================= > FRIAM Complexity Coffee listserv > Meets Fridays 9AM @ Museum Hill Cafe > Archives, unsubscribe, etc.: > http://www.redfish.com/mailman/listinfo/friam_redfish.com > > > ========================================================= FRIAM Complexity Coffee listserv Meets Fridays 9AM @ Museum Hill Cafe Archives, unsubscribe, etc.: http://www.redfish.com/mailman/listinfo/friam_redfish.com |
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