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- Protecting Your Start-Up From
Being Shot Down
– Part 2
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- Go To Part
1
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2
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3
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4
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- May 10,
2009
- By Eric M. Scharf
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Cheap and Fast, Grow Your Own, and the
Dirty Work
I will assume that, as a future company head and chief visionary,
you are a good judge of talent. You may be considering additional
staff beyond your core team. You may decide to hire promising
industry newcomers who arrive with stars in their eyes, passion in
their hearts, and a competitive hunger in their bellies. They
represent your first opportunity, as the Grand Poobah, to nurture
and grow your own talent as a legitimate alternative to hiring
high-priced mercenaries to help your team in a moment of knee-jerk
desperation.
You may be tempted to low-ball their base salaries and
make these newcomers pay their dues through regularly long hours and
gopher tasks. This may have been what your first games industry
employer did to you, however, it will only leave your prospective
employees embittered, burned out from neglect, and severely
distracted from the very jobs of which they have always dreamed. Are
you going to hire promising resources and, essentially, get in the
way of the success they are building for you? These newcomers, just
like your core veterans, are taking just as much of a risk in
trusting you, their “seasoned” leader, as you are in trusting them.
You are going to be running a business and building products that,
God willing, are going to pay your bills and then some. You are not
obligated to shelter newcomers from what most in the games industry
have had to endure early in their careers. The financial commitment
you are about to make with your private investor does, however,
obligate you to avoid “cheap hires and fast fires.” You should give
them reasonable starting salaries with employment terms that allow
them to perform a clever mix of simple and challenging but
achievable tasks without distractions, thus, encouraging them to
truly earn their keep and your trust.
Rather than having young and angry employees who never forget what
you did to them, you can have promising, overachieving, vibrant
colleagues who never forget what you did for them. They will run through
brick walls for you, 9 times out of 10, and through word of mouth,
your reputation as a forward-thinking manager will transcend the
success of your products.
Most employees, after all, prefer to simply enjoy their jobs without
giving a second thought to the results of their annual review, the
ETA of the next bonus, or the status of their stock options. P4 –
promise, performance, product, and profit – is the traditional and
modern day path towards the stock options, performance bonuses, and
salary increases of which many people dream. Provide reasonable
salaries, with the potential for improvement through goal
achievements, and your team will dream of developing your products.
If you still feel the need to have a specific set of employees to
handle all of the lowest level dirty work, then, make arrangements
with your local college of choice to hire one or two interns for
each of your departments. You will, yet again, find yourself in a
position to be interviewing and choosing from a number of promising
industry newcomers. If you intend on abusing your would-be interns,
you will be sorely disappointed to learn of another fairly common
gotcha’ regarding school policies. Some policies obligate interns to
work only during “normal business hours.”
Yes, 9-5. Who knew? Those
same policies prevent an intern from working any more than three
8-hour days per week, while other policies allow five 4-hour days
per week. And, just so I am crystal clear, schools always manage to
find out the truth about how you treated their students, especially
if you could do no better than $7.50 per hour in exchange for the
completion of your grunt work.
Your effort will ultimately be better served in simply preparing a
collection of well-designed, challenging assignments (which could be
product-related), paying your interns $10.00 per hour, and daring
them to survive and excel within your mini-development gauntlet in
order to qualify for a potential full-time staff position.
Single-Minded Focus No More
Most people enter the games industry loaded with “passion for the
product,” proclaiming that they could never imagine working in any
other industry, ever. It is much easier to maintain that passion and
perspective when someone else is running the show (even if that
someone else is THE MAN). Just let THE MAN lose hair and sleep over
the daily and future operations of the game company while you sit
there, surrounded by your colleagues and your favorite action
figures, enjoying an almost single-minded focus within your
development discipline, tasking away on your specific widgets.
That
cozy scene is no more, as we fast forward from your days of working
under the merciless gaze of THE MAN to where you are now: mere days
or even hours from taking your rightful seat alongside THE MAN among
the ranks of the elite, as a game company owner.
The Remainder Will Test Your Resolve
The remaining “moving parts,” outside of the Core Four, are enough
to test the resolve of the most passionate game developers aiming to
start-up. These interconnected brain teasers are company focus,
product focus, business model, production cycles, product life
cycles, resource requirements, resource valuations, resource
incentives, geographic location, and funding commitment, as well as
your position as the top dog, in this general order of importance.
Your depth of identification will determine how serious you are
about running your own game development business.
Your perspective
on these parts will also expose your true feelings about involving
the core members of your development team in major decisions that
affect both company and products. Those core members can be
considered your co-founders, with or without a true ownership stake,
not just your first employees.
What Came First – the Company or the Product?
People in any industry will tell you that you cannot have a company
without a product. There are an equal number of people who also
insist that you cannot have a product without first establishing a
company foundation. When I combine my experience and modern day
common sense, the result is a vote for company foundation. Whether
your company is comprised of on-site or outsourced production, large
teams or streamlined skeleton crews, you need to have a solid
business backbone that keeps your team steady and on-target. The
games industry, in just five short decades, has become a poster
child for approaching this order from the wrong direction.
Either way, when it comes to your first product most people will
agree that you need to apply laser focus to one, well-planned
production at a time. If the retail stars align, then, you move
forward from there with more products, which creates a potential
fork in the road for your company. The immediate focus of your
company is on your flagship product, but if that product just
happens to result in fantastic sales, you will undoubtedly have some
options to at least consider. You will have lived long enough to see
your original funding source paid in full and ready for another go,
or, you move on without him. Sales may be so great that you are
flush with cash.
You can continue as a one at a time company or you
could choose to pursue one product at a time with multiple skus.
And, then, there is the possibility of expansion from one
development team to multiple teams, which potentially doubles all of
your expenses and responsibilities. This represents a great
opportunity for some and outright insanity for others. Opportunity
rewards the prepared, and you do not have to wait until opportunity
belts you in the face in order to have planned for it. The same
depth of imagination you use in game development can be used to
prepare you for the best and worst in business and product
development.
Speaking of depth, you and your colleagues may have established what
type of game product would satiate your collective development
desires, but to what depth have you done so? Your product focus
should be as much about what you wish to develop as it is about what
excites the paying public. Do you even have a target audience? Maybe
you have multiple target audiences, because you product will have a
broad array of gameplay mechanics.
In any event, your first product focus will involve either a copy
cat product or an original IP. If you are going to build a copy cat
product with a new twist to spice things up, then, your product may
do well enough to have established a new revenue stream for an
otherwise tired genre. Researching how many similar products already
exist in the marketplace - as well as any available sales figures - will
quickly help you determine if adding one more knockoff is absolute
overkill . . . or that most of the existing competitors were not
designed and executed nearly as well as expected by developer and
consumer alike.
While the quality and value of an entertainment product can be
subjective, said research can mean all the difference in the world to your brilliant
success or miscalculated failure.
If you are going to create a brand new IP within a brand new genre,
with intense-but-fun gameplay mechanics, an otherworldly art style,
and a revolutionary new GUI, your chances still may only be 50/50
that your product will sell through the roof or be pulled from
retail spaces everywhere. The “it” or “coolness” factor associated
with a new original product is still derived from your effort to
deliver a spectacular digital experience and the public’s interest
in receiving that experience. You may have an absolutely stellar
idea and a great product in the making, but only in the minds of
hardcore game developers. This happens all the time, and the public,
even after a barrage of slick marketing ads, will ultimately
determine how your maiden product is remembered.
Will it be as a niche, quickly selling about 50,000 units after
launch but falling off the radar just as fast? Will it be as a Cult
Classic, slowly selling about 100,000 units after launch but gaining
in popularity and sales years later? Will it be as a Blockbuster,
exploding out of the gate with millions of units sold and sequels in
sight?
Attempting to figure out how your first product will be remembered
is the least of your worries if you are unaware of the following
entertainment software facts. Video games are popular in almost
every region of the world, and, yet, they are still discretionary,
almost perishable goods that exist only for the pleasure of the end
user. Video games are not part of the line-up of daily necessities
like clothing, food, medicine, shelter, or transportation, even
though many college students would have you believe otherwise. Video
games also just happen to be the long lost step-children of
traditional board games and toys.
While the games industry continues to show steady growth even during
the current economic downturn, the incredible profits are being
driven by a relative handful of the most familiar, popular, and
risk-averse franchises around. Your core disagreement with THE MAN
may involve how focused he is on the mass market bottom line rather
than refined innovation and product quality. If his products,
however, are part of that relative handful, then, THE MAN may
continue to be an obstacle in your perceived path towards top
quality independent video game success.
Go To Part
1
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2
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3
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4