Chapter 4. What Publishers Want

How do you get your game published? What’s your best chance of getting a publisher to take your project seriously? In short, what do publishers want?

This chapter can help you if you are pitching a product, whatever its current stage. The sections in this chapter are:

Why Do We Need Publishers?

Few games succeed in reaching their full markets without the help of publishers. Even successful companies that started with shareware (such as id and Epic) ultimately moved to the publishing model. Publishers take much of the risk, but they also fund, market, distribute, and handle manufacturing for most games. Some successful companies have been their own publishers, marketers, and distributors, but it is difficult at best to fulfill all these roles. The chances are you will be working with publishers on your next game.

Getting Your Game Published

Getting your game published is ultimately your goal, and one all-important aspect of getting the green light from a publisher is the game pitch. Most publishers want answers to a number of questions. Also, they are busy and have concerns you may or may not be aware of. Here are a few facts to consider when you decide it’s time to pitch your project:

  • Many publishers receive dozens to hundreds of new game proposals every month. There are simply too many for each to get the full attention of the decision makers.

  • More than 95 percent of game submissions from external developers get rejected, and quite a few internal submissions are rejected, too.

  • Product acquisition and development people are always swamped, and their time is limited and very valuable. The amount of focus they will give any particular submission is generally equivalent to how memorable, unique and, understandable the submission is.

  • Game production and distribution is a high-risk business.

  • Most games do not make money, and most publishers have had games that cost a lot to make and didn’t turn a profit.

  • Most publishers have been burned by developers who miss milestones, go way over budget, miss ship dates, or overestimate their capabilities.

  • Adding to publisher’s risk aversion, many games, even those that get funding and support, end up being cancelled before they are ever released. There are a variety of reasons for this, including that the game failed to live up to expectations, the game concept or technology is no longer marketable because of changes in the industry, something better came along and required the company’s resources, the development team was too difficult to work with, and so on. The bottom line is that the company always loses money on cancelled games.

  • Publishers prefer to work with people they know and trust. The game business is about relationships.

Preparation for the Pitch

Having a great idea is only the beginning. To get a publisher to develop your idea, you have to bring a lot to the table. All publishers are working with companies and teams they know well. You have to convince them not only that your idea stands out from the crowd, but that you have done your homework and you can bring a strong team to the table. This section looks at what you can do to help ensure that you will be taken seriously.

  1. Clear, realistic, honest, and well-thought-out milestones for completion.

  2. Sufficient projected staff to accomplish the project.

  3. Sufficient projected budget allocated for each phase of development.

  4. Sufficient time and manpower allocated to testing and tuning.

The team should have:

  1. A strong team track record

  2. Team experience in the genre

Design Elements

Your game doesn’t need to have every one of these elements, but this list can help you identify what elements it does have and what elements you might be able to add to make the game better and more likely to be produced.

For many of these suggested elements, I have noted relevant chapters and/or sections in this book that can provide you with more information.

  • Know the genre of your game. (See also Chapter 5, “Game POV and Game Genres.”) Be familiar with the best games in that genre, and then make your game even better. For instance:

    • Shooter: Halo/Halo 2

    • Racing: Gran Turismo

    • Stealth action: Metal Gear Solid

    • FPS: Medal of Honor

    • Football: Madden

    • Platformer: Ratchet & Clank, Jak II

    • RPG: Final Fantasy XII

  • If you are mixing genres, be familiar with other games that have mixed genres and be clear why your game will work and what the elements of each genre add to the gameplay.

  • Know your hooks! (See also the Hook Evaluator in Chapter 3, “Hooks.”)

  • Suggest a recognizable and/or memorable name/title. This can include a good, strong name for the main characters.

  • Have fast or minimal load times. The less time spent loading assets the better, and definitely do not interrupt the game flow by loading at critical moments!

  • Have fully realized worlds.

  • Ensure considerable interaction with the environment (both objects and characters).

  • Use secondary animations, such as clothes and hair, realistic cloaks, flags and trees bending in the wind, and so on—more than simple textures.

  • Make sure you have replay value. Your game should be more than just a rehash of models and bigger weapons...you need to provide real reasons to play again.

  • Use plenty of visual effects and details.

  • Include online play options and solutions—head-to-head, small multiplayer, or massive multiplayer.

  • Ensure customizability. Can the player make an impact on the game world? Can players create their own missions/levels?

  • Include multiplayer modes for console games.

  • Use real and compelling original content—strong gameplay elements.

  • Ensure innovative and effective use of control devices.

  • Provide responsive controls.

  • Provide in-game help and/or tutorials.

  • Create ways to help players deal with difficult sections. Include dynamic music.

  • Have an exclusive license (if applicable).

  • Have a strong, well-identified demographic and demonstrate understanding of the kinds of games that are popular with that audience.

  • Ensure cultural relevance to the intended audience.

  • Include a strong feature set.

  • Have a unique and recognizable character design.

  • Include good character animation.

  • Describe possible environmental design options.

  • Describe sample environmental animations.

  • Use color effectively.

  • Use voice and/or acting effectively.

  • Use sound effects effectively.

  • Provide good overall responsiveness.

  • Use effective level design.

  • Include artificial intelligence.

  • Use the camera effectively.

  • Provide different modes of play.

  • Have a well-tuned difficulty progression.

  • Include interesting and fun character abilities.

  • Include good use of rewards.

  • Make sure it’s possible to complete all elements of the game.

  • Make sure the goal of the game is attainable.

  • Provide an actual “ending” to the game as a solid reward to the user for completing it. The genre of the game and other variables will determine whether this is applicable. A few simple screens and then the credits rolling is not always an appropriate ending that users want to see in their games.

  • Include interactive and believable characters. NPCs (non-playing characters) shouldn’t be so easy to pick out in an RPG (Role-Playing Game), for instance.

  • Create a believable, unique, and well-written story.

  • This book is full of game elements, so feel free to explore any of the other chapters to help you prepare your design. That’s what it’s all about, after all.

Technical Elements

While there are many creative elements that go into your game and that you will need to identify when designing and presenting your design, don’t forget the technical elements. You will need to show publishers that you fully understand the technical side. Here are a few suggestions:

  • Demonstrate or propose a high consistent frame rate (for example, 60 FPS).

  • Have fast or minimal load times. The less time spent loading assets the better. This is both a technical and a design factor to consider.

  • Use clear, readable fonts.

  • Include surround sound capability.

  • Clearly define your interface design concepts and ergonomics.

  • Use analog controls.

  • Use pressure-sensitive controls.

  • Use vibration controls.

  • Include high-quality textures.

  • Use effective lighting.

  • Use “real-world” physics.

  • Include good professional audio—preferably Dolby Pro Logic or equivalent.

  • Include progressive scan support.

  • Include support for appropriate peripherals.

  • Use anti-aliasing.

  • Include exceptional collision detection.

  • Use efficient draw distance.

  • Include an easy-to-understand user interface (UI). It should be easy for the user to start the game and get into playing it however they desire in the shortest amount of time. The user should also be able to navigate through the UI without getting “lost.” Getting a user lost with the UI is a quick way to get them to stop playing the game permanently.

  • Include easy-to-use controls. The majority of the populace is not hardcore gamers. If your game has “so many buttons to keep up with,” it can be very intimidating for a user to ever want to play the game.

What Adds Real Value to Your Design?

Even the best design can use some extra help. Does yours benefit from any of the following?

  • Hooks. A need for it—like shampoo.

  • A Strong Respect for the Brand/Reputation. An example is the Ford Expedition—Eddie Bauer Edition. It’s got a famous name brand standing for a passion for outdoors that has been around since 1920. Eddie Bauer is a good license. They could have gone with a guy called William Clark. He was another explorer, but the retail recognition is really low. So the brand counts.

  • A History of Using the Products. People like to play safe and buy what they know. Sometimes it can also bring back strong nostalgic memories.

  • The Way It Looks or Feels. Basically, the game’s aesthetics.

  • Word of Mouth. This sells objects, too—by perceived popularity.

  • Price. The price matters a lot—or at least the perceived price.

  • Newness. Some people are attracted to originality and a fresh approach to a problem.

  • Features and Functionality. An impressive range of features can sell objects by improved functionality.

  • Guarantees. They effectively give peace of mind to a sale.

  • Recognized Quality. Having read reviews/ratings or seeing a game’s awards gives an aura of quality, effectively lifting it above its competitors.

  • Clear, Sensible Advertising That Gets the Message Across. If done well, advertising can help sell objects. However, in the past some of the .com Super Bowl ads were so obscure that they left people wondering what they were actually trying to sell. Clear, sensible advertising is important.

  • Status. Can the object improve a person’s perceived worth? Or does it make the person look cool by having it, like a platinum card?

  • Comfort. Is the object very comfortable to use? Does it feel good?

  • Ease of Use. Can someone with an average IQ use the object? As VCR programming has taught us, don’t rely on people reading the manual.

  • Name. Does the object have a cool or catchy name?

  • Packaging. Does the object have slick/high-quality packaging? Does it catch your attention in a store?

  • Special Edition. Is the object rare? Is it a special edition? Or does it have a story attached that makes it feel rare to you?

  • Collectability. Is the object collectable? Will people feel they need to keep a collection going with this object?

  • Customizability. Can a person customize or personalize the object? (Nokia cell phones and TiVo are great examples of this.)

  • Availability. Is the object easy to purchase? Can impulse buyers get their hands on it quickly?

  • Innovation. Does it ooze innovation?

Other Factors to Consider

I asked myself, what other things attract people to see or buy movies, music, or even comics?

  • Boredom is a good reason—it’s a great motivator.

  • Was it made by a director you respect?

  • Does it star an actor/actress you respect?

  • Is the soundtrack or music by a composer or band you like?

  • Was the story written by a writer you respect?

  • Is it based on subject matter that interests you?

  • What is the usage situation? Is this a great movie to see with your friends?

  • Does it have breathtaking visuals or special effects?

  • Is it based on a genre that you generally enjoy, such as horror/comedy/action/kids?

  • Does it sound fresh and full of creativity?

  • Does the title interest you?

  • Is there controversy, touching on a nerve? Grand Theft Auto III obviously oozes controversy, but when I first heard about The Sims, it sounded like a “You get to wash the dishes and put out the trash” simulator. But I found out later that it has nudity and lesbian kissing, among other potentially controversial elements.

Artistic License

Often you may base a game on some specific idea from a book, movie, or other existing source. On rare occasions you’ll expect to stay pretty true to the source material, but most often doing so will result in a game that is far less fun than it could be. So what do you do? You embellish. You exaggerate. You change the story, the characters, and their abilities to make the game more fun. In short, you exercise artistic license. For instance, if your main character was a really strong guy who carried a big sword, make the sword huge. Give it a magical glow and maybe even let it fire energy beams or burn red-hot. Or suppose you read a newspaper story about a drug cartel and you were inspired by the story to create a game set in a drug culture. You can create something close to the truth, which might concern a local small-time operation, or you could create Scarface and make it a really big international adventure complete with the seamy underworld bottom dwellers and the glitzy crime bosses, plenty of victims, and plenty of opportunities to go overboard in gameplay.

Or suppose you are creating a gunfight. Even though the guns your characters are using probably wouldn’t have much muzzle flash, you add lots of muzzle flash anyway. Why? Because it looks cool and it makes the scene more dramatic. Because it’s about better entertainment. Truthfulness is important in setting up a world, but the one thing that overrides truthfulness is fun. Fun comes first.

Artistic license gives you the ability to explore alternatives and new directions and to make a good concept much better, or even to take a boring concept and make it great. However, there’s no way to guarantee good taste or success when you attempt to change a property or concept. Using artistic license offers possibilities, but only a good understanding of what is fun and what is feasible can lead to consistently good results.

Pitching Games to Publishers

How do you present a game design that will generate interest, and who do you present it to? What are they looking for? What will kill it stone dead? How can you get it onto the desk of the people who can make decisions?

To answer who:

  • Producers? In some cases—depends on the company.

  • CEO? Probably not, but he/she might send you to the right person.

  • Acquisitions specialists (the most appropriate way to go).

  • Someone you know well (who might be able to grease the wheels and at least get you the attention you need).

  • And so on...

To answer where/when:

  • Industry shows, such as GDC and the Austin Game Conference

  • Other shows

  • Agents and recruiters

  • Cold calls

  • Site visits with an appointment (your site or theirs)

  • Creativity—you find a way

The 45-Second Elevator Pitch

Imagine you happened to be on the elevator with just the person you want to talk to about your game. You’re on the way to the 10th floor. You have just 45 seconds (maybe only 30) to get him interested. What will you say? How can you sum up your game so that he’ll say, “I really want to know more?”

The fact is, you often have very little time to get someone’s attention. When you are pitching a new game, you are competing with possibly hundreds of other game designers who passionately want their games to be produced. The publishing executives in charge of new acquisitions are often busy and have little time for a lengthy discussion. However, they are always looking for the next “killer app” or mega-hit game project. Therefore, one of the most important aspects of pitching your game can be your ability to condense the key elements of your game—the elements that make it unique and marketable—into a very short statement. This is your chance to make your game sound irresistible. At the same time, it’s a challenge to boil down possibly months of work and hundreds of pages of documentation full of fantastic details you would die to see in your game to something truly succinct and exciting. This is how you express the “nugget” of your game. In Hollywood terms, it is known as the 45-second elevator pitch.

  • Give a brief high-level description, such as, “It’s a game set in the rap culture, featuring Eminem and Diddy in an action musical inner-city gangland adventure that combines elements of Tomb Raider and Grand Theft Auto III.”

  • Offer some reasons why your game is especially cool—especially if your game is the first to do something. For instance, “My game, The Rapland Killings, is the first to allow players to compose their own rap songs and have them reach number one on the charts. It is also the first to star major rap stars. It is designed to play equally well in single-player mode or in competitive or cooperative multiplayer modes.”

  • Mention who is on your team and what they have worked on before. The better their overall track record, the more seriously someone will take your project.

  • Where are you at? It’s best if you have playable levels (or even a complete alpha version), but in any case, you want to mention the current status of the game and your projection for completion.

A Good Pitch

There are different ways to present a game concept to publishers. Here’s a list of elements your pitch must contain if it is to compete in the current world of 3D games.

Note

A Good Pitch

Please note that exceptions may exist, such as arcade and puzzle games, which may not require all these criteria to be met.

  • A good in-person presentation (a pitch) can make or break a project right from the start. Although a good pitch probably won’t guarantee a contract, a bad pitch can practically guarantee that the publisher will lose interest, and it’s very difficult to get their attention a second time.

  • When you have arranged a meeting with a publisher, be prepared. Try to have all the answers ready, because there will always be questions. Be confident and enthusiastic, but not stubborn, inflexible, or cocky. Remember, most publishers see dozens, if not hundreds, of new game proposals each month. You may think you have the best thing since sliced bread, but over confidence can turn off a publisher. They are looking for talented people, but also people they can work with successfully. Nobody wants a prima donna, and you had better be awfully damned good to get away with having a ’tude with a publisher. (Of course, if you already have offers from one or more publishers, you have leverage.)

  • In general, most mortals must do their best to convince the publisher to hand over a contract. Here are some additional guidelines:

    • Be prepared with a convincing oral presentation, something to show (preferably working assets), and something you can leave with the publisher after the meeting.

    • Mix graphics and demos with your oral presentation. Have something to show or illustrate what you’re talking about. (See the “Animate!” sidebar a bit later in this chapter.)

    • The oral section should begin with a succinct description of the game, giving the big picture and essential information, such as the game genre, what platform(s) it’s for, number of players, and so on. When identifying the genre, you may want to mention other games in that genre, but that leads to the next part of the oral presentation....

    • Talk about why the game is unique:

      • What are the hooks?

      • What’s the cool factor?

      • What do you do that nobody else has done, or how do you do it better than previous games?

      • Do you have the coolest technology?

      • Do you have a license?

      • Does the game lend itself to sequels, branding, franchises, ancillary rights (such as comic books, novels, action figures, lunch boxes, and so on)?

    • Project analysis: Up to this point, there’s hopefully a lot of excitement, but now it’s time to talk nuts and bolts—er, budgets and timelines. This is where the dollar meets the donut. Have this charted out and be prepared to whip out a really nice-looking milestone chart and a carefully prepared budget.

    • Talk about the team and provide a personnel list with specific information about the members’ backgrounds and experience and their roles in the project. Be sure to talk up your team’s qualifications. It helps if some or all of them have worked on previously published products. Publishers like to know that you can complete what you start.

    • Be prepared to answer questions and also to discuss possible adjustments to the timeline and budget. Be honest and forthcoming with answers, and always be prepared. But, if you really don’t have an answer for a question, don’t make something up. Tell the publisher you don’t know at this moment, but you can find out quickly enough.

    • If you have put everything but the kitchen sink into your game, you may have to be realistic about the possibility that not all your ideas can be implemented, and some publishers might start questioning parts of your design even at this early date. Be prepared to defend your ideas, but also to be flexible. Know what is expendable and what is essential, and be ready to compromise where you can or must.

    • Be prepared to talk terms. You may be surprised; a publisher might start talking deal points right then and there. You need to have a good idea of what kind of deal you want. If you have an agent representing you or your team, this is the time to bring the agent into the discussion. If you have no agent, then you need to consider what contract terms you would want. See the “Contracts” section in Chapter 8, “Protecting Your Intellectual Property.”

Good Pitches versus Bad Pitches

My number-one warning sign when people pitch me is when they don’t have one idea—they have a whole boatload of ideas, and they don’t have a clue which is the best one.

It’s a bit like me saying, “Here taste this,” and you going, “Yuck!” Then I say, “Yeah, I thought so, but maybe you’ll like this.” After we go through this five times, would you call me a good chef? If I’m any good, I should know what tastes good, and if I don’t, why would you want to buy food from me?

The point is that you want rejection to come as a real shock, meaning you’ve put forward your best idea ever, honed it to perfection, and now you get a “yuck!” It should completely shock you because you really believed in what you were pitching.

I’ve been in professional pitches where Hollywood executives have pitched me a game idea. When I’ve said it won’t make a good game, they’ve said, “Yeah, we thought so.” Then they just reach farther into their drawer for another idea. “How about a mummy game?” “A young boy goes to his first wedding?” “A used-car salesman becomes president?” It’s random, it’s painful to sit through, and I have to give professional responses (gag!).

I call this the buckshot technique. They hope that something will strike the target—anything—and they don’t really care what.

So that’s what not to do. Instead, come in with something you care passionately about, that you know inside out would make a great game. Also, make sure you know who you are pitching to, and that they are interested in that kind of game. You might not pitch a 2D arcade game to John Carmack, and you probably wouldn’t pitch a First-Person Shooter to Will Wright—although, who knows? You wouldn’t pitch me a game about a used-car salesman becoming president—or if you do, it had better blow my socks off!

There are tools in this book, such as the Hook Evaluator, to make sure you are on to something that will be interesting. My advice is to be your own filter, taste your own food...test your ideas on people who are not your friends and family. Get clear about where your focus needs to go and really pour your effort into it. Be realistic, too. Don’t assume your idea is great; be sure other people do, too—people who understand games, presumably not the waitress at the local bar and grill. Reread this chapter and be sure you’ve got everything you need, then go and present your idea.

And if the first person you pitch it to rejects it, don’t give up. Ask why he rejected it and learn from the response. Perhaps the idea is great but doesn’t fit his plan. Perhaps there’s something you’re missing but it can be fixed, and he might be nice enough to set you straight. Don’t be angry or dejected by rejection—be curious.

Elements of a Game Design Submission

A good game design submission should come with enough material to give the potential publisher a chance to say yes. You want to give them enough material to impress them and make them want more. But how much is enough, and how much is too much? It’s best to have a very strong but easily digested initial pitch with supporting materials, but have something in reserve. If you can get them hooked and they want to see more, then it’s good to have more to offer. However, what you bring initially should be well presented and organized, easy to read and view, and a very good representation of what makes your game special and unique. If you have any part of the game in a playable or demo stage, it will help immensely.

Every submission, particularly one that is not part of an in-person pitch, should ideally have:

  • A pitch sheet—essentially a one-page executive summary of the project, detailing the main points.

  • A design document or treatment, preferably with:

    • Summary page(s)

    • A full treatment of the game and its elements

    • Multiplayer and online strategies

    • Supporting graphics

    • Market/demographic and comparative analysis

    • Plans for sequels

    • Technical design

    • Team/personnel list

    • Well-thought-out milestones

    • Budget

  • Something that shows your progress—preferably a CD ROM or cartridge of the game at some stage of completion, whether it is only one level or a technology demo, a full alpha, or even the complete game.

  • If necessary, a clear instruction sheet to be sure they can get the demo up and running. Possibly also include some notes to help them discover those features of your game that you most want them to see.

Getting Work in the Game Industry

As some of you know, I’ve spent a lot of time helping people get jobs in the game industry. I even created a massive project—Project: Top Secret—that allowed a community of game players to design their own game. This book is about game design, so I’m not going to go into detail on how to get a job in the industry, but I can offer a little advice.

First, check out the DP Challenge and other articles on www.dpfiles.com. Also (and here’s my little tip), did you realize that it’s a lot harder to get to a Hollywood executive producer, such as Joel Silver, than it is to get to just about any executive in the game industry? So far, most of them don’t have executive assistants to run interference, so you can just pick up the phone and call them, find them on a social network, or get their email from the company website.

So feel free to send your job application to HR. But if you want to jump the line, choose the executive producer, game director, or creative director who is working on the team you want to work on. Don’t send him a job application, send him a flattering letter and casually mention what you do, then have a website (which should be slick and professional) and have your resume right there. If it’s a cool letter, then he is likely to go check out your site and see who you are. So you are streets ahead of being in the HR pile, which, of course, you can be anyway.

Also, when you apply these days, tidy up your MySpace, Facebook, Twitter, and blog. If someone goes looking for you and you look like a freak or obviously party like a freak, they’re likely to just close their browser and go back to work.

Here’s a simple example of a letter that might get someone’s attention:

Hi Rob,

I’m a major fan of your games, and I hope you don’t mind that I’m writing to you directly. I’m personally heavily into game design research (what the hit games have in common), especially game design deconstruction (what the actual elements are that made the difference), so it’s my goal to really study all the game mechanics that have had a long-term impact on the game industry. Several, like the Sniper Rifle idea we first saw in your game MDK, ended up getting used in hundreds of games. So I just wanted to say I respect your work and the impact you are having on the industry; I hope to have the same kind of impact on design someday. In the meantime, if you ever need someone to do some research for you, I’d be more than happy to for free. I’m also very interested in game balancing and have started writing a book on the subject. If you ever need someone fresh to give you direct feedback, I’d be happy to help. Anyway, my name is Bob Smith (www.xxxxxBobSmithxxxx.com).

Thanks for taking the time to read this and I look forward to MDK 3 to see what your team comes up with next! Also, I’ve studied some design ideas from Asian titles that I’ve not seen done here in the West. If you would like me to forward those, I’d be happy to.

Warmest regards,

Bob Smith

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