If only sales rose as fast as game development costs. |
Now we've come full circle, in a way, and once again a lone person can create a game for a computer, or a smartphone, or even a console. The huge up-front costs of distribution have largely disappeared, and the need for a dedicated sales force has too. Sure, many games are still done that way... but there have been a lot of new games being created by individuals and small teams for all platforms, and some have seen big successes.
Which is perhaps why a long-time industry veteran, Peter Oliphant, is proposing a new way to structure a company to produce games. He's trying to put the focus on the creators of the game, not on the company. It's a fascinating concept (based on how the movie and comics business structure projects), and worth your time if you're interested in developing games:
http://www.colab-games.com
Talk about full-circle. Emphasis on the creators is what the record industry does. Imagine games marketed like music. We could call the company "Electronic Artists", or shorten that to "Electronic Arts". :-)
ReplyDeleteYeah, brings back memories, doesn't it? :)
ReplyDeleteThat concept gradually faded away at EA, but perhaps the environment is right to try it again. Shared ownership may help matters...