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By
Larry Tuch
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

Original
Content:
R&D for the Next Breakthrough Title
A Profile of the Attendees
All three roundtable sessions were heavily attended by people actively
engaged in the development of product. Creative management was well-represented
by Creative Directors, producers and project managers. In addition,
there was a significant amount of writers and designers. On the third
day we were joined by several programmers. Attendees represented well
known developers and publishers. Some smaller developers (6-10 employees)
were also represented. It appeared that the majority of the companies
represented produced games and children's edutainment
The Focus of the Discussions
The roundtable discussions focused on the obstacles to developing original
content for interactive entertainment. The assumption behind the title
of the roundtables was that the process of developing original content
expands the medium's power to engage an audience. This, in turn, can
help expand the size of the audience itself. A larger and more diverse
audience is more likely to provide a consumer base for original content
- and for the small and medium-size developers who are often the hothouses
of new and quirky ideas.
The Obstacles to Original Content
At the present, original content is a hard sell when it comes to proposing
projects to developers and publishers. The market has been flooded with
titles and the quality has varied widely. As one roundtable participant
put it, retailers "feel burned because bad software has been shoved
down their throats." The solution? Play it safe. If you are a retailer,
stick to successful franchises and title sequels and focus on the mainstream
of interactive entertainment: popular game genres. The retailer's buying
habits of, course, send a clear signal to publishers and developers.
It says "If you want your product to make to our shelves, send us what
we like. Send us more of what's selling." As Greg Miller, a staff writer
for the Los Angeles Times noted in a recent article, "Many of the industry's
creative leaders fret that the chance to do innovative work is fading...they
say that reluctance to take risks may mean not only fewer flops, but
fewer masterpieces."
Other obstacles to developing original content included lackluster marketing
and company cultures that discourage (usually unintentionally) internal
proposals from anyone outside a small coterie of managers who have the
authority to propose and green light ideas for new products. Several
participants pointed out that too often, insufficient funds are budgeted
for marketing and titles get lost in the marketplace as a result. In
such cases, original content that might have found an enthusiastic audience
'bombs' by default. Unfortunately, the lesson that retailers and publishers
take way from this experience is that the content wasn't up to the challenge
of the marketplace.
Another obstacle to original content is the company culture that looks
only to its marketing arm for guidance on the kinds of titles that are
worth pitching or publishing. The problem here is that not all marketing
executives are as knowledgeable about the medium or their audiences
as they should be. In addition, ignoring or discouraging the input of
a company's creative teams means bypassing the ideas of people who understand
their audience and have an ingrained sense of how the medium can meet
and exceed that audience's expectations.
Solutions
Roundtable participants proposed a variety of solutions to 'make the
world safe for original content.' It was pointed out that some companies
have a formal process that allows anyone in the company to pitch ideas
for new titles. One developer employs a process that factors in the
expertise of all company departments from the creative area to marketing
and accounting. Each area helps to shape the assessment of the proposal's
viability. If the proposal passes muster creatively and in terms of
projected budget and earnings, it stands a good chance of getting a
green light. Interestingly enough, the company that had the most formalized
process also had marketing people who were gamers. And speaking of marketing,
it was also suggested that developers get a publisher's contractual
commitment to provide a certain amount of funds and resources for marketing
the title. This would help to prevent released titles from sinking out
of sight prematurely because a publisher decided to shift its priorities
and/or funds to other efforts.
Other ideas focused on how to become the best possible advocate for
your project when presenting to a publisher. These included exploiting
current software tools to create a highly-prototyped demo, drawing a
clear picture of how your project is tailored to appeal to a specific
sector of the market, and seeking out and concentrating on publishers
with a reputation for favoring products that are original and innovative.
Finally, participants generally agreed that developers had to improve
their ability to pitch original ideas. This involves learning to how
to communicate with publishers of all sizes and realizing that publishers
don't have all the answers. In certain cases, it's the developer that
has a greater knowledge of the consumer in specific market sectors.
Developers can turn that knowledge into value for publishers by showing
how their product ideas are a good match for a certain type of consumer.
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