6th November 2009 by Diane
It’s well known that online games have been shortening the value chain, threatening the roles of middlemen such as publishers, distributors and retailers, and enabling developers to get in direct contact with players. However, as some very interesting discussions pointed out a few months ago, acquiring users (call it marketing, or traffic acquisition) is hard and expensive, which lends considerable power to other actors in the chain, such as:
- Digital distribution sites, like Steam
- Platform managers
- Aggregators, like Miniclip
- Community and media websites
- Ad networks
- SEO-savvy “gateway” portals (MMO lists, etc)
Channels like these have grown greatly in influence, and the conditions of working with the most prominent ones are becoming increasingly expensive (some of the biggest aggregators now ask for either lots of cash, or equity). Read the rest of this entry »
12th January 2009 by Diane
8th January 2009 by Diane
If you are an online games developer and you feel that going with a publisher is the best solution for you, maybe our experience from the other side of the fence might be useful. This is mainly considering online games pitches, but I guess some of the tips may work for offline projects too.
What has most struck us working for a big publisher evaluating projects, is that being good at pitching can be very different from being a good developer. Good publisher-side Biz dev people should be the ones able to recognize the awesome product that is very badly pitched. However, if you are the pitcher, it’s probably safer to assume that you are developing a good product and that you want to pitch it well.
Disclaimer : this might be quite subjective: if you are a publisher and reading this, we are very interested to get your opinion about it! Read the rest of this entry »