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PDF The Publishing Challenge For Independent Video Game Developers A Practical Guide 1St Edition Odile Limpach Author Ebook Full Chapter
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The Publishing Challenge
for Independent Video
Game Developers
The Publishing Challenge
for Independent Video
Game Developers
A Practical Guide
Odile Limpach
CRC Press
Taylor & Francis Group
6000 Broken Sound Parkway NW, Suite 300
Boca Raton, FL 33487-2742
This book contains information obtained from authentic and highly regarded sources.
Reasonable efforts have been made to publish reliable data and information, but the author and
publisher cannot assume responsibility for the validity of all materials or the consequences of
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reproduced in this publication and apologize to copyright holders if permission to publish in this
form has not been obtained. If any copyright material has not been acknowledged please write
and let us know so we may rectify in any future reprint.
Except as permitted under U.S. Copyright Law, no part of this book may be reprinted,
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Foreword, xiii
Acknowledgments, xvii
Author, xix
Contributors, xxi
Chapter 1 ◾ Introduction 1
REFERENCES 11
vii
viii ◾ Contents
INDEX, 243
Foreword
xiii
xiv ◾ Foreword
—Karsten Lehmann
Ubisoft Blue Byte GmbH
Acknowledgments
xix
Contributors
Julian Broich has been active in the German games industry for more
than 20 years and worked on more than 100 projects in various positions,
including some award-winning and top-ranked games. He took his first
steps in the games industry as an intern and working part time as a game
tester for Softgold/THQ between 1996 and 1997. Before joining the team
of Headup Games in May 2018, Julian had worked as Product Manager
and Head of Submission Management for Rondomedia and Astragon.
xxi
xxii ◾ Contributors
to avoid claims for infringement and to comply with privacy and youth
protection regulations. Konstantin has published the first legal handbook
on mobile apps and is editor-in-chief of Germany’s leading blog about
legal aspects of games www.gameslaw.org.
Zoran Roso has worked with and for many noteworthy developers,
publishers, and platform holders including Rockstar Games, 2K Games,
Blizzard, Activision, PlayStation, Bungie, YS Net, Massive Entertainment,
and Koch Media to name a few and has left his mark on renowned IPs
Contributors ◾ xxiii
Pierre Schlömp has studied Digital Games with a focus on game design
and worked as a digital marketing consultant. Among his clients were
the Allianz Insurance company and the project Antura and the Letters,
an award-winning learning game for Syrian refugees. He supported this
project as marketing coordinator, content producer, and 2D artist. As a
Game Designer and Writer, he contributed to multiple applications that
have been displayed or awarded during fairs and exhibitions, such as the
Gamescom, Devcom, Digility, German Dev Days, Next Level Festival, and
Max Ernst Museum in Brühl. As a co-founder of TriTrie Games, he is
currently working on a Full Motion Mystery Adventure about political
radicalization called Jessika—Underneath the System.
OTHER CONTRIBUTORS
• Research, publishers list, and proofreading: Imaad Manzar
• Interviews and layout: Pierre Sascha Schlömp
• Members of the Market Intelligence Workgroup @ CGL: Alexander
Gerhards, Arthur Kehrwald, Maurice Matz, Daniel Loria
• Picture for cover: Seren Besorak
Chapter 1
Introduction
However, smaller development studios very often do not have the skills
and/or time to publish their games properly:
Introduction ◾ 3
I don’t have time for it, and it’s very, very difficult. It’s scary
and weird. I only really like creating new games, and since
I do so many things because I work on music and code and
design, it’s very good if someone can help me, someone who
I can offload marketing stuff and getting devkits to. I don’t
know how all that works and I don’t have time to.
NIKLAS NIGREN5
Quite often, they underestimate the necessity and the amount of work
required to have a structured market approach. The tasks behind put-
ting a game on the market are seldom clear to new developers, as Attilio
Carotenuto skillfully illustrates in Figures 1.1 and 1.2.6
When starting out, you really think it’s going to be something like this:
UI
Prototyping
Art
Music
But what does it mean to publish a game? What are the tasks and
responsibilities involved? The game industry is a rather young one and
regularly undergoes large structural changes because of technological
progresses and the emergence of new market actors. Therefore, there
exists no standard definition of publishing for video games. The defi-
nition is primarily shaped by current market actors and the various
services they offer. It can include positioning, communication, commu-
nity management, localization, quality assurance, financing, and much
more. Each market stakeholder has a slightly different definition and
approach. Also, platform holders such as Microsoft, Sony, Apple, and
Valve offer more or less a closed ecosystem with strict rules and regula-
tions that evolve depending on their overall strategies. These ecosystems
need to be thoroughly understood so they can be used to their maxi-
mum potential.
Most games are meant to be played by an international audience, and
thus, the distribution should ideally reach players worldwide. This adds a
layer of complexity to the publishing question since, for example, national
age restriction laws, various banking and accounting requirements, or just
cultural differences have to be considered.
Jennifer Mendez eloquently summarizes the trap into which a lot a
young developer stumbles:
Another random document with
no related content on Scribd:
like effect on all who have the time and patience to read what I have
here written.
Speech of Hon. John A. Logan,
2×6
This “2 × 6” was to show the length and width of the grave they
would have. Not only that, but the negroes that they could impose
upon and get to vote the democratic ticket received, after they had
voted, a card of safety; and here is that card issued to the colored
people whom they had induced to vote the democratic ticket, so that
they might present it if any white-leaguers should undertake to
plunder or murder them:
New Orleans, Nov. 28, 1874.
WILLIAM ALEXANDER,
President 1st Ward Col’d Democratic Club.
Attest:
J. H. HARDY, Ass’t Sec. Parish Committee.