The End of Publishing
Digital distribution will change things, but publishers will remain part of the landscape.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
The idea that publishers will become redundant in an age of digital distribution is a popular - and perhaps more notably, populist - one. Publishers are not, by their nature, attractive beasts. Where developers are seen as hives of creativity, the engines of creation which drive the gaming medium forward, publishers are easy to categorise as soulless creatures, faceless entities packed with accountants, marketers and executives. In a popularity contest between the suits and their spreadsheets, or the creative developers and their high concepts, there's no question as to whose side the public - and the media - will be on.
As such, when David Lau-Kee - himself a former Electronic Arts VP, a cynic might note - blasts publishers as "blood-sucking leeches" and talks about a digital future in which they will be rendered obsolete by the march of progress, it's a sentiment that developers feel pretty good about.
It helps that there's a strong sense of truth to his statements. Many publishers are guilty of being utterly domineering in their relationships with development studios, taking not only the lion's share of profits but also demanding that IP rights - the very lifeblood of a creative industry - be signed over.
Big publishers have been the gatekeepers to retail for years, with they alone holding the clout required to put a boxed game onto store shelves, and rather like the border guards of any banana republic, they have not behaved well with this power. Many developers, even very successful developers, will talk in public about how supportive and fantastic their present publisher is, only to reveal in private that they feel that the entire structure of publisher-developer relationships in the industry is fundamentally broken and heavily abused.
There is no question, too, but that the role of publishers will be diminished in the digital distribution era. Some of their major functions are essentially becoming obsolete - new retail channels are wide open, while warehousing and inventory have disappeared along with the physical products themselves. Physical production, packaging, distribution and sales are steadily disappearing from the publishing process.
Marketing, meanwhile, is not disappearing but is most certainly changing. The extraordinary and exponential rise in interpersonal communication which has been facilitated by parallel developments in areas such as social networking and mobile phones has been a broadside to traditional marketing - one which, frankly, very few marketers have come to grips with. Positive word of mouth buzz, spreading through mediums ranging from SMS messages to Facebook to Twitter, is driving sales more effectively than any above-the-line campaign ever could. Countless blogs and podcasts with a few hundred readers each are collectively reaching audiences wider than any magazine or major website.
Sometimes, clever marketing people can set off a spark which ignites that kind of coverage - but right now, it's more an art than a science, and the slightest hint of insincerity or PR guff can make a publisher's dip into "crowd marketing" backfire horribly. Yet, conversely, developers thrive in this market. They're the creative types, their enthusiasm for their game considered "real" and sincere by the audience who see publisher enthusiasm as fake, bottled and profit-margin focused. That doesn't quite translate into indie games outselling FIFA - but it does translate into indie games probably selling more copies than they would if they had been picked up by a publisher at some point in the process.
However, let's temper this for a moment, and think about a few of the things that publishers do which aren't going to change in this brave new world. For a start, while marketing is paradoxically getting harder for the big guys and easier for the little guys, there's still incredible power in traditional campaigns, be they TV, radio, print, online or outdoor. Developers, as a rule, don't have the know-how to create those campaigns - or the financial muscle to support them.
Which brings us neatly to the question of finance. Of course, the model whereby the publisher pays for development up front is far from being the only model which works for game creation. Indeed, digital distribution opens up the exciting possibility of a long-tail model, whereby games continue generating decent revenue long after their release - so a studio with a few successful titles available can conceivably fund development on new projects with continuing revenue from back-catalogue sales.
However, that won't work for everyone - and finance isn't just about where your money comes from. It's also about how you handle your money. Over the years, many developers have summed up their relationship with their publisher to me in the simplest of terms - "they're our bank" - but many others have understood that the publisher is, in effect, taking care of all the annoying financial stuff and letting the developers get on with what they do best, which is creating great games.
Other issues, too, would be new territory for developers to break into. Few developers have much experience of negotiating for licences and IP to work on (there are many exceptions, of course, but it's certainly true that the majority of IP negotiations in the industry are carried out by or on behalf of publishers, not developers). Sales, too, would remain a factor to some extent - at the very least, someone needs to be cultivating the relationships required to get your products featured strongly on the portal pages of the various digital distribution platforms.
In a world without publishers, then, developers would need to either learn a whole raft of new skills in marketing, finance or elsewhere - or hire people who already have those skills, effectively turning every developer into a mini-publisher. Of course, rather than everyone hiring their own skilled staff, it might make more sense to have a company with all of those staff, who work on games created by many developers - at which point you have, essentially, reinvented the wheel and created a new publisher.
So, as appealing as David Lau-Kee's sentiments are, I think his case is a little overstated. Publishing is certainly going to change in the coming years - there is a storm on the horizon which is likely to break first in the music business, where the publishing giants really are becoming increasingly obsolete, but which will eventually reach videogames and will reshape the entire market. Some publishers will disappear. Some will shrink, in their range of functions if not in their actual size and turnover. Some developers will become publishers; some publishers will become developers, and strange hybrids between the two (such as Steam operators Valve) will appear.
But while digital distribution will change much, it will not remove all of the functions which publishers now serve, nor will it make the existence of publishers themselves entirely redundant. They may not win any popularity contests, but this industry needs its suits, just as it needs its creatives, and a role for publishing companies will remain even after the upheaval to come.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
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Comments (39) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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If only Valve would lower their prices so they approach what can be bought in retail/on da web; they would rule the world...
/Gets coat and leaves thread before he is lynched.
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I for one really don't care about having a physical copy if it's a great game that I'll want to play again down the line rather than trade in (most anything developed by Valve, then). I know some people feel very strongly that they need a physical copy or that the various DRM approaches make digital distribution a rip-off (or illegal?), but I just really don't care enough. Anything that lowers the amount of clutter in my flat and helps save the environment by not needing to manufacture plastic boxes that just sit on a shelf is a much better approach for me personally.
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To me, this is how I can see digital distribution pushing forward. Companies like Steam could handle all the advertising and marketing in general, as well as be a platform for distribution. Steam would just take a larger percentage of profit depending on which marketting plan you went for. How much of step is it for developers to then contact Steam and say "Hey guys, we generated a ton of sales for you on our last project, you fancy throwing some money are way for this next title?" Then bingo everything changes. With the massive back catelogue that Steam can rely on to fund future projects as well as comparativerly very low budget requirement, you could see them taking a bigger chance on more risky projects, fuelling the creative industry even more.
Going at it from this angle, I cannot see a scenario in which the traditional publisher can survive the party. The invites dry up until in a few years time, everyone is dancing to the next great hit they heard on the radio, someone asks "What happened to those guys with the boxes and harse suits?" Before the next tune picks up.
In truth I think this is an idealised version. I can see Steamand others demanding a bigger and better cut for their services, asking for complete exclusiveness, sitting in on development meetings, influencing design descisions in the same way things currently are. In the end nothing changes except the delivery method.
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Retail version is worthless as well as there will come a time when the platform you use, ie X1080 or PS6 using 256 bits operating system and cannot read the retail version from 15 years ago as there are no longer any optical drive to put the game in!
I m delighted for devs, especially indies who can more effectively communicate their creativitiy via dic, but then again how can we separate out wheats from chaff? There will still be a need for Steam-like publisher to help majority of consumers to pick their interest.
Retail wont last forever, as second hand is what hurting the business on top of piracy which may be better managed as well via dlc platform.
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Digital distribution should lead to lower prices. Lower prices should lead to increased sales and lower piracy. In theory everyone wins.
You would think. But compare the launch prices of games on Steam compared to Retail. For example Dawn of War 2 could be bought in the shops for £15 cheaper than on Steam. I have bought a lot of games on Steam but mostly during weekend deals and when they have been cheaper than retail.
I agree with digital distribution being cheaper and these savings in turn should be passed to the consumer. And I beleive cheaper games can help combat piracy. But as usual with the big companies they are resistant to change, they want to charge the same RRP for a digital version of the game. That just isn't going to work.
I'm all for digital distribution, as long as it is done right. I understand developers wanting to protect their games from piracy and thats fine. As long as it isn't done is such a way that I may end up with a game that a few years later I cannot download or more importantly cannot "activate"
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Which games are actually twice the price than in shops? I agree that is is cheaper than buying it online, I for one am happy to pay a little bit extra to have all my games stored away on a sever to download whenever I want. One thing I used to hate was having to dig out the cd/dvd to put in the drive, or looking for the manuals to enter the cd keys etc.
Steam is a business, they are in it for the cash, as long as the marktet allows them to have the price a little higher then they will. I imagine this will come down a little in time when the other online distributors catch up.
So althougth I can see your point about the games being more expensive, I believe there is sufficient differences in the sales model to at least allow for the case to be debated, not merely label everyone stupid who considers using the service.
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Dawn of War 2 as mentioned above. Even now it's 34.99 on Steam, I saw it Game a couple of days ago for 17.99.
Another example, Empire Total War 29.99 on Steam 19.99 on ShopTo
Fallout 3 26.99 on Steam, 14.99 from Gameplay.
I would pay a couple of extra quid but 10, 15 or even 20 more? No chance. I rarely remove games once they are installed so installing them once isn't much hardship if saving that much money.
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HELP ME I HAVE AN EXISTENTIALIST CRISIS!
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If a dev makes a good game, or has made many in the past - they are already known.
And with digital distribution solving a lot of the logistical problems, I really don't see the need for a middle man if the focus shifts more towards this way of selling games.
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Of course across the board with competition in retail gone with a DD world we'll probably miss those greedy publishers as devs start charging more when we have no other choice but to pay their price. Just look a the increasing prices on Live/PSN, if we want the products we have to pay that, no matter how old it is.
For DD to work with full price retail games, companies would need to acknowledge that tiny little thing they all hate called the 2nd hand market, bring the price down with time, or something like that, and DLC could work. I doubt their are many people who buy all their games full price and many need to use old games to fund the new ones, that's WHY 2nd is so big. Certainly some do this already, like the half price L4D deal but I don't have confidence (from what I've already seen from download services and the tactics/method adopted by companies - particularly the consoles) in that being the norm...
/ hugs valve
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These days Steam does have some great sales on older stuff, but for new games it's often massively more expensive than getting hold of a phsyical copy, which is just plain daft.
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I'm not really sure that anyone with a pragmatic approach these days wants to do away with publishers, they just want a more balanced relationship. They can go it alone if they want, but I know plenty who are quite happy working in tandem with their publisher.
I actually think that where everyone spent a long time bemoaning companies like EA, they've changed their tack in recent years and have become generally a force for good in the industry - as well as producing some fine games under their own banner, like recent FIFAs attest to.
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when you consider the pre existing problems. I have to go out to buy points cards for the 360 cause of its ridiculous credit card acceptance rules. This is the same across many services, at least steam direct to drive accept paypal but its still faff for what should be a simple process.
Bandwidth still isn't high enough for impulse purchases of larger games, for many.
Ownership is still a major issue, and we still get charged the same, and I don't think this will ever change.
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It's the publishers who are unwilling to upset retail, not Value.
Ordinarily retail gross margin accounts for approximately 50% of the price of a game, so if a game costs £30 then £15 goes to the retailer selling it. Using classic retail economics the retailer can reduce the price in the hope that increase in volume of sales due to the lower price makes up for the lower margin, so their total profit is greater.
One might think that digital distribution works in same way so the base product should cost £15 to the "retailer", in Steam's case Value, and the retailer makes the other £15; and they similarly can choose to discount the same way as a physical retailer. But it doesn't work this way, instead the publishers are keen to earn more money for digital distribution and not to upset the retailers so they price the product to Valve at Recommended Retail Price minus Valve's cost and margin instead; so the publishers get say £25 per title instead of £15 and Valve get £5, and the publisher also saves the cost of making and distributing a physical product too so their costs are lower.
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Beg to differ...
A Reminder Of How Small A Group "We, Gamers"' Are
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Download services are supposed to be the future for video games offering a number of benefits to the game developers and publishers. They can reduced costs in getting a game to us, the players. They can easiily flog their dead horses by providing DLC (something I assume means Downloadable Content because I've never seen it explained). They can beam a smile at the knowledge that video piracy will be dead.
But what are the advantages to us? From what I've read of download services the supposed advantages are not that numerous and can be summarised as:
- Games will be cheaper because of the reduced costs incurred by the developers and publishers
- Instant download means we don't have to wait as long to play the game because it will be available in just a few hours, rather than having (God forbid) to trudge to a shop.
- Fixes for games will happen automatically thus removing our need for us to trawl a million crappy servers that allow us the right to download the patch if we just register for their mailing list.
-As smallers developers take advantage of the download systems we will get access to a more varied catalogue of games.
Well, bullshit, that's all I can say.
Nearly every week I have a gaming session with a mate of mine. We play loads of different games but generally have one FPS and one RTS that we concentrate on. Up until COD 4 and Supcom everything seemed ok. Once-in-a-while we would have to download a "patch" from some server somewhere and install it.
However the last few games we have bought have relied on virtual stores and our sessions have been ruined because of them.
First up there's Steam.
There we were on seperate occasions, Dawn of War and Empire Total War in hand, whacking in the DVDs to install and play them. Straight away there are humongous "patches" to install. I'm sorry but 500MB downloads do not constitute a patch in my opinion. Off it trudged at 30kB/s. then it failed, then it started again then it failed. And that was on just one PC, we had to update on two PCs. No longer could we simply download a patch once and use it twice.
Then, eventually, at 12.00 at night, the patches finished and we managed to get a game. Except Dawn of War 2 spluttered and juddered and eventually lost itself up it's own arse and crashed on one of the PCs. Total War was just too slow, despite the PC meeting minumum requirements.
It's fair to say that just about every time I load Steam there is an update to install for Left 4 Dead, Dawn of War 2 or Empire Total War and I have to wait an unspecified amount of time while the developers try to fix the shit code they released in the first place.
Next up is Impulse, what an utter steaming pile of bollocks that service is.
I have been gagging to play Demigod for weeks. I noticed it became available for download over Impulse ahead of the shop release in the U.K. (where I would have got a nice box and manual too). Sod the box, I wanted to play it that day. So I handed over my cash, well, typed in my credit card numbers, and downloaded it. The game downloaded very quickly as it happened, and installed without a problem. Would it run though? Would it shite. Well that's not true, it would so long as I turned off the sound using the /nosound command, which I found out about after a fair bit of reading online. They had sold me a game that they knew full well had stupid shitty problems that they were going to fix later. In other words I was beta testing their code, at my expense, using my broadband technology and (most importantly), my gaming time.
I couldn't get it to work even after at least 5 hours research and driver updating. A couple of days later an update became available which Impulse duly tried to download. Except it got an error. My registration is not valid apparently. Well kiss my arse. Now I have a game that I spent the best part of £30 for, which I can't update and won't work until it is updated. Assuming the update fixes my problem, which I'm willing to put a crisp groat on that it won't.
So much for the "ease of update" advantage. So much for the "available to play almost instantly". So much for the "games are cheaper". ASDA charge £27 for most of their new games. You find me a new game for less than that on any download service.
Now let's jump ahead a few years, because I'm sure that eventually the developers and publishers will work out how to resolve their shit software and start releasing good finished products (or at least we will have all gone fibre optic and will be able to download the patches in a nanosecond).
Looking through the 216 games, stopping after about 3 foot of scanning the shelves, there's one called Spellbound. You might not have heard of it. Many moons ago, when I were a lad, it came out for the C64. I had a quick game and thought, "I'll do this one day, when I have more time". It's still there, waiting.
How many games from now will be available in 25 years time if they are only released in digital download? In 25 years will I still be able to play Geometry Wars and Super Stardust HD, just like I can still play Stardust and Super Stardust? I doubt it. I suspect that once my hard discs die then that will be it, the games will be lost forever.
Companies go bust, Woolworths proves that. Will Steam and Impulse be around in 20 years time? What about 50 years time? And when they go bust what will happen to the games they host... Oblivion, I'll bet.
That's the biggest problem for me. Not that the only advantage of digital download is for the developers (to get me to spend 6 hours beta-testing their code), but that the history of video games will be lost. It'll stop now. You'll be able to play anything you like in the future, just so long as it came out before now, because someone somewhere will still be selling the hardware and the software to play whatever game it is you want to play.
Digital distribution marks the end of video game history unless distribution companies step up to the plate and release the games so they can be stored on media, for free, and played without protection codes once they have been flogged to death and no longer provide revenue.
Steam, Impulse, Awomo and Onlive along with the console download services are going to kill video game history, I'm sure "the masses" don't care, but I do.
Cheers
Lee
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I agree with @JJKrista1 over pricing. A lot of the pricing issues with a publisher involve additional overheads. I suppose with the developers in direct management of their resources, we should be quite right in expecting more parity in terms of costs to the consumer. Without being bound to a rigid retail structure as well, I'm thinking that tiered and incidental pricing can be applied for flexibility. For example, guerilla tactics through early cut-throat pricing, occasional discounts. It can be an evolving schema.
In terms of marketing, if the developer can, via the Internet and relying on word-of-mouth, capture the connected audience, they've gone some distance. But that's the thing, it's only part of the market. Where the publishers usually come in is with IP management and traditional marketing techniques. It'll always be a compromise but I think we're starting to see an inexorable shift in control.
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I assure you that plenty of sales of things like Wii Fit have been driven by people chatting to each other about it, be it face-to-face word of mouth or, as is increasingly common, buzz on sites like MySpace, Facebook etc. The idea that all games talk online is hardcore-focused misses out on the fact that while hardcore gaming may be a niche activity, Internet usage certainly isn't any more.
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Which is why game makers are moving more towards the market of people who actually BUY games....
That's funny.. i bought the "orange box" on steam last week for 5 quid...
And left 4 dead today for half price...
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Kids between 11 and 15 wouldnt be seen dead playing a wii..
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This worries me.
I have on purpose not bought any title that is more online than I can buy cheaper elsewhere and if the trend continues for download only software with a increased price for a virtual product than a physical one, then my money is going to be going elsewhere.
I hope that there is never just the one way to get software as that way you can control the market with no competition and charge whatever price you like as there will be no other way of getting the game you really really want without paying a stupidly high price.
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I assure you that plenty of sales of things like Wii Fit have been driven by people chatting to each other about it, be it face-to-face word of mouth or, as is increasingly common, buzz on sites like MySpace, Facebook etc. The idea that all games talk online is hardcore-focused misses out on the fact that while hardcore gaming may be a niche activity, Internet usage certainly isn't any more.
There's a difference though. With (e.g.) Mad World, you probably wouldn't even know it existed unless you actively follow the gaming press (or the Internet version).
Whereas you'd have had to just come back from a year on the ISS not knowing what Wii Fit is as Nintendo have wall-to-wall advertising everywhere (and even then they probably know what it is in the ISS). So if the advert grabs your attention, you can do a search for 'Wii Fit opinions', 'Wii Fit reviews', or look on Facebook or MySpace before deciding to put down your cash. But who's driving sales, teh Internets or Nintendo?
The Internet on its own might drive sales, but given all the raving about Mad World on most gaming sites and boards, 66,000 is a pretty poor number.
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so because it's 18 month old, it's not worth playing?
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I have most of the consoles and a gaming PC, and i cant stand any of the download services. being a collector im sorry but having a product in hand is much more worth the money than shitty downloads I dont care how cheap. Sure I have some download games bouight off the console services etc, but only if they are not available to buy. GT Prolugue for example. Straight to the shop to buy the nice version, rather than the "what do I have in my hand for the money i've spent" version.
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What I do mind is the publisher being able to pull the plug when they feel like or when they're forced to (going under). Valve have said that they'll push out an update which will get rid of Steam phoning home, but maybe circumstances will mean they can't do that (their can't keep their servers up as they get hammered by every single customer downloading updates and redownloading what they've previously deleted to save space).
I also mind arbitrary limitations. The Wii Shop is an example of this, my shop account is linked to my Wii's serial number. If (in a fit of madness) I buy another Wii I can't download what I've bought on the other Wii on the new Wii. I can't transfer it by SD either.
If anything iTunes is the best, it's got a limit of five devices which is workable and everyone, including Apple, knows they can burn songs to virtual CD and rip them if they want MP3 versions.
Microsoft is an example of digital distribution at its worst, changing DRM formats and taking down servers when they feel like it.
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