Quote:Original post by Red Rush-In Ouch! Is that as a rule? That is the first time I have heard it put so bleakly. Is the only option to fund your first release? |
The short answer is "yes".
Back when I joined the industry it wasn't even an industry and all the developers were noobs. (Of course games were a lot smaller then). For the first five years almost all the developers starting up had zero previous experience and still managed to get funding.
During years six-ten it tightened up. Games became larger and more complex and failures became a lot more expensive. Publishers began to think more carefully about who they paid money too but there were still a few new (inexperienced) companies starting up - at the same time publishers started buying each other out. The number of publishers started to reduce.
Years 10-16 (since I joined the industry) and the number of publishers has reduced dramatically, the number of developers is still high and it's a buyers market. The publishers now how risky it is to invest in inexperienced developers so they don't do it. I spend a lot of my time keeping track of publishers & developers and I have not seen a single (inexperienced) start-up get publisher funding in the last five years. All the new studios fall into one of the following categories:
i. Non-publisher funded (VC money or already rich) -
Examples
Valve Software (Gabe was a Microsoft Millionaire from his stocks),
Emogence, LLC
gamasutra.com article.
ii. Unfunded - Did first game in spare time then when that is successful turned pro -
Examples:
Splash Damage,
The Counterstrike team,
any other successful MOD team.
iii. Publisher funded - The founders have years of proven industry experience and good publisher contacts. -
Examples
Flagship studios
gamasutra.com article,
Wideload games
gamasutra.com article,
Ready At Dawn Studios
gamasutra.com article,
Team Bondi
gamasutra.com article.
I have not seen a new start up without experience get a publisher funded deal for at least five years.
Game development is an art but it becomes a business as soon as you decide you want to be paid for it. The two most common causes of business failure are lack of experience and lack of initial funding. Publishers know this which is why they wont touch people who don't have experience and don't have the funding to get their own company started.
Currently the two best ways of getting started as a studio (if you don't have industry experience) is to create a mod or try to create a good budget game (not a downloadable puzzle game).