The Building Up Of the Best Gaming Options

Funded by publishers, developers occupy the most precarious position. Indeed, because of the structure of the market, a publisher imposes a continuous control on the development by a tranche by tranche financing, allowing him at any time to suspend the course. The pressure generated by the obligation to meet deadlines is therefore permanent, especially since games with licenses, which represent a significant part of the market, must imperatively leave a month and a half before the film to which they borrow their license.

The Development of the Best Games

If we take into account the validation time of the game and the different portages, the development of the licensed game is often limited to a few months. Yet, given the advance on revenue, the development studio is paradoxically the least interested: it affects 14% on average of the sale price of a game, against 22% to consolidate and 29% for the editor.

The Niches

There are mainly three positioning niches for a development studio: focus on competitiveness, value for money or excellence. To exist, a studio looking for references usually starts with the lowest development costs. With the capitalization of the experience and the loyalty of the teams, the studio can then improve its operating margin by optimizing its developments. But only a major success will allow it to impose itself on a publisher, and thus benefit from a comfortable time and budget. The chain of major successes can thus allow a studio to self-publish, as Blizzard did with the online game World of Warcraft (2004), or Valve with Team Fortress 2 (2007) and Left 4 dead (2008) via its Steam download platform.

The Best Positions

Funded by publishers, developers occupy the most precarious position. Indeed, because of the structure of the market, a publisher imposes a continuous control on the development by a tranche by tranche financing, allowing him at any time to suspend the course. The pressure generated by the obligation to meet deadlines is therefore permanent, especially since games with licenses, which represent a significant part of the market, must imperatively leave a month and a half before the film to which they borrow their license. If we take into account the validation time of the game and the different portages, the development of the licensed game is often limited to a few months. Yet, given the advance on revenue, the development studio is paradoxically the least interested: it affects 14% on average of the sale price of a game, against 22% to consolidate and 29% for the editor. With the better games from Run 3 unblocked the online gamers are getting a new support for them.

There are mainly three positioning niches for a development studio: focus on competitiveness, value for money or excellence. To exist, a studio looking for references usually starts with the lowest development costs. With the capitalization of the experience and the loyalty of the teams, the studio can then improve its operating margin by optimizing its developments.