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Commenting
on the Industry I - WarGaming.net Published:
03/03/2004 By: Ryan Newman |
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The videogame industry is an interesting
one. Instead of pretending like I know much about it, I decided to ask some folks
who actually do - we do, however, reserve the right to continue to gripe and complain.
This is the first in a series of articles we'll be having with developers and
publishers who are either new, smaller outfits, or just not well-known in North
America, comment on topics regarding the industry, including their ordeals and
successes. Some will have a single title under their belt while others will have
several, but we feel that all of the companies are worth taking note of due to
the quality of their work. We thank the participants for their time, and we certainly
hope you enjoy yourselves as well. - First
up is WarGaming.net. Recently,
the European-based company put out the Massive
Assault. Not only did I enjoy
my time with the title, but so did others as it was recently nominated for 'Best
Strategy Game of 2003' by one of Russia's premier online gaming publications,
Absolute Games. While Massive
Assault may be getting all the attention, they have also been running DBA
Online for some time now. DBA, De Bellis Antiquitatis, is a tabletop wargame
that uses miniatures to represent historical battles*.
The company also runs the DBA online club. Commenting
on our topics below is Victor Kislyi, president of WarGaming.net.
Special thanks to Nick Katselapov for the assistance. And away we go
Wargaming.net |
Commenting: Victor Kislyi (President) Country of origin:
Belarus Number of employees: 20 Year of company's creation:
1998 Working on: Massive Assault II (working title)
Titles
Developed/Published
DBA
Online (PC) | Massive
Assault (PC) | | |
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| Eastern
Europe seems to be gaining momentum, with adventure titles leading the pack. Comment
on the current state of software (gaming) development now and its future there: |
| Eastern Europe is not
only keen on adventure games. Recent years have demonstrated that world-class
strategy, FPS's and RPG's are made here as well. I witness that software development
industry in general is boosting in the region - with many western giants opening
their development centers in Moscow, Minsk, Kiev, St. Petersburg, Prague, etc.
The number of skilled software professionals is permanently growing. This factor
is definitely a favorable one for the gaming industry development - now the Eastern
game development and publishing companies are not those groups of enthusiastic
students, but well-organized business-oriented enterprises. Currently I cannot
see a single reason for the gaming industry in the Eastern Europe to stop growing.
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Mistakes made and corrections: |
| Marketing. It's definitely
one of the most crucial and maybe most difficult part of the game development.
You know, you need not only understand the western gamer's needs and way of thinking,
but also pay attention to the specialty of various regions. As for Wargaming.net's
Massive Assault, I wish we could work more closely with our western publishers
at the earlier stages of the project, researching and elaborating on the marketing
aspects of the game.
[
top ] | | Advice
for companies who have yet to release their first game, or still contemplating
entering the industry: | This
piece of advice will be derived from the above mentioned "lack of marketing"
problem - the earlier you start talking to your publisher about the marketing
issues (such as game's positioning, target audience, distinctive features, advertising/promotion
methods, etc.) - the higher your chance for success is. You should make sure that
your publisher is concerned about marketing, and has appropriate marketing and
distribution channels.
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| Financial
hurdles of a smaller company - how to: rebound from a poor seller/secure capital
to start up: | | That's
always a huge problem, as far as I know. What can I say - of course every development
company should pay special attention to funding. Nowadays it's harder and harder
to receive any advances from the publisher, especially if the project is in early
development stages and if you are a small or first-time developer - thus you must
make sure you have enough money to complete the project and moreover - you would
better have additional funds to keep the company going for a couple of months
following the Gold Master submission or in case the sales are not rolling as well
as expected. There is no universal solution - I can only mention the standard
funding methods, such as external investment, loans, profits from other types
of software development business, personal savings, etc. Moreover, I should say
that funding is also a headache due to the projected budgets usually tend to expand.
Wargaming.net was lucky to have "friendly" software development companies,
which helped to survive the hardest times.
[
top ] | | Competing
with large companies in the realm of advertising and shelf space: | It's
always hard. I personally have never heard a small developer saying that dealing
with the retailers or advertising was an easy walk. Obviously, the retailers are
doing their own hard business and really effective advertising requires tons of
up-front money. We think that Wargaming.net did a good public relations job during
Massive Assault's development, which in many respects served as advertising. Our
publishers happened to have quite good ties with the retailers.
[
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foreign markets (Asia, North America, etc.): | As
for the North America and Europe, we were initially heading for these markets,
so they are not exactly "foreign". Naturally, Russia and former USSR
was quite an easy task. As for Asia - yes - it's a tough market for a west-oriented
game. We have already signed for China, Japan and Korea are still not yet covered
by Massive Assault, though we are talking with a couple of companies. Everybody
knows that Asian gaming market is different and you should pay great attention
to local culture, language entertainment traditions, etc. when making and marketing
games for this region. It's also obvious that you have very little chance for
success without a solid local publishing partner. OK... we've decided to take
them from the South, first having established Massive Assault's base in Australia.
[ top
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topic: | In
regards to this "hard developer's life" topic, I would like to add that
I do remember our team starting the business about 5 years ago. Of course, we
had read dozens of those articles and interviews describing all the horrors and
problems a new development studio would face. And we were sure it wouldn't happen
to us. But now I can look backwards and say that almost all the predicted hardships
has fallen upon our heads plus tons of other problems. However, when at the end
of the day the success is coming - it feels so rewarding!
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* If I'm wrong, I'm sure someone from WarGaming.net
or WarGamer.com will have no
problems correcting me. |