Infogrames/Atari in trouble?
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Falconer
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Posted: Fri Oct 29, 2004 5:49 pm Post subject: Infogrames/Atari in trouble? |
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When I read news about Infogrames being in trouble, it took a while to sink in. I thought the Infogrames name had totally disappeared but they're actually still the parent company of Atari, the publisher of Sid's Pirates! and many other Firaxis games.
I have no idea how interwoven Atari and Infogrames are, but if Infogrames falls, you've got to wonder if the Atari name isn't cursed or something. Infogrames is a long time player in the game industry. They acquired the rights to use the world famous Atari brand name (a bit more about that here) and I must admit that after the donned that name, I had the idea they were doing pretty good.
Pirates! will not be their biggest release this year. Lets face it, there are some 160 registered forum users here and we're the oldest site for the Pirates! remake. It will sell, but it won't appear in any charts. That doesn't mean that the rest of their lineup doesn't have some huge potential though. Has anyone taken a look at [url="http://www.atari.com/dragonshard/"]Dragonshard[/url]? This title will rock the pillars that support the world of RTS gaming. If the product delivers what it promises, it will sell like hotcakes.
Obviously hugely popular games like Civilization must rake in some serious cash too, so it can't be that they don't have any decent titles.
So the question is, how bad are things for Atari? Will it topple? Will next Firaxis games come from Ubisoft? Electronic Arts? Activision? (Please God, not EA. Not as long as they have their heads still stuck up their arses overthere)
I'd hate to see Atari go down. The industry *needs* to have a decent pool of competition and if Atari would sink.. well, it's getting pretty thin. |
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Falconer
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Posted: Fri Oct 29, 2004 6:03 pm Post subject: |
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Oh and lets not forget about RollerCoaster Tycoon. That series must have brought in so much money that they could keep the company afloat for a year. |
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cgfb
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Posted: Fri Oct 29, 2004 8:28 pm Post subject: Re: Infogrames/Atari in trouble? |
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I worry far more about developers than publishers. In a perfect world, developers would sell the game directly without publishers intervention. It is classical stuff the fact that ususally are the publishers who impose design decision on the developers that in the end nerf the games, making them bland and almost clones of each other.
Some of the best games I lately played were independent ventures, later sold through Matrixgames or Shrapnelgames from their online store.
Maybe with internet selling catching up, publishers start to get in a tight spot... I don't give a cent for them... |
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defubar
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Posted: Sun Oct 31, 2004 3:40 am Post subject: |
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Atari published UT2004 as well. I also agree with the post above. While I do have a cool Atari sticker on the front of my PC, there are always other publishers. Though I would like to continue to see the Atari name in the furture. |
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Falconer
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Posted: Sun Oct 31, 2004 8:48 am Post subject: |
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Without a big publisher backing them up, very few developers can survive very long in the world of gaming, and it's getting harder and harder. When companies like Microprose started, one man could make a game. Almost no one can do it on their own or in a very small team anymore these days. (with the noteable exception of Chris Sawyer perhaps, he's not 100% on his own, but a huge chunk of his games comes from his hands alone).
Many independents can make their first game, get it out into the world, and then go bankrupt on their 2nd venture. Sequels or just a new game from the same hands, always have to be bigger and better than the previous thing they worked on. Ambition is a great thing, but many developers start off with their new project, hoping that a big publisher will notice their work and help pay for the development cost. This is where many go under, because more often than not, they *don't* get that publisher to be able to continue developing at the ambitious level that they started their project with.
Like them or not, the publishers help get the good games on the shelves. Publishing through the internet is almost never enough to keep a company afloat (mmog's excluded) even if you have a huge base of fans. Magazines don't pay as much attention to online offerings and websites alone don't have a lot of reach.
I doubt Matrix or Shrapnel ever sold more than 200.000 copies of any of their games, while I estimate that most will never reach 50.000. I'm not saying they're bad games, but they can't provide the same amount of exposure that most of the big publishers can. For a game to be successful enough so that the developer can grow and mature, they'll need to sell quite a bit more than that.
And yes, there are publishers that are influencing their developers in a negative way. EA for instance kills off almost all of the independent developers who get involved with them, locking them into all sorts of contracts that seem gold when they sign 'm, but strangle them a few years later. But not all publishers are that way, and not all developers fall to their tricks.
Still, the publishers (most of the time) serve the gaming public more than they hurt them. |
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El Diablo
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Posted: Sun Oct 31, 2004 2:17 pm Post subject: |
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speaking about EA (Sports), bringing each year on the shelves an update of their soccermanager for 50,-€. Slight changes, some features taken out, some put in.
The only thing they do rely on are their official licenses and a grafic engine - of course their advertisment power in the mags is not a bad thing either...
There are still creative devs on the market, but it gets harder and harder, as most important point in the reviews has become the grafics, without a good own engine (which takes a long time) or high licensing-costs not doable. _________________ Don't consider a creation to beeing perfect, unless you sat on it from dusk till dawn |
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Pilo T
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Posted: Sun Oct 31, 2004 11:00 pm Post subject: |
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If Atari went out, wouldn't Firaxis be able to buy all their older games back that Sid talked about in the interview on GameSpot? Then they could make all the remakes without tap dancing around Atari. Course, I don't know a whole lot about how all that works... |
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Falconer
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Posted: Mon Nov 01, 2004 5:58 am Post subject: |
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They don't need to anymore. Firaxis acquired the rights to most of the old Microprose titles already. They probably just have to offer them to Atari first for publishing. I doubt Firaxis tapdances around Atari much at all. Atari isn't that hard on their developers I think, and Firaxis seems quite independent to me. |
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Posted: Tue Nov 02, 2004 5:26 pm Post subject: |
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Falconer wrote: | Without a big publisher backing them up, very few developers can survive very long in the world of gaming, and it's getting harder and harder. When companies like Microprose started, one man could make a game. Almost no one can do it on their own or in a very small team anymore these days. (with the noteable exception of Chris Sawyer perhaps, he's not 100% on his own, but a huge chunk of his games comes from his hands alone). |
Publishers are important only in two different situations: The first one is about the concept of game. Any small company can develop and sell a game with a good design, which means superior gameplay, even if they go alone (I will provide examples later). Only publisher backed developers can make a game that includes breathtaking cinematics, the latest 3D engine, sounds recorded by the Vienna Philarmonic Orchestra, even if the gameplay is nill. The hard fact is its much more time consuming to develop the props for the game than the game itself...
Second situation deals with the fact that only big companies can pay th rights to use worldwide logos on their games, like FIFA, NFL, Formula 1, etc...
You are wrong when saying only Chris Sawyer keep developing alone (almost!). Many developers have chosen to do it that way, with small teams. From the top of my head, I can recall Paradox Entertainment, Maddox Games, Malfador Machinations, Gary Grisgsby...
Also, the business model the Developers adopt says much about what to expect from them. For instance, Paradox picks different publishers for different geographic regions. The publisher is there not to finance the development, but to errr... "publish" the game. It is as simple as this: If the game is good, it will sell, even without magazine ads or paid for previews and reviews. Yes, it will not sell millions of copies, but due to the small team involved the profit is enough to keep those developers going.
when I play a game I don't care if it sold a million copy or just my own, I only care about an engaging experience.
Falconer wrote: | Many independents can make their first game, get it out into the world, and then go bankrupt on their 2nd venture. Sequels or just a new game from the same hands, always have to be bigger and better than the previous thing they worked on. Ambition is a great thing, but many developers start off with their new project, hoping that a big publisher will notice their work and help pay for the development cost. This is where many go under, because more often than not, they *don't* get that publisher to be able to continue developing at the ambitious level that they started their project with. |
Sequels are always a risky business. But it really depends what to concentrate on in a sequel. If it will have quaternions, hollywood stars in the cinematics or an Hollogram box, you bet you will need a Publisher to finance those extravagant (and useless) perks. If it means revised and better gameplay, with some improved looks probably the same small team can do it. You can see how Aaron Hall did it with the Space Empires series or how Johan Anderson did it with Europa Universalis. The problem is that after a successful first realease, developers get too involved with publishers who besides publishing the titles start thinking about directing it, financing the whole venture. The final result is probably a Master of Orion III disaster.
As a rule of thumb, publishers try to make a game as appealing to everybody as possible, thus seriously nerfing it in the process.
Falconer wrote: | Like them or not, the publishers help get the good games on the shelves. Publishing through the internet is almost never enough to keep a company afloat (mmog's excluded) even if you have a huge base of fans. Magazines don't pay as much attention to online offerings and websites alone don't have a lot of reach. |
Thats definitelly not the case with some games mentioned earlier... Are they condemend at start only because they are independent from publishers? No. Do They NEED to be good game to sell? Yes, definitely.
Falconer wrote: | I doubt Matrix or Shrapnel ever sold more than 200.000 copies of any of their games, while I estimate that most will never reach 50.000. I'm not saying they're bad games, but they can't provide the same amount of exposure that most of the big publishers can. For a game to be successful enough so that the developer can grow and mature, they'll need to sell quite a bit more than that. |
200.000 copies? Of course not...but to pay the 4 developers plus the 4 personnel at Matrix they don't need to! Devs publishing from these sites will get as much as 70% of the money paid per copy. Do you know how much a developer gets for each each copy published by a major publisher? 4-7%. Yes. To put it mildly, its... f****** unfair! Also, consider publishers have full control the prices... if a game goes to the bargain bin or if a it gets bundled with a joystick, there is no margin... royalties paid upfront cover it!
Falconer wrote: | And yes, there are publishers that are influencing their developers in a negative way. EA for instance kills off almost all of the independent developers who get involved with them, locking them into all sorts of contracts that seem gold when they sign 'm, but strangle them a few years later. But not all publishers are that way, and not all developers fall to their tricks. |
EA is the biggest of the publishers. They are at the top of the pack and their games are almost always asseptical releases with too much fanfarre with too few gameplay. But they only serve to illustrate how a successfull publisher operates.
Falconer wrote: | Still, the publishers (most of the time) serve the gaming public more than they hurt them. |
No. Sometimes, publishers help the good teams, promoting excellent games (Ubisoft in particular has some credits to show). Unfortunately this behaviour is the exception and not the rule. Thats why 85% of the games are financial failures... because every game tends to be a copy of each other, with only different genres splitting them appart.
Internet is a breath of fresh air to the developers who have just another way to reach customers avoiding (or at least keeping off the pressure of) publishers. Another thing not considered by publishers is the average age of the computer gamer.
Today, on average, for each 15 year old teenager who loves to play the latest, heaviest marketed, goriest, 3D surround sound linear game (movie like cutscenes included!), there is a more mature father of 45 who is willing to fork out the money probably for a more mature game. |
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cgfb
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Posted: Tue Nov 02, 2004 5:29 pm Post subject: |
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Hummm... forgot to register... the previous message is mine! |
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