Information about Video Game Publisher

A video game publisher is a company that publishes video games that they have either developed internally or have had developed by a video game developer.

As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising. They usually finance the game development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. The large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any license that the game may utilize; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Large publishers may also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality.

Because the publisher usually finances development, it usually tries to manage development risk with a staff of producers or project managers to monitor the progress of the developer, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones.

Business risks

As businesses go, video game publishing is associated with high risk:
  • The Christmas selling season accounts for about half of the industry's yearly sales of video and computer games, leading to a concentrated glut of high-quality competition every year in every game category, all in the fourth quarter of the year.
  • Product slippage is very common due to the uncertain schedules of software development. Most publishers have suffered a "false launch", in which the development staff assures the company that game development will be completed by a certain date, and a marketing launch is planned around that date, including advertising commitments, and then after all the advertising is paid for, the development staff announces that the game will "slip", and will actually be ready several months later than originally intended. When the game finally appears, the effects among consumers of the marketing launch—excitement and "buzz" over the release of the game and an intent to purchase— have dissipated, and lackluster interest leads to weak sales. These problems are compounded if the game is supposed to ship for the Christmas selling season, but actually slips into the subsequent year. Some developers (notably id and Valve) have alleviated this problem by simply saying that a given game will be released "when it's done", only announcing a definite date once the game is released to manufacturing.
  • There is a consensus in the industry that it has increasingly become more "hit driven" over the past decade. Consumers buy the game that's best-marketed and of the highest quality, therefore buying fewer other games in that genre. This has led to much larger game development budgets, as every game publisher tries to ensure that its game is #1 in its category.
  • Games are becoming more expensive to produce. The "next generation" of consoles, particularly the Xbox 360 and PlayStation 3, have more advanced graphic ability than previous consoles, but taking advantage of that ability requires a larger team size than games on earlier, simpler consoles. In order to compete with the best games on these consoles, there are more characters to animate; all characters must be modeled with a higher level of detail; more textures must be created; the entire art pipeline must be made more complex to allow the creation of normal maps and more complex programming code is required to simulate physics in the game world, and to render everything as precisely and quickly as possible. On this generation of consoles, games commonly require budgets of US$15 million to $20 million. Activision's Spider-Man 3, for example, cost US$35 million to develop, not counting the cost of marketing and sales.[1] Every game financed is, then, a large gamble, and pressure to succeed is high.
*Contrasting with the increased expense of "front-line" AAA console games is the casual game market, in which smaller, simpler games are published for PCs and as downloadable console games. Also, Nintendo's Wii console, though debuting in the same generation as the Xbox 360 and the PlayStation 3, requires a smaller development budget, as innovation on the Wii is centered around the use of the Wii Remote and not around the graphics pipeline.
  • When publishing for game consoles, game publishers take on the burden of a great deal of inventory risk. All significant console manufacturers since Nintendo with its NES (1985) have monopolized the manufacture of every game made for their console, and have required all publishers to pay a royalty for every game so manufactured. This royalty must be paid at the time of manufacturing, as opposed to royalty payments in almost all other industries, where royalties are paid upon actual sales of the product—and, importantly, are not payable for games that did not sell to a consumer. So, if a game publisher orders one million copies of its game, but half of them do not sell, the publisher has already paid the full console manufacturer royalty on one million copies of the game, and has to eat that cost.

Investor interest

Numerous video game publishers are traded publicly on stock markets. As a group, they have had mixed performance. At present, Electronic Arts is the only third-party publisher present in the S&P 500 diversified list of large U.S. corporations.

Hype over video game publisher stocks has been breathless at two points:
  • In the early 1990s when the introduction of CD-ROM computer drives caused hype about a multimedia revolution that would bring interactive entertainment to the masses. All Hollywood movie studios formed "interactive" divisions to profit in this allegedly booming new media. Most of these divisions later folded after expensively producing several games that were heavy in "full-motion video" content, but light in the quality of gameplay.
  • In the United States, revenue from the sales of video and computer games exceeded revenue from film box-office receipts for the first time in the dot-com days of the late 1990s, when technology companies in general were surrounded by hype. The video game publishers did not, however, experience the same level of rise in stock prices that many dot-com companies saw. This was probably because video game publishing was seen as a more mature industry whose prospects were fairly well understood, as opposed to the typical exciting dot-com business model with unknown but possibly sky-high prospects. While many technology stocks were eventually destroyed in the dot-com crash in the early 2000's, the stock prices of the video game publishers recovered as a group; several of the larger publishers such as E.A. and Take2 achieved historical highs in the mid-2000's.

Selected video game publishers

Below are the top 20 video game publishers, ranked by Game Developer in October 2007, in order of overall score in six factors: annual turnover, number of releases, average review score, quality of producers, reliability of milestone payments and the quality of staff pay and perks.[2] Note that this is not a ranking by revenue, but of the quality of experience of working with the publishers according to staff, and some video game development companies. 2006 positions have been maintained. Buena Vista Games and NCsoft are new to the list, bumping Codemasters off the list.

2007 Position Name of Publisher 2006 Position
1stNintendo1st
2ndElectronic Arts2nd
3rdActivision3rd
4thUbisoft8th
5thTHQ7th
6thTake-Two Interactive5th
7thSega Sammy Holdings/Sega of America10th
8thSony Computer Entertainment12th
9thMicrosoft Game Studios6th
10thSCi/Eidos Interactive16th
11thSquare Enix13th
12thNamco Bandai11th
13thVivendi Games12th
14thCapcom14th
15thKonami9th
16thNCSoft15th
17thDisney Interactive Studios18th
18thAtlus USAn/a (new entry)
19thLucasArts17th
20thMidway Games20th

Notable former publishers

Some of these publishers went out of business; others were purchased or merged with a larger company, and no longer do business under this name, or they exist in name only as a brand.

See also

References

1. ^ "Activision exec prices PS3 games" from Gamespot
2. ^ Wilson, Trevor, Game Developer (CMP Media LLC) 14 (9): 6-16, October 2007, ISSN 1073-922X


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Computer and video game industry
Activities Jobs Types of video games Companies
Game design
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Game designer
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Level designer
Arcade game
Computer game
Console game
Handheld game
Video game developer
Video game publisher
List of video game companies
List of publishers
Lists of video games
List of video game industry people
Publishing is the process of production and dissemination of literature or information – the activity of making information available for public view. In some cases, authors may be their own publishers.
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video game is a game that involves interaction with a user interface to generate visual feedback on a video device.

The word video in video game traditionally refers to a raster display device.
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A video game developer is a software developer (a business or an individual) that creates video games. A developer may specialize in a certain video game system, such as the Sony PlayStation 3, Microsoft Xbox 360, the Nintendo Wii, or may develop for a variety of systems, including
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Publishing is the process of production and dissemination of literature or information – the activity of making information available for public view. In some cases, authors may be their own publishers.
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DVD

Media type: Optical disc
Capacity: 4.7 GB (single layer), 8.5 GB (dual layer)
Usage: Data storage, audio, video, games

Optical disc authoring
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Manufacturing (from Latin manu factura, "making by hand") is the use of tools and labor to make things for use or sale. The term may refer to a vast range of human activity, from handicraft to high tech, but is most commonly applied to industrial production, in which raw
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Advertising is paid, one-way communication through a medium in which the sponsor is identified and the message is controlled by the sponsor. Variations include publicity, public relations, etc..
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A video game developer is a software developer (a business or an individual) that creates video games. A developer may specialize in a certain video game system, such as the Sony PlayStation 3, Microsoft Xbox 360, the Nintendo Wii, or may develop for a variety of systems, including
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Distribution is one of the 4 aspects of marketing. A distributor is the middleman between the manufacturer and retailer. After a product is manufactured it is typically shipped (and usually sold) to a distributor.
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Sound effects or audio effects are artificially created or enhanced sounds, or sound processes used to emphasize artistic or other content of movies, video games, music, or other media.
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A game producer is the person in charge of overseeing development of a video game.

The earliest documented use of the term producer in games was by Trip Hawkins, who established the position when he founded Electronic Arts in 1982.
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Project management is the discipline of organizing and managing resources (e.g. people) in such a way that the project is completed within defined scope, quality, time and cost constraints.
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milestone or kilometre sign is one of a series of numbered markers placed along a road at regular intervals, typically at the side of the road or in a median. Milestones are constructed both to reassure the traveller that the proper path is being followed and to indicate
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id Software

Private
Founded Shreveport, Louisiana, USA (February 1, 1991)
Headquarters Mesquite, Texas

Key people John Carmack, Lead Programmer
Kevin Cloud, Artist
Tim Willits, Game Designer
Todd Hollenshead, CEO
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Valve Corporation

Private
Founded Kirkland, Washington, USA (1996)
Headquarters Bellevue, Washington, USA

Key people Gabe Newell, co-founder and managing director
Industry Software & Programming
Products Half-Life

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3D modeling is the process of developing a mathematical, wireframe representation of any three-dimensional object (either inanimate or living) via specialized software. The product is called a 3D model.
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The art pipeline is a term used to describe the entire process of creating and implementing art for a particular project, most commonly associated with the creative process for developing video games.
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normal mapping is an application of the technique known as bump mapping. Normal mapping is sometimes referred to as "Dot3 bump mapping". While bump mapping perturbs the existing normal (the way the surface is facing) of a model, normal mapping replaces the normal entirely.
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Spider-Man 3 is a video game based on the Spider-Man 3 film. It was released May 4 2007.

The scenario draws from the film, Spider-Man comics and the Marvel Universe.
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The term casual game is used to refer to a category of electronic or computer games targeted at a mass audience — typically with very simple rules or play techniques, a very low degree of strategy, making them easy to learn and play as a pastime.
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