How is crowd funding affecting the relationship between institutions and audiences at the Publishing, Design, Marketing and Distribution level? Answer with Assassins Creed and Double Fine Adventure
One of the key changes in the video game industry is coming
through Crowd Funding, an idea where people can post their ideas on the
internet for things such as Music Albums, Films, or in this case Video Games.
Here I will be talking about the effects that Crowd Funding has on the
Development, Publishing, Marketing and Distribution, with Assassins Creed and
Double Fine Adventures as the main games in this essay.
Crowd funding has changed the relationship in the
development of the games. In most games the publishing of the game is done
solely through big companies such as Sony, EA or in the case of Assassins
Creed, Ubisoft. Assassins Creed has developed as a franchise and has appealed
to a larger audience through its many different genres. But in recent years we
have seen changes around this, and now the audience of the game are starting to
become involved through websites such as Kickstarter are enabling smaller
companies and developers to put their ideas on the internet. The audience are
then able to fund the game and allow the people who develop the games to use
the money to make them games. They do this by being offered incentives, and the
incentives vary based on how much is pledged. Double Fine Adventure is a game
which has been made through this process. Tim Schafer was turned down by
various companies, and via kick start he managed to raise $3,336,371, much more
than his target of $400,000. He managed this through video presentations on YouTube,
and this encouraged 87,172 people to pledge through various incentives, ranging
from a copy of the game, to a t-shirt, to a lunch with the creators of the
game. The plus side to this that they
only have to give 5% of the money away, and they still keep full control over
the game.
The Design and Production of games produced via crowd
funding are very different to that of Ubisoft. Ubisoft have a “closed door”
policy, where the only time that we find anything out about the game is via the
marketing or an occasional leak which doesn’t involve the audience in the game.
However, with Double Fine Adventures the audience of the game are much more
involved in the story and the looks of the characters meaning that it can actually
be fine tuned by the audience, and this also provides much of the marketing of
the game, therefore saving large amounts of money that games like Assassins
Creed cannot. During the production of the game Tim Schafer produced several
making of videos to inform the audience as to the progress that is being made
and they can see what their money is being put towards. The production of the
game can then be tailored towards the audience much more than conventional
games.
Crowd Funded games have the added bonus of not having to
spend money on the marketing of the game. They have their target audience and
can keep them informed via email about the game, and therefore they can use
free advertising, as well as word of mouth of the customers across the internet,
and in particular the 87,000 who are already supporting Double Fine Adventures.
Last year (2011) Ubisoft announced that they had lost $45million, and a large
percentage of this had been spent on the marketing of the game alone as they
have had to put a large sales drive in to try and force people to buy the
games. The Indie Developers don’t have
this problem, allowing them to spend more of their money on the game, allowing
them to make a much higher quality product than they might otherwise have been
able to.
Finally, we have the big impact on the distribution that
cloud funding is providing. With the lager games companies when trying to get
their games into retail they have to spend vast amounts of money on just
getting it into the shops. Retailers such as Amazon and Game are two of the
main retailers in the UK and many games come through them. However with Crowd
Funding they already have the information of 87,000 people, who will all
receive the game, and the rest of the copies of the game can be bought through
Steam, The App Store, The Android Market, The Playstation Store and The Xbox
Live Market, meaning that Double Fine Productions do not have to pay all the
costs of putting the game onto discs and getting them in boxes, they can simply
get the games on the market and then they will never run out of copies.