
- #Spacechem no thanks necessary skin
- #Spacechem no thanks necessary code
- #Spacechem no thanks necessary Pc
#Spacechem no thanks necessary Pc
The Pitch DeckĪ few months later I invited Maccima to an invite-only PC dev session with some other local devs, where we would get to show each other our games and give each other advice. Early on I already established that no matter what happened I wanted to help them succeed, which helped to build trust between us. I broached the idea of possibly publishing the game, but also told them that if they wanted to try for a bigger publisher (eg Paradox Interactive), I would use my digital rolodex on their behalf and try to secure interviews for them. Soon after, I visited them to try to get a better idea of the team and how serious they were with the game. I first noticed and reached out to Maccima Games on February 9, 2019. Cliff brushed me off the first few times, but I eventually wore him down (politely, mind you), and in a meeting at EGX in 2015 where I presented him the current prototype of the game sealed the deal. Before we secured a deal for Political Animals, I had written on and off to Positech Games about the possibility of a publishing deal. Publishing deals can take a long time to negotiate, and there is a lot of wooing that happens even before the first draft of the publishing deal is presented to you. As a developer you will have to make the hard decisions about whether or not a deal is suitable to you.

These are all valid reasons to accept a distribution deal. You already have an established game and want to expand to a market that you are not familiar with, like China or the console market.
#Spacechem no thanks necessary skin
You trust the people behind the distribution deal, and they are up front with exactly how much money they are planning to spend on marketing (this shows skin in the game).
#Spacechem no thanks necessary code
You are a developer that just hates everything to do with marketing and money and you want to hide in your room and code all day. There are many reasons why you would want to take a distribution deal: However, to paraphrase Shark Tank, “70% of a hundred thousand dollars is better than 100% of 0 dollars”. A distribution deal feels to me like I have taken most of the risk by making the game on my own, then someone is going to come in at the tail end of the process and take some of my hard earned revenue. As a developer, I am also more appreciative of the up front money because it immediately takes a lot of the risk off the table and lets me make the game without fear. The up front money from a publishing deal establishes “ skin in the game” for the publisher. I am personally quite wary of distribution deals. DistributionĪ distribution deal is one that provides no funding, but basically provides marketing and distribution support in exchange for revenue. For our own deal with Maccima (as I’ll discuss later) we get a 100% recoup first before splitting the deal 70/30 in favor of the developers. For example, the publisher could ask for a 75/25 split on revenue until they have recouped their costs, and thereafter the split is 50/50. This profit sharing agreement can take many forms. Basically, since they fronted the money, they want to be assured that at the very least, they will be able to recoup the risk that they took spending that money in the first place. In exchange for capital and information, a publisher will typically ask for profit sharing based on revenue generated after they recoup their costs. This is most useful for a first time developer, but even accomplished developers derive value from having a new set of eyes on their game. This means advice regarding all aspects of game development, from programming to marketing. I am aware that others may disagree with my definition, but I believe it is important for developers to hold that distinction in mind.Īside from capital, a publishing deal typically also offers knowledge sharing and advice. For absolute clarity, I will refer to any deal that offers no money as “distribution” which I will describe later. PublishingĪ publishing deal is one that first and foremost provides funding. I will also be providing actual contract details for Ruinarch ( wishlist now!) to serve as a datapoint, as I believe information asymmetry is one of the key issues that leads to developers being taken advantage of.įirst off, let’s define our terms.

The point of this article is not to name and shame (and honestly, depending on when you actually read this, I could be referring to an issue from 2019 or from 2022), but rather to show what a healthy publisher/developer relationship can look like.

Recent news has borne this out, as I have heard of another publisher mistreating or wilfully misleading a developer.

There is a natural imbalance that occurs when a much more experienced entity with capital deals with a financially naive developer that wants to put their art out into the wider world. Publisher and developer relations have always been fraught with peril.
