Video game publisher
Video game publishers are companies that
publish video games that they have either developed internally or have had developed by a
video game developer. Most video game publishers also produce and publish
computer games, but the term "video game publisher" is often used generically to refer to companies that publish interactive
games regardless of the target platform.
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.
As businesses go, video game publishing is
risky:
*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.
*There is a consensus in the industry that it has increasingly become more "hit driven" over the past decade, with masses of consumers buying the game that is best in quality and best-marketed in each game genre, and, by comparison, very few buying any 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, led by the
Xbox 360 and
PlayStation 3, have incredible graphic ability, 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 "next generation" 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. With next-generation console games commonly understood to require budgets of US$15 million to US$20 million, every game financed is an extremely large gamble, and pressure to succeed is unprecedented in video game history.
*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.
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.
Below are the top 20 video game publishers, ranked by
Game Developer Magazine in September
2005, 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. 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.
#
Electronic Arts#
Activision#
Nintendo#
Microsoft Game Studios#
Sony Computer Entertainment#
Ubisoft#
Konami#
THQ#
Sega Sammy Holdings#
Take-Two Interactive#
Namco#
Vivendi Universal Games#
Atari#
SCi Games#
Capcom#
Square Enix#
Bandai Games#
Codemasters#
Midway#
LucasArts*
3DO (console manufacturer) (defunct)
*
Acclaim Entertainment*
Accolade (gobbled up by
Atari née
Infogrames)
*
Atari (console manufacturer) (acquired by
Infogrames, which then renamed itself
Atari)
*
Coleco (console manufacturer) (defunct)
*
Crystal Dynamics*
Enix (merged with
Squaresoft as
Square Enix)
*
Epyx*
Gathering of Developers (GOD) (Bought by
Take-Two Interactive)
*
Gremlin Interactive*
GT Interactive*
Hasbro Interactive (acquired by
Infogrames)
*
Iguana Entertainment*
Imagic*
Infocom (acquired by
Activision)
*
Interceptor Micros*
Mattel Electronics (console manufacturer)
*
Mattel (computer software)
*
Melbourne House (computer games and books)
*
Microprose (acquired by
Hasbro Interactive)
*
Mindscape, Inc.*
MUSE Software*
Origin Systems (acquired by
Electronic Arts)
*
Penguin Software*
Psygnosis*
Spectrum Holobyte (acquired by
Hasbro Interactive)
*
Square Electronic Arts L.L.C. (Owned by
Square and
Electronic Arts. Folded back into Square Soft, Inc. and changed to Square Enix, Inc.)
*
Strategic Simulations, Inc. ("SSI")
*
Technos Japan Corporation (defunct) (assets acquired by
Atlus)
*
Taxan*
US Gold (acquired by
Eidos Interactive)
*
Virgin Interactive EntertainmentSome 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.
*
Console manufacturer*
Independent video game industry*
List of video game publishers