So what does the Global Economic Crisis mean for the Australian game industry? We probably need to answer this question by looking at the industry itself.
The Australian games industry is an interesting beast. It is made up of some 70 developers ranging in size from around 200 employees, right down to one or two person operations. All Australian developers are privately owned, which means their
financial data is not in the public domain, since they don’t have
shareholders to report to. This makes it pretty difficult to get a clear idea about the exact shape and size of the industry. From a report by the Australian Bureau of Statistics, who surveyed 45 Australian game companies, we can pretty confidently say that most employment, game production and income is generated by the top ten or so game companies. Many companies, including those not in the survey (only companies with Australian Business Numbers were surveyed) are quite small and focus on contracting to larger companies, doing ports or doing mobile and casual game development.
Many Australian studios are independent, which means they are not beholden to any single publisher. This gives them a great deal of flexibility in deciding what they will work on, but it also means greater uncertainty, as they need to compete with others developers for the rights to make a game. Other studios which are owned by larger developers or publishers have more certainty, but less autonomy. While the studio itself is run day-to-day like an independent studio, budgets, game features and development timetables are determined by the parent company. The exact nature of this relationship is complex, and the amount of autonomy the local studio has differs from studio to studio.
Both independent and owned studios have challenges they need to face in the current economic climate. Perhaps the most exposed are the owned studios – like Pandemic. If a studio is owned by a larger publisher, then the fortunes of the development studio is linked to the fortunes of the parent company. As the economic crisis hits the game industry the larger publishers are engaging in belt-tightening, which includes layoffs. For a company like Electronic Arts, which employs thousands of people in an array of studios worldwide, this means cutting the worst performing studios free. From what I have read in the Australian game media, Pandemic is an exemplary case of how ownership by a large publisher can be disastrous for Australian companies. A failure to deliver a major title (a game based upon the latest Bat Man movie, The Black Knight) coupled with geographic remoteness and economic turmoil means that Pandemic became a ripe target for EA closures. To EA’s credit, they appear to be allowing the studio to go it alone, with their assets (eg: computers, dev kits) and a new game that they’re currently working on. With any luck a new independent studio will arise from the ashes of Pandemic Brisbane. If it were me, I’d name the new studio “Phoenix”.
If Pandemic Brisbane provides a clear example of the risks for owned developers, then the risks for independent developers are less clear. Many – if not most – Australian independents are in the small game/casual games market or mostly work on ports, which tend to be referred to as SKUs in the industry (Stock Keeping Units). So, if an original game is released for the PC, a publisher may employ other companies to do versions of the same game for XBox, Playstation, Wii, etc. Star Wars: Force Unleashed came out with a number of SKUs (Stock Keeping Units – essentially a unique product; the industry typically refers to ports or different versions of the same game as SKUs – different, yet the same), one of which (the Wii version) was developed by Krome Studios.
A clear danger for Australian independents is that this work may dry up if the costs and perceived risks of outsourcing SKU work to Australia scare off publishers. To date the financial crisis has seen the value of the Australian dollar fall next to the US dollar. This makes Australia a more attractive development environment for US publishers because it lowers development costs. The problem is that by hitching their wagon to US publishers with the value of the dollar as the link, Australian developers become dependant upon the exchange rate – and when it changes the industry will flounder.
With these dangers come opportunities. When I get a chance, I’ll post about them, too.