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When Hollywood stars need to get something
done, they pick up a cell phone and call their agent. After
all, creative talent doesn't necessarily equal business sense,
and there's nothing like having a shrieking shark with a law
degree on your side. Agents make sure that their big-money
clients are taken care of, and that they receive the most
lucrative contracts negotiable form studios that can't afford
not to have their clients' services.
It may be time for game creators to
start thinking along the same lines. Talent is at a premium
in the PC gaming industry, and as talented amateur developers
start to appear with greater frequency, a system should be
in place to provide them with the very best opportunities
for success.
Its all part of an inevitable maturation
process for our industry. It used to be that you finagled
an entry-level tester job at a game company, then gutted your
way up the ladder through the ranks of assistant producer,
producer, and eventually project lead. It was a time-honored
apprentice system that taught incremental skills to craftsmen.
But in recent years, the user-friendliness of development
tools (and the proliferation of Internet and instant-message
networking) has led to a new kind of game creator: unpaid
amateurs working either alone or in informal cells, but with
the skill, depth, and precision of classically assembled development
teams.
There's no longer any time-or need-for
a company to spend years to develop project leads out of testers.
What's needed now is an effective way for publishers and large
development houses to locate and identify amateur developers
with the potential to be big players…or better yet, to find
crews that are ready to get the job done right now.
Currently, there's no easy way to find
them. The major mod communities are little more than links
to every mod-, map-, and skin-maker on the web. You could
literally spend all day in a full-time job just checking all
this stuff out, and for every interesting lead, you'd have
to wade through several dozen unprofessional efforts.
That's why the time is right for a game
creator's super-agency.
This organization would open doors to
public submissions, and would have a small staff of dedicated
people to sift through all the web links and CDs. The small
percentage of submissions that show merit-the diamonds in
the rough-would then be contacted and their product researched.
If the creators have the goods, the agency would sign them
on as clients. (Just as with Hollywood agencies, there'd be
no fee for signing on as a client-your agent would make his
15% percent when he sold your team's services.)
Such a service would be a boon to game
companies, which would have a centralized pre-screening system
in place to weed out the wannabes. Its actually an obvious
symbiosis: game companies get a pool of hot young talent,
and the hot young talent gets a connected insider to shepherd
them to the promised land of a development deal. There are
tons of exciting prospects out there, but they have no connections
and no way of getting noticed. The agency would be their door-opener.
Publishers have already displayed their
eagerness to get involved with such talent. Several high-profile
development teams, such as CroTeam and ReWolf Studios, have
inked distribution deals for their first efforts, and are
currently fielding new development offers. There isn't a publisher
in the world that wouldn't love to be in business with an
outfit like the FireArms Team, which produced the sublime
FireArms mod for Half-Life. They'll probably end up paying
slightly more for such teams with the intervention of an agent,
but I think many executive producers would be happy to pay
the mark-up if it helped guarantee them access to worthy new
talent.
To be fair, this idea has been attempted
before, and didn't result in much. Ben Jones, the current
director for strategic partnerships at WEB Corp (which actively
seeks out new development teams for its browser-based development
slate), launched such an interactive talent agency, but eventually
abandoned the idea. "There was just no profit," he says. "The
contract in this industry tends to be so low to begin with
that no one can really justify an agent's share."
But I'd suggest that this situation
may be changing. A successful game with huge online and franchise
appeal can be a gold mine for publishers, and never more so
than when it comes from the background of web-connected developers
who toil with the support of eager online fans-in-waiting.
By nurturing the very best of these concepts, smart publishers
can make great strides toward ensuring a big reception for
the finished product. If a title breaks out into a franchise
success with multiple online spin-offs à la Half-Life, then
the higher pay-days for new talent would be justified. (What
better way for a fledgling brand manager to grow a brand than
to pluck one, fully formed, off the mod-community vine?) By
dealing with the agency, publishers would have the very best
of the web's prospects to choose from.
What's important is that talented amateur
creators get access to their dreams, and protection when it
comes time to sign on the dotted line. A centralized talent
agency for these folks would be an indispensable step in the
growth of the industry's talent pool. Someone should get started
on this right away-I want 15-year-old gaming stars reaching
for their cell phones.
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