Playing for Keeps Challenges to sustaining a world-class UK games sector COUNTRY PROFILES Playing for Keeps – challenges to sustaining a world-class UK games sector Monograph: Country profiles Prepared for: Prepared by: Release date: October 2007 Country profiles Introduction to Playing for Keeps The UK computer games industry makes a valuable contribution to the UK economy: in 2006, games generated £2 billion in retail in the UK, £370 million was invested in games creation and approximately 21,000 people worked in the sector, 8,000 of these in games development. Games are increasingly becoming part of the lives of millions of UK citizens: 59 per cent of the UK population are gamers and this is growing fast as the demographic widens and games evolve beyond the original genres into casual, lifestyle and learning applications. Games technology and content are at the cutting edge in terms of innovation and creativity. Games sector jobs are typically high-quality and high value. These points are not lost on the three Government departments that support the games industry in the UK – UK Trade and Investment (UKTI), the Department for Business, Enterprise and Regulatory Reform (BERR) and Department for Culture, Media and Sport (DCMS). Playing for Keeps is published in three separate monographs: Country Profiles – Games Investor Consulting profiles the UK along with a number of leading games development territories around the globe using a series of key performance indicators; Intellectual Property – Games Investor Consulting examines ten of the most successful, influential and representative pieces of intellectual property generated in the UK since the birth of the UK games industry back in the early 1980s; Commercial and Distribution Models – Games Investor Consulting analyses the prevalent commercial models and distribution channels in the games industry today to better understand the key drivers and the future development of the sector. Both Government and industry have been concerned about the lack of authoritative and up-to-date data on the UK games sector. In late 2006 UK Trade and Investment, in partnership with BERR and trade association TIGA, commissioned independent research on the UK computer games industry in a bid to help fill this gap and to provide much-needed evidence to contribute towards the development of relevant Government policy. The resulting work by Games Investor Consulting Ltd – Playing for Keeps – Challenges to Sustaining a world-class UK games sector – is a detailed examination of the UK games sector and how it compares globally, with a particular focus on the creation of new games intellectual property, the ability of new companies to start up and grow in the UK and the barriers to inward investment by global companies into the UK. Each of the monographs includes the results of an Industry Survey which Games Investor Consulting undertook with fifteen senior representatives from UK-based development and publisher companies to inform their research. Games Investor Consulting’s research tells us that there are many positives for the UK: we have a world-class hub for games development with an excellent track record in producing hit games which have global appeal. The UK is known for its ability to combine strong characterisation with humour and creative flair; the UK has good levels of development staff and graduates compared to most of our competitor territories; we remain the preferred location for the European headquarters of global games companies. iii Country profiles Introduction to Playing for Keeps However, Games Investor Consulting's findings also warn us that we have no room to be complacent: for example, in 2006 for the first time the UK moved from being the world's third to its fourth largest producer of games based on revenue and some territories are showing growth rates that out-pace our own. Playing for Keeps is an evidence-rich piece of research which will help inform the policies of Government departments and agencies but will also be of great value to the industry itself. UKTI, BERR and DCMS are now evaluating this research and discussing it with the industry: we need to determine together what it tells us about the UK’s future competitiveness in the global games sector, about our ability to remain competitive and to fully exploit the massive growth of the global market and what actions Government and industry might take to help ensure that we have the best possible business environment for games companies in the UK. UK Trade and Investment Department for Business, Enterprise and Regulatory Reform October 2007 All three of the monographs can be downloaded from UKTI’s website www.uktradeinvest.gov.uk iv Country profiles Contents Executive summary The UK and its principal competitor development territories Industry survey 1 2 Introduction to the monograph About Games Investor Consulting Limited Methodology Definitions 3 3 4 Competitive profiles of major development territories Introduction Australia Introduction Development and publishing IP creation Funding environment Labour market Analysis Ratings 5 6 7 7 8 10 11 14 v Canada Introduction Development and publishing IP creation Funding environment Labour market Analysis Ratings 14 15 16 17 20 21 23 France Introduction Development and publishing IP creation Funding environment Labour market Analysis Ratings 24 24 25 26 27 28 30 Singapore Introduction Development and publishing IP creation Funding environment Labour market Analysis Ratings 31 31 32 32 33 34 36 Country profiles Contents South Korea Introduction Development and publishing IP creation Funding environment Labour market Analysis Ratings United Kingdom Introduction Development and publishing IP creation Funding environment Labour market Analysis Ratings Independent UK developers USA Introduction Development and publishing IP creation Funding environment Labour market Analysis Ratings Competitive benchmarking of major development territories 36 37 38 38 41 41 44 45 45 48 48 58 62 68 69 vi 71 71 72 73 75 76 77 79 The industry survey Introduction to the industry survey Headline results Strategies for intellectual property Publishers’ work with independents Business models Innovation Skills and recruitment IP creation in the UK Government assistance Government support in other territories Impact of globalisation Closing questions 82 84 85 93 95 102 105 108 112 114 119 120 Partner Organisations 123 Click here to return to Contents Country profiles Executive summary • The location decisions for games companies are heavily influenced by the following:1 The UK and its principal competitor development territories Detailed descriptions, based on substantial, new, rigorous research, of competitor territories Australia, Canada, France, Singapore, South Korea and the USA are provided, including profiles of their games development sectors, levels of government support, staffing and graduate levels among many other indicators. The report’s findings are: Table 1: Government assistance for the games industry overseas Government assistance for the games industry in major competitor territories Australia Canada France UK USA • The UK is a world-class hub of games development, is the fourth largest development territory in the world in terms of revenue generation, has good levels of development staff and games graduates compared to most competitor territories, its leading studios are often targets for acquisition by global publishers and it is the preferred location for European headquarters for most global games companies. National tax break for games production Yes No Yes* No No Regional tax breaks for games production Yes Yes No No Yes National games IP fund Yes Yes Yes No No • However, the UK is growing more slowly than most of its competitors in terms of revenue generation. It has the highest average salaries (a problem exacerbated by the weak dollar), provides relatively poor access to finance and features the most limited government support of all territories surveyed. It is further hampered by having a minimal indigenous publishing sector and by being under-represented in the booming online games market. Local games IP fund availability Good Good Good Low Low R&D tax credits application to games Medium High Medium Low Low Non-governmental financing availability Lowmedium 1 1 Medium- Medium- Medium good good Good France's games production tax credit is under investigation by the EC but has been ratified by the French Parliament Click here to return to Contents Country profiles Executive summary • Government support is the single biggest contributor to Canada overtaking the UK in 2006 to become the third largest games development territory in the world, despite lower staff and company numbers. The generous support provided to the Canadian games sector in the form of tax breaks, subsidies and grants has enabled Canada to achieve a position in ten years that the UK took 25 years to reach. • There was strong agreement that independents struggle to get new original IP distributed. Many think new platforms open opportunities for new original IP, but a sizeable number of respondents think that the UK’s ability to generate new IP is diminishing. Most think this situation will persist for the foreseeable future. • Most companies face recruitment difficulties trying to find suitably skilled and experienced new staff, and 40 per cent of respondents’ companies are expanding in competitor territories. • Canada’s growth has to date been primarily at the expense of France whose indigenous games development sector has collapsed since 2000. Canada has recently tempted SCi, the UK’s biggest indigenous publisher, to locate a major new 350 employee studio in Montreal rather than in the UK. SCi cited the Quebecois provincial government’s sector support programme as the decisive factor in its choice of location. • Most respondents described heavy competitive pressure from playing fields made uneven by government subsidies and investment incentives overseas, and almost all wanted such incentives matched by tax breaks and prototype funds in the UK. Industry survey A detailed survey of 15 of the UK’s most successful independent studios, publisher studios, and publisher head offices was conducted for this report and concludes that: • Most respondents acknowledge that games IP is a critical revenue stream and nearly 90 per cent of independents surveyed will self-fund part of a new game’s development. For independents, owning technology IP is also an important factor in increasing production efficiency and winning work for hire. 2 Click here to return to Contents Country profiles Introduction to the monograph Definitions The following definitions are used throughout the report: About Games Investor Consulting Limited Games Investor Consulting is a specialist games industry consultancy founded in 2003 to provide independent games research and corporate finance consulting to the games industry and financial community. Games Investor Consulting is one of the industry's most trusted sources for market intelligence, has generated a number of industry-standard reports, has surveyed over 200 games companies internationally and has consulted on games strategy and research for numerous games and media companies as well as trade and governmental bodies. AAA: For the purpose of this report, an AAA IP means a game that has achieved over one million unit sales worldwide. Angel funding: Funding for unlisted companies from high net worth individuals. BERR: Department for Business, Enterprise & Regulatory Reform. BERR was one of the new Departments created following the major Machinery of Government changes announced in June 2007 which also saw the discontinuation of the DTI. Methodology Games Investor Consulting gathered primary data through interviews with senior industry figures, but the majority of the research derived from secondary research comprising desk-based research and Games Investor Consulting’s existing knowledge of the European and global games industry and capital markets. Qualitative and, where possible, quantitative data processing was conducted. The project was broken down into five discrete work packages which were phased consecutively or in parallel between October 2006 and April 2007. Currency: For the purposes of facilitating benchmarking between territories, all sums are in US dollars, with exchange rates from late November 2006 (£1:US$1.9). Due to the extent of recent sterling exchange rate fluctuations, these figures may date rapidly. Current generation: Still anachronistically referred to as ‘next generation’, this refers to the PlayStation 3 and Xbox 360 games console generation. Data gathered for this report was accurate at the time of each monograph’s completion, but, for reasons of budget and timing, new data could not be updated once a monograph was completed. The report focuses on a fast and ever-changing industry and therefore it represents a snapshot of the industry at the time of writing. DCMS: The Department for Culture, Media and Sport. 3 Click here to return to Contents Country profiles Introduction to the monograph RSA: Regional Screen Agency. DTI: Department of Trade and Industry. This Department no longer exists following the Machinery of Government changes made in June 2007. Some of DTI's business support activities described in this report are now part of the newly-created BERR whilst others are part of the similarly newly-created Department for Innovation, Universities and Skills (DIUS). SKU: a version of a game tailored for a specific platform. TIGA: The trade association representing the interests of publisher’s and independently owned development studios in the UK. ELSPA: The Entertainment and Leisure Software Publishers Association. Trade capital: Commercial funding arrangements with games companies such as publishers. IP: Intellectual Property. Unless otherwise stated, the use of the word IP refers to games IP, as opposed to technology IP. IPR refers to Intellectual Property Rights. UKTI: UK Trade & Investment. MMOG: Massively multiplayer online games. Work for hire: Games development undertaken by independent games developers working on IP owned by third parties, usually publishers, from which most see limited or no post-advance revenues. Overages: Royalties earned after advance payments from a publisher have been recouped by an independent developer against a pre-negotiated percentage of net receipts. Private capital: Funding for unlisted companies from specialist private equity firms (a sector in which venture capital forms the most relevant part for games businesses). Public funding: Funding for companies from national, federal, regional, provincial or state governmental funds. R&D: Research and Development. RDA: Regional Development Agency. 4 Click here to return to Contents Country profiles Competitive profiles of major development territories Introduction This report gives a snap shot of each territory’s labour market and is designed to provide a rough indication of what a games development and/or publishing company faces when locating in a given territory, rather than a formal or exhaustive picture of labour legislation. This section profiles a number of the leading games development territories in the world, with a focus on games intellectual property (IP) and the availability of governmental assistance for the games industry. The territories profiled herein are Australia, Canada, France, Singapore, South Korea and the USA. The countries were chosen by the project’s co-ordinators (at UKTI/BERR/TIGA/GIC) to reflect the main games markets competing against the UK for business, IP, funding, governmental assistance or talent. The report aims to provide a snap shot of each country’s relative ability to create games IP by focusing in on some key data points. Sources are listed in footnotes at the base of each page, but Games Investor Consulting has, in many cases, relied on its own databases, research and industry knowledge to provide original data that has not been surveyed previously by other organisations. Again, due to the short length of the project, some data are estimates which could be usefully and more accurately established in more exhaustive studies in future. Staff numbers provided relate to development staff in publisher and independent developer studios only. Therefore distribution, sales and marketing, retail and games services companies are not included. As such, these numbers will differ from overall industry staff numbers given by trade bodies in several countries which include those excluded from our count. Critical areas for each country profile are: • development and publishing markets • IP creation • funding environment, including public and non-government funding for the games industry At the end of each profile is a set of ratings, which use the all quatitative and qualitative data in this report to balance each profile against those of the other competitor countries. The purpose of the ratings is to enable competitive benchmarking between the major competitive games development territories. For criteria for each rating, please see footnotes. • labour market and • analysis of each country’s games development and publishing market, prospects and competitive positioning. A range of data is given, most of which (due to the short length of the project – 15 working days) has been gathered from secondary sources. Where possible, data has been gathered from games trade bodies and governmental departments, although the report’s authors have retained a critical and objective perspective on data which has clearly been inflated or become out of date. 5 Click here to return to Contents Country profiles Competitive profiles of major development territories Australia Retail market size7 Introduction Table 2: Australian retail statistics Australia’s games industry is small, experienced and highly concentrated in a few large developers, many of them foreign owned, who have often absorbed a number of smaller studios and staff from companies on the verge of liquidation. Australia perceives itself in difficulty2 due to the challenges of international competition, failing companies3, some strategic false starts, and an endemic problem of IP/profit flight overseas4. Many of Australia’s most successful development companies have been divisions of large European and USA-headquartered developers, set up for lifestyle reasons and to provide more cost-efficient development resources5. Australia has not produced even one medium scale publisher, so almost all of its output is published by foreign companies, leaving Australia in the unstable position of many developing games markets, with profits from games created in Australia leaving the country. Australia has struggled to produce world-class IP, with only a few AAA titles originating from the territory. The size of its domestic market slowed markedly between 2002 and 2005 but is expected to resume growth for the next three years. It has a small but experienced workforce, and has recently experienced a growth in games service companies6 who promote the country’s lower cost base to games clients. 2000 2001 2002 2003 2004 2005 2006 Software $302m $402m $566m $578m $606m $662m $763m Units sold N/A N/A N/A N/A 10.6m N/A 12.5m Note: all sums are in US dollars 2 In a submission to a government committee (Hansard, April 2004), a number of industry trade associations claimed that Australia’s games industry was unbalanced, under threat, and badly needed government support in the face of loss of IP to foreign-owned companies. The Games Developers Association of Australia describes the industry’s current situation as a crisis. 3 A number of its leading, first generation games companies have failed or been sold. Studios in liquidation: Perception Studios (2006), RatBag Games (2005), Creature Labs/CyberLife (2003), Dark Matter Games, Real Time Studios, U235. 4 In a submission to a government committee (Hansard, April 2004), the Director of the Australian Interactive Media Industry Association described three promising online gaming start-ups going under or offshore to countries where the domestic markets are large enough to sustain such companies (China and Korea). 5 Examples include Pandemic Studios (USA-based and recently merged with Bioware of Canada) Irrational (USA-based and recently bought by Take 2) and The Creative Assembly (UK-based and recently bought by Sega). 6 GIC estimates that 30 companies and 300 staff are based in the service sector, providing outsourced content creation (art, animation, programming) and other services. 7 All sums in USD. Data from Interactive Entertainment Association of Australia and GFK research. 6 Click here to return to Contents Country profiles Competitive profiles of major development territories Development and publishing • IR Gurus (local content specialist with 55 staff) • Torus Games (handheld specialist with 50 staff). Number of independent developers: 458 IP creation Mortality rate9: estimated 25 per cent since 2000. Australia has suffered from lack of access to global markets and non-government funding, a small retail market for games domestically, and, until recently, a low level of experience of working on world-class games. Generally experiencing a skills shortage, successful developers are growing more slowly than they would like. New IP generation and ownership: low-medium. Australia has, in general, struggled to create world-class IP, and its history is dominated by games selling, at best, 500-600,000 units globally. Although studios do create new IP, the majority of revenues come from work for hire for publishers. Krome Studios has developed a handful of new IP hits and has grown more recently by acquiring studios such as Melbourne House from (the distressed) Atari. However, most of the generators of quality new IP – Irrational, Pandemic, Creative Assembly – are now foreign owned. Those few large developers that are capable of driving new IP, such as Bioshock and Destroy all Humans, are in a minority, with the majority of developers less experienced or less able at creating high-quality IP. Development clusters: Brisbane, Melbourne, smaller clusters in Sydney and Canberra Export value of domestically produced games: US$77 million10 Number of publishers: 15 Major publishers located in territory: Activision, Atari, Eidos Interactive, Electronic Arts, Sega Sammy (the Creative Assembly – development only), Sony, Take 2 Interactive (Irrational Games – development only), THQ (two studios), Ubisoft Entertainment and Vivendi Games. 8 There are some 80 games companies with 1,200 staff in the territory, which includes 45 Largest indigenous games companies in territory The following privately-held companies have not released financial results: independent developers, 15 publishers (including their studios) and 20 service companies; GIC research based on data from Invest Australia’s Games Industry Market Intelligence Report, March 2006, and supplemental information from the Games Developers’ Association of Australia and the Australian Games Developers Convention. 9 Mortality rates reflect GIC research into independent developers going out of business between 2000 and 2006 10 GDAA, March 2006 • Krome Studios (largest studio numbering 300 staff following 11/06 acquisition of Melbourne House and subsuming most of RatBag Games) • Auran Games (developers and middleware providers, US$11.5 million co-invested with Hanbitsoft in one MMOG project) 7 Click here to return to Contents Country profiles Competitive profiles of major development territories Availability of federal government assistance: low-medium. Federal assistance for the games industry specifically is non-existent, however federal govenment runs a number of substantial programmes designed to help kick-start new businesses: Major IPs created in territory: Bioshock (unreleased but AAA potential), Dark Reign 1 and 2 (PC), Destroy All Humans (PC, PS2, XB), Freedom Force (PC), Star Wars: The Clone Wars (GC, XB), SWAT, Top Gear Rally, TY the Tasmanian Tiger (GC, PS2, XB, GBA), and Unreal II (XB) • Backing Australia’s Ability II programme includes First games company founded: Beam Software (later Melbourne House) 1980 • Commercialising Emerging Technologies (COMET) programme: US$78 million innovation fund across all industries, with up to US$77,000 per grant available • Building on IT Strengths (BITS) Incubator programme: US$28 million fund for further commercialisation of innovation • New Industries Development Programme (NIDP) Mark III: US$10.8 million fund to kick start new industries in Australia • Commercial Ready programme: US$154 million per annum to take R&D activities to market • Co-operative Research Centres (CRC): ACID, the Australian CRC for Interactive Design, specialises in creative industries, gives small grants to enable new communication technologies but has few games projects • NICTA: IT centre with a US$74 million annual programme of mainly internal research programmes across all IT. Date of first break-out global hit game: The Hobbit, Beam Software, 1982 Funding environment Acquisitions and the availability of non-government funding: low-medium. Although a US$19 million venture fund was launched in 200511 targeting handheld games (into which public and non-government funds were poured), access to funding from non-government sources is low. Australian companies complain of a lack of non-government funding and investment into the games industry. Companies have grown organically from medium-level sales of mostly B-C titles off the back of low staffing costs. Acquisitions of (and subsequent investment in) developers have occurred, notably Take 2’s purchase of USA/Australian developer Irrational Games, for £4.6 million, and UK/Australian developer The Creative Assembly by Sega for £15.5 million. Larger “superdevelopers” like Krome have grown by absorbing financially-unstable or possibly failing Australian studios for what is assumed (due to cash shortfalls) to be nominal sums. Angel investment appears relatively infrequent12. In general, the independent Australian development industry’s access to capital is best classed as low, with most sources of funding found in trade capital from overseas companies. 11 The Electronic Games Investment Fund, started with a grant of US$36,000 from the Queensland Department of State Development and Innovation. The goal is to raise at least US$3.8 million a year over the next five years to attain US$19 million in share capital with a minimum initial investment of US$77,000 per project. November 2005. 12 Examples of angel investment are relatively rare. John de Margheriti, a successful Australian entrepreneur, invested in Big World PTY, raising public funding from the R&D Start programme to create online gaming technology, but the company has so far failed to find a market. 8 Click here to return to Contents Country profiles Competitive profiles of major development territories • R&D Start Program: US$780 million programme for technology R&D (now closed) but used by at least one games company, reportedly13 giving Big World US$6.3 million to create their massively multiplayer online games middleware platform • Innovation Investment Fund: provides US$3 million or up to ten per cent of the IIF’s fund as seed funds for high technology start-ups. • Export Development Marketing Grants Program: grants available for companies selling abroad that reimburse up to 50 per cent of promotional expenses Local-level incentive schemes: good. Individual states also have some generous initiatives, of which these are a sample of the most game-related: • Victoria – The Digital Media Fund and Multimedia Victoria provide the following programmes: • New project assistance: US$287,000 disbursed over two years to several companies with games prototypes • Innovation grants: up to US$23,000 for innovative projects • Cash flow facility: case-by-case grants to assist companies grow fast, such as a US$1.15 million grant to IR Guru to start two projects and hire 25 new staff • SDK programme: subsidies covering the cost of SDKs for games companies via an agreement with Sony • Trade event assistance: various trade show attendance grants. • Queensland – the state government has supported the games industry for several years14 including: • R&D tax concession: 125 per cent of qualifying expenditure (potentially rising to 175 per cent over three years) is deductible • Supported skills programme: the programme helps companies secure visas for overseas employees to bring in scarce skills • Division 10b of the Tax Act: 100 per cent tax deduction to initial investors in film, TV and multimedia spread over two years of project entirely or substantially developed in Australia. • Interactive Games Industry Package: a fund worth US$613,000 over four years to support Queensland’s computer games industry • Queensland Government Investment Incentive Scheme: offers 12.5 per cent off salary costs, provides cash incentives for hiring senior local staff Government awareness of games industry: low-medium. The Australian government does not provide much direct subsidy to the games industry, but its Invest Australia department is mostly focused on matchmaking overseas companies with the individual states where assistance (some very generous) is available. The Game Developers’ Association of Australia has raised US$1.2 million in government support for its programmes. Although the government appears to have a free hand to assist any industry, its lack of programmes at a national level appear to reflect the government’s political stance rather than any strong disincentive from any regional body to support a specific industry. 13 A former employee of BigWorld PTY reported this during an interview with new employer Irrational Games 14 The state government’s provided US$1.5 million to increase the skills base of the games industry from 2000 to 2004, Queensland ICT June 2006 9 Click here to return to Contents Country profiles Competitive profiles of major development territories • Creative Industry Precinct: supports games companies among others with US$46 million to develop and promote creative industry • Electronic Games Queensland: a non-profit organisation which supports games developers, subsidises SDKs, and has a US$15 million fund to invest in new projects • Velocity Brisbane offers start-up assistance. • New South Wales – runs a number of low-level SME assistance schemes, and assists mainly film companies University-to-industry linkages: medium to good. Universities and games companies have collaborated to obtain substantial grants from local governments (for instance Auran and University of Queensland for online functionality for Auran’s Trainz game). There appear to be few structural problems in harvesting value from university-developed games or technologies, and a number of universities and research centres have gamesrelated programmes designed to drive commercial ideas into the market. Flexibility of employment laws: good. Australian employment laws are relatively flexible, and while theoretical limits are imposed on the number of foreign workers that can enter the country to get their work visas, in practice for the IT sector it is relatively easy to get staff in from abroad. • Australian Capital Territory – its ScreenACT/BusinessACT programme gives often generous grants on a case-by-case basis • Western Australia – has a few programmes: • Digital Explorer Fund: US$1.5 million fund to assist games companies • Trade show assistance: logistical and trade show grants. Labour market Number of institutions offering games-related courses: 15 (and 23 more indirectly related to games)15. 15 38 universities provide 320 digital content courses: Invest Australia, Games industry Market Intelligence Report, March 2006 Number of graduates per annum16: 600 games-specific graduates per year, growing fast17; 25,000 IT graduates per year 16GIC research based on direct contact with several universities benchmarked against estimates from Invest Australia’s Games Industry Market Intelligence Report, March 2006 17 A number of courses GIC contacted have expanded their intake to raise graduate numbers by 20-30 per cent Number of development jobs (publisher and development studios only): 1,25018, but growing at 60 per cent between 2004-0619. Many of the most experienced staff, including the founders of the most successful studios, left Australia for the USA or Europe to gain experience and track record before returning to Australia to start new companies. This trend is thought to continue. 18 GIC research. This figure excludes freelancers, employees of games services companies, sales and marketing staff at games publishers and games retail / distribution staff 19 GDAA reported in March 2006 job growth rising from 335 new hires in 2004-05 by 50 per cent to 483 new hires in 2005-06. It later reported in November 06 that there were 1,600 staff, 1350 of whom were permanent 10 Click here to return to Contents Country profiles Competitive profiles of major development territories Analysis Salary levels20: Average salary level for junior artist (<three years experience): US$27,000 Average salary level for lead artist (>three years experience): US$42,500 Average salary level for junior programmer (<three years experience): US$35,000 Average salary level for lead programmer (>three years experience): US$54,000 Dominant skill sets: specialty in online games development, casual games and handheld. 20 Sourced by GIC from Australian recruitment company 11 Strengths Weaknesses Relatively experienced if small kernel of development talent A couple of super-developers outscale most other companies Low costs vs. global competition plus native English speakers Online gaming specialty, with links being forged with Korea and China Good levels of state government assistance have protected the industry from industry down-cycle, nurturing several independents Games clusters are co-located with other media, facilitating crossover hits Staff levels growing healthily Small-scale market that has grown slowly Work for hire with low/no revenue sharing predominates Low levels of access to nongovernment funding Geographically remote from US and Europe but no major links with neighbour Japan Time frame differences can be difficult Low levels of world-class IP generated to date Low level of domestic retail market leaves studios reliant on overseas companies A number of publishers in Australia operate only sales and marketing outfits, not studios Lack of experienced staff forces developers to recruit overseas, a difficult, lengthy and expensive process Click here to return to Contents Country profiles Competitive profiles of major development territories Opportunities Threats Growing experience, low cost base and cultural proximity to major western games markets sees sector continue to grow healthily Rise in numbers of games-specific graduates maintains healthy flow of talent into industry Proximity to Korea and China sees Australian companies develop product for these growing markets A few super-developers create pockets of excellence, thus slowly spreading innovation, new IP creation and best practice Stasis – the Australian industry simply tracks the growth of the industry as it enters the up-cycle of the next generation of consoles, but no faster Independent studios struggle to find financing and most growth is found in publisher-owned studios, leading to a further contraction of the independent sector and a reduction in Australia’s ability to create and retain new IP Loss of senior non-Australian staff returning home21 The former problem – lack of scale – is a vicious circle because the sector has found it difficult to get critical mass. Its retail market is low scale, and is dominated by global titles, of which none is Australian owned. Hence 90 per cent of Australian games companies’ revenues are derived from exports 22. Its workforce after 25 years numbers roughly 1,000 employees, although recent growth suggests it may grow faster in the next few years. Due to a lack of highquality experienced indigenous development staff, many larger developers have to recruit from overseas, making it an expensive (eg interviews and relocation costs) and difficult process. As we have seen, many staff learn their trade overseas. The sector’s ability to raise funds is limited, again because the country’s capital markets are small, focused on major sectors and without specialisation in games. The size of the sector means that the kernel of experienced developers disseminates its knowledge slowly through the industry, the few games-focused business angels reinvest in start-ups very rarely, and the track record of major titles that the 60 studios output grows only slowly. Stimulating the sector via grants and other forms of government funding, encouraging linkages between universities and studios, and endeavouring to attract skills to Australia’s shores are viable strategies for tackling this problem, which are arguably bearing some fruit, but the challenge for a tiny sector in a country of 20 million people is inherently long term in nature. Context In the global context Australia is a relatively small territory, with a small development sector predominantly working on licences for foreign companies, a small retail sector, and a small population which outputs a small number of graduates. In the last few years the Australian games industry has begun to grow faster – driven by the success of a handful of world-class studios, but it still suffers from two major problems – lack of scale and an as yet unproven ability to create world-class IP. 21 A disproportionately high number of the Australian development industry’s more experienced staff and senior management are non-Australian nationals, particularly UK and USA nationals. The potential impact of the loss of these staff is elevated as a result. Staff replacement times are high due to relative geographic isolation. 22 GDAA 11 06 12 Click here to return to Contents Country profiles Competitive profiles of major development territories The IP problem is also related to scale. Of the handful of developers (five or six at most) with world-class skills, half are foreign owned. Eighty per cent of the industry’s revenues are generated by only eight firms23. Few of the remaining independents develop a large amount of original IP, preferring to work on licences owned overseas. Ty the Tasmanian Tiger is one new IP that has powered its owner Krome into pole position in the sector, but Krome still relies on licence work for its bread and butter and there are too few companies of similar scale, and none independently owned. In part, this is because the territory has struggled to present itself as a world-class location for games development, or the place to find ground-breaking or AAA-potential new IP. Only 20 per cent of companies working on new IP projects actually get their new IP products to market24. The industry has been growing more rapidly of late, driven by a boost in state government aid, and the up-turn in the industry cycle. But it remains to be seen whether Australia can transform itself from being a cheap location for a few experienced studios working for hire on licences for global companies into a location where IP is created and harvested for the benefit of Australian companies. Globalisation, a lack of competitiveness and poor access to funding are perceived to be massive threats to the sector by the leading Australian games trade body which, in a bid to get government investment into the sector, stated in late 2006 that it believed it had until March 2007 to reposition itself with better access to funding or face extinction25. While this is clearly a negotiating posture and thus slightly inflated, the industry faces a long fight to attain global status, and may well not succeed. 23 GDAA, 11 06. The eight largest games companies, report annual revenues of more than US$3 million, with the top four companies reaching yearly revenues of over US$7.8 million. 24 85 per cent of Australian games companies develop their own IP, with 80 per cent self-funding, 30 per cent relying on external funding and 20 per cent collaborating on projects… only 20 per cent of projects that began by developing original IP made it to market. GDAA 11 06. These figures are largely skewed by mobile, handheld and online casual games development. 25 GDAA, August 2006: “If we are unable to establish an investment structure that supports growth, the industry may not survive. Moreover, we are losing projects to other territories that offer significant incentives that we can’t compete with… For the Australian games industry right now, it’s fly or die!” 13 Click here to return to Contents Country profiles Competitive profiles of major development territories Canada Ratings Justification Introduction 4 Despite its age, the sector is small and slow growing, creates few AAA IPs, and is largely license-based Innovation rating27 3 Low ability to create new IP, relatively small numbers of AA IP created, and little IP origination or ownership The fastest growing games development market in the western world, and one whose pace of growth outstrips all but Korea and China, Canada has for well over the last decade successfully incubated a world-class games development industry, whose domestic output has come to dominate a number of the world’s largest games publishers’ releases including EA and Ubisoft. Funding access rating28 5 Reasonable access to state-level assistance, but non-government funding is poor, and government assistance very low Growth potential rating29 5 Reasonable graduate levels, low salary levels but poor funding access and high developer mortality Overall competitiveness rating30 4.25 Rating Maturity Score rating26 26 Maturity rating: score based on retail market size, the number of developers and publishers, the A niche player likely to remain so age of industry, number and range of AAA games, range of skills available in the territory, the number of games staff and relevant criteria from the SWOT analysis 27 Overall competitiveness rating: score based on the ability to create IP, number and range of AAA games released, and relevant criteria from the SWOT analysis 28 Funding access rating: score based on the retail market size, availability of public and nongovernment funding, government awareness of the games industry, and relevant criteria from the SWOT analysis 29 Growth potential rating: score based on the mortality rate for developers, growth potential of the retail market, ability to create new IP, overall availability of funding for games companies, the number of games-related courses, and students graduating per annum, salary levels and relevant criteria from the SWOT analysis 30 Overall competitiveness rating: the average of the previous four ratings 14 Click here to return to Contents Country profiles Competitive profiles of major development territories Development and publishing Its production output is now the third largest in the world31 after the USA and Japan, representing one fifth of EA’s production32, and one third of Ubisoft’s. Unlike Japan and the USA, Canada is not structurally sound, due to its complete lack of world-class indigenous publishers. Its developers include several of the world’s leading studios, most of which have been targeted for take-over by USA publishers. Some, like Bioware/Pandemic, remain independent and able to retain their IP due to strong backing from USA-based Elevation Partners, but many are now publisher-owned. Canada is a worldclass originator of new IP, and its growth has been spurred by tax leniency in provincial legislatures such as British Columbia and, in Québec, broad and aggressive programmes of sector-specific subsidies. Through collapse or acquisition, Canada has no remaining publishers of any reasonable scale in Canadian hands33, and is thus a strong originator but not retainer of IP rights. Number of independent developers: 11035 Mortality rate36: 40 per cent. A large number of start-ups have died in the last few years, due to the industry down-cycle and the endemic problem of start-up games developers – lack of business skills, low access to finance, and low access to publishers among other causes. Development clusters: Main clusters in Vancouver and Montreal; growing cluster in Toronto; smaller clusters in Edmonton, Nova Scotia, Manitoba, Saskatchewan, and Alberta. Export value of domestically produced games: US$1.75bn (2004)37 Retail market size34 Table 3: Canadian retail statistics 2000 2001 2002 2003 2004 2005 2006 Software NA NA NA $524.6m $590m $765m $763m Units sold NA NA NA NA NA NA 12.5m 31 See Analysis section page 21 32 Business in Vancouver, Jan 05 and Vancouver.com 33 Canada’s only major publishing group, Hip Interactive, collapsed in July 2005. A smaller player, DreamCatcher, was bought by JoWood in November 2006. 85 per cent of AirBorne, a mobile games publisher, was bought by Cybird for US$90 million in 2005. French publisher MC2’s Montreal publishing division, Microids, was purchased by Ubisoft in 2005. 34 Entertainment Software Association of Canada / NPD Canada. All figures are in USD 35 GIC research, sourced from IGDA, Gamasutra, and ‘The political Economy of Canada’s video and computer game industry’, University of Western Ontario, 2004 36 Mortality rates reflect GIC research into independent developers going out of business between 2000 and 2006 37 Estimate by ‘The political Economy of Canada’s video and computer game industry’, University of Western Ontario, 2004 Note: all sums are in US dollars 15 Click here to return to Contents Country profiles Competitive profiles of major development territories IP creation Number of publishers: 21 New IP generation and ownership: good. IP generation in Canada is exceptional, with a slew of world-class games created in some of the largest development studios in the world. Many of EA and Ubisoft’s biggest selling titles originate in Canada. Largest indigenous games companies in territory Table 4: Leading Canadian companies Company 05-06 turnover Market capitalisation (10/06) Bioware/ Pandemic38 NA $300m (11/05) 500 (incl. Australia) AirBorne $50m (04-05) Privately held (CyBird) 100 $17.5m (02-03) Privately held (Silverstar) Unknown Strategy First Staff numbers Major IPs created in territory: Prince of Persia, Assassin’s Creed (potential AAA seller), Splinter Cell, Tom Clancy’s Rainbow Six, NHL, FIFA, Need for Speed, Star Wars, Simpsons Hit and Run / Road Rage, CSI, Cricket/Rugby series, Scooby Doo, Warhammer, Star Wars KOTOR, Neverwinter Nights, Baldur’s Gate, NBA Live, SSX, Unreal, Cell Damage, Blood Omen, Hulk, Homeworld, Impossible Creatures, Company of Heroes. First games company founded: Distinctive Software, 1985 Date of first break-out global hit game: Hardball, Distinctive Software, 1985 Major publishers located in territory: Development – Activision, Airborne, EA, Eidos, Gameloft, Koei, Buena Vista Games, Take 2, THQ, Ubisoft, Vivendi. Publishing sales and marketing – above + Sega, Atari/Infogrames, Nintendo, Sony Computer Entertainment, Capcom. Publisher studios have grown rapidly with recent expansions announced by Ubisoft, Activision and Eidos. In addition, a great deal of acquisition activity has taken place in Canada, with major publishers buying studios to enable lower cost but high-quality development to take place close to USA headquarters. A number (but not all) of the other major publishers retain sales and marketing outfits in Canada, mostly in Toronto. 38 USA Elevation Partners is a major stakeholder and Pandemic Studios is based in Australia. 16 Click here to return to Contents Country profiles Competitive profiles of major development territories Funding environment A next stage will see four companies funded to prototype stage with an additional US$220,000 (each will need to raise an additional US$44,000). Finally, US$1.75 million will be awarded to the winner to create a new IP in a competition judged by senior Canadian games staff Acquisitions and the availability of non-government funding: medium-good. Although low on indigenous trade capital, Canada is a fairly good place to find non-government financing, in part due to its proximity to the USA. A wide array of funding is available for new games start-ups in Montreal, where a number of funds have been investing in games technology and development studios, and the USA market is strong in trade and venture capital. Canada is the fourth39 most popular location for non-government financing into games projects, and received the third largest amounts in non-government financing. Because of its relatively young age, lower numbers of experienced studios and almost complete lack of publishers, Canada has not seen, in total, a great deal of merger or acquisition activity, although almost all of the top five most experienced Canadian developers have been acquired, and in most cases aggressively grown by, non-Canadian publishers40. Canada is the fourth most popular target location for acquisitions in the world since 2000, but is a distant fifth in terms of numbers of acquisitions by Canadian companies or sums paid to acquire Canadian companies. • Canada New Media Fund – Product assistance: Telefilm will contribute repayable advances of US$88,000 in market research, US$220,000 in product development and US$175,000 in marketing (all to a maximum of 50 per cent of project costs) for new media products. Ten per cent of the advance is given for for bilingual projects. Fourteen games had been supported to 2005 • Canada New Media Fund – Online Distribution: Telefilm will contribute up to 50 per cent of funds for distributing new product online of IP owned by Canadian firms • IRAP Program: National Research Council Canada will contribute up to 50 per cent of salary and contractor fees for a new product R&D to a maximum of US$306,000 • New Media Research and Development Fund: fund for applied research placing grants of US$350,000-490,000 (up to 75 per cent of total project costs) in Canadian companies doing R&D into new media technologies, processes and projects Availability of federal government assistance: medium. The federal government recently launched its first initiative to fund the domestic Canadian games industry. Note that in general both federal and provincial definitions of R&D are very broad and include salaries of staff and contractors, equipment and other running costs for new product development. It also operates additional schemes which can assist companies in general: 39 GIC research. NB Canada’s ranking is somewhat skewed by the Bioware/Pandemic deal whose value is high but undisclosed. • Telefilm runs a number of programmes: 40 Relic was acquired by THQ in 2004, Radical by Vivendi Games Games in 2005, BackBone • Great Canadian Video Game Competition: Telefilm will finance ten companies who compete to win US$44,000 in seed funding. consolidated into the new Foundation 9 in 2005, Propaganda by Buena Vista Games in 2005, and Bioware/Pandemic were consolidated together by the USA Elevation Partners in 2006 17 Click here to return to Contents Country profiles Competitive profiles of major development territories • Canada Council for Arts: offers grants to media companies working on artistic projects • Scientific Research and Experimental Deductions (SRED): 35 per cent tax credit encompasses a very broad definition of R&D for all Canadian companies but cannot work in combination with Québécois schemes • Canadian High Commission: supports export efforts of companies to reach other markets. Local-level incentive schemes: a very wide range of schemes is available at the provincial level: • Montreal offers the following schemes: • InvestQuébéc – Refundable tax credit for multimedia production: up to 30 per cent (+7.5 per cent for francophones) of all salaries. Larger companies have negotiated higher subsidies such as EA who recently reported a 40 per cent salary rebate41 • InvestQuébéc – Refundable tax credit for major employment-generating projects: 25 per cent of salaries up to a maximum of US$13,000 per employee for projects requiring over 150 new hires over 24 months • InvestQuébéc – R&D tax credits: 40 per cent of research and development expenditure is covered by this credit scheme, which includes a wide range of expenditure including salaries, contractor fees, equipment and general expenses for pure or applied research • EmploiQuébéc – Training services: up to 25 per cent of training expenditures • InvestQuébéc – Strategic Support for Investment Program (PASI): 70 per cent loan guarantee fund for projects over US$4.3 million or payroll increases of US$4.3 million over three years (covers salaries, capital expenditures and working capital) • InvestQuébéc – SMB Financial: loan or loan guarantee scheme for 80 per cent of multimedia projects including capital expenditure, patent purchasing and tax credit financing, minimum level of US$44,000. Only available to Québécois companies Government awareness of games industry: medium-good. The Canadian government until recently did not subsidise the games industry directly, preferring to leave such direct support to individual provinces, Québec in particular. However, a number of schemes have benefited the games industry within the wider catchment area of new media, and the tax regime for start-up companies or those engaged in R&D is generous. The most high-profile of these has been the recent launch of the Telefilm Great Canadian Video Game Project, which represents a stamp of approval on an increasingly important industry for Canada, and one with significant global reach. Government departments (federal and provincial) appear to have free range to assist any industry. A quirk of Canadian tax law means that Alberta, Ontario and Québec collect (and thus control the level of) corporate income taxes. Thus individual provinces can offer very different tax schemes to each other, which has resulted in a high level of intra-Canadian competition and has undoubtedly contributed to the extent of schemes offered in some of the territories. 41 EA’s Montreal vice president and general manager Alain Tascan, speaking at the Nordic Game convention in Malmö, Sweden in September 2006 18 Click here to return to Contents Country profiles Competitive profiles of major development territories • InvestQuébéc – Business Assistance – Immigrant Investor Program: US$35,000 – US$438,000 non-repayable contribution to growth projects over three years. Only available to Québécois companies • Banque de développement du Canada (BDC): has an Innovation Fund which offers loans for up to US$220,000 for innovative companies; a capital expenditure fund, offering loans of US$22,000 or more; an entrepreneurial fund offering loans of up to US$88,000 for start-ups; and venture capital fund offering US$440,000 for high-growth potential IT companies in first round, with up to US$8.8 million in later rounds • Foreign experts fund: ministry for economic development will grant tax relief on salary costs for foreign experts engaged in R&D – 100 per cent in year one, dropping by 25 per cent each year. There are also reports that foreign experts are exempt from income tax for five years • Cultural and communications investment fund: local government-backed venture fund for cultural or IT projects placing US$220,000 – US$1.75 million in investment, loans or convertibles in return for equity stake • FIDEC: Québécois fund set up by the ministry of culture to support entertainment projects, runs a number of programs including gap financing (up to US$4.4 million or 40 per cent of project or 30 per cent of company capital); project financing (up to US$1.75 million or ten per cent of company capital) in return for revenue share; rights acquisition (up to US$1.75 million or ten per cent of company capital); equity financing (up to US$1.75 million or ten per cent of company capital) in investment, loans or convertibles • NumériQC alliance: runs a multimedia experimentation fund offering a US$44,000 grant + US$22,000 advance for pre-production or prototypes • Association of the local centres of development of Québec (ACLDQ): offers loans to start-ups in their first year covering up to 50 per cent of project expenditure • Ministry of economic development, innovation and export: runs a raft of programmes assisting businessess to develop new markets, export goods overseas • Canada Industry: supports SMEs under US$4.3 million turnover with grants. • British Columbia offers the following schemes: • R&D tax credits: like Quebec, BC is generous in its description of what constitutes R&D and gives a ten per cent tax credit on wide range of R&D activities including salaries, equipment and overheads • Sales tax (7 per cent) exemptions: on equipment including computers • New media tax credit: 30 per cent non-refundable income tax credit for VC funds investing in new media companies. • Ontario offers the following schemes: • Ontario Interactive Digital Media Tax Credit: 30 per cent of Ontario salary costs for games production companies with turnover under US$17.5 million or assets under US$8.8 million • OMDC Interactive Digital Media (IDM) Fund: project fund for US$88,000 (to a maximum of 50 per cent of a project’s budget) for taking prototypes to full production • Entertainment and Creative Cluster Partnerships Fund: US$40.6 million fund for established Ontario-based companies to build capacity, prototypes, conduct marketing and develop skills with grants between US$21,000 and US$131,000 to a maximum of 50 per cent of the budget • Domestic markets and events: a fund to assist in the creation of trade events 19 Click here to return to Contents Country profiles Competitive profiles of major development territories • OMDC export fund: fund for assisting companies to attend trade shows, up to US$8,800 per person to 50 per cent of the budget. • Prince Edward Island offers the following schemes: • Innovation and Research tax credit: a rebate covering 35 per cent of salary costs • Enriched Investment Tax credit: a rebate covering 10-25 per cent of export costs • Share purchase tax credit: 35 per cent tax credit to a maximum of US$30,000 for sums invested in local IT companies • Specialised Labour tax credit: 17 per cent income tax rebate for workers with new IT skills • Technology PEI: runs a range of programmes such as R&D Initiative (a grant programme), IT Ideas Assessment, Web Presence, Marketing Assistance, Capital Assistance (up to US$35,000 for equipment and facilities), Rental Incentive, Equity Investors (20-25 per cent tax rebate), and Professional Services programmes. • Wireless development fund: a US$876,000 fund for innovative wireless projects • Game Developers Bootcamp: a training scheme for developers Flexibility of employment laws: good. Although not quite as loose as the USA, Canada is a flexible environment for employers, with relatively loose employment protection. Low minimum wages, no restriction on ‘just cause’ firing, and caps on redundancy payments set at eight weeks (for eight years’ service), two weeks annual holiday plus nine days of national holidays, and ability to temporarily lay off staff on no wages. University-to-industry linkages: good. Universities are seen by policy makers as seed banks for industrial innovation, jobs and start-ups companies, and companies originating in universities in Canada are well funded by local and federal government. The federal government funds a US$70 million programme of research and development via the Network of Centres of Excellence, which encompasses hundreds of companies, provincial and federal government departments and agencies, hospitals and 150 universities, which has resulted in ten per cent of the 800+ company spin-offs in the past few decades46, and stimulated investments of US$62 million, including more than US$24 million by participating private-sector companies. Games spin-offs include Darwin Dimensions, a facial animation company in Québec, and Quazal, a leading multi player games middleware provider, one of whose founders came out of the Royal Canadian Military College. Ubisoft funds a campus in Montreal in conjunction with Sherbrooke University, which outputs 100 students (and trains 200 employees) per annum, from which it harvests almost all for its rapidly expanding Montreal studio. EA funds a similar academy in Vancouver. Labour market Number of universities offering games-related courses: 48 universities offer game-specific courses42 42 GIC research Number of graduates per annum: 800 games-specific graduates43, 43,700 IT enrolments in 200544 43 GIC research 44 Statistics Canada, October 2005 45 GIC research Number of development jobs (publishers and development studios only): 6,10045 46 Networks of Centres of Excellence, 2006 20 Click here to return to Contents Country profiles Competitive profiles of major development territories Salary levels47: Strengths Weaknesses Average salary level for junior artist (<3 years experience): US$42,000 Average salary level for lead artist (>3 years experience): US$59,000 Average salary level for junior programmer (<3 years experience): US$54,000 Average salary level for lead programmer (>3 years experience): US$68,000 Location (and language) gives nearshore benefits for US firms such as cultural proximity Québec Province’s aggressive subsidies for games have triggered defensive responses from other territories, especially the most threatened – France Dominant skill sets: strong across the board, with broad online and mobile experience as well as many next generation titles and most genres Opportunities Threats Canada’s position as location to some of the finest studios will grow as publishers invest heavily in their wholly-owned studios Asian publishers start or acquire studios in Canada48 With better funding some IP rights may be retained, but the US$ is strong Canada’s games service and technology industry will continue to prosper Massive publisher-owned studios train staff who then leave to start up independent studios Continued loss of IP and profits to foreign-owned publishers Québec’s French games immigrants will eventually return to France, but probably not before their benefit has been felt As the best staff and graduates land neatly in publishers’ hands, Canada’s independent sector may suffer Publisher-owned studios retain staff who might have left to start up independent studios Publishers may be impacted by loss of staff to start-ups incentivised by healthy public funding and assistance Analysis Strengths Weaknesses Fastest growing games development territory in the world, with the most valuable individual studio – EA Burnaby in British Columbia World-class generator of new IP (esp. console IP), leading to several prominent acquisitions Lower salary and overhead costs attract US publishers Generous provincial support available in Montreal, which has siphoned experienced staff from France Lack of domestic publishers means IP (and thus profit) flight is endemic Most of the best studios are now permanently in US/French hands Most of the best graduates are subsumed into major publisher studios, potentially damaging independent sector The independent sector has suffered high mortality levels since 2000 and concerns persist about a two-tier industry 47 Sourced from Datascope, specialist games recruitment agency and winner, best recruitment agency, Develop Magazine 2005’s awards. 48 Japan’s Koei launched in Toronto in late 2005 hoping to build a studio with 150-200 staff within two years, but others will follow 21 Click here to return to Contents Country profiles Competitive profiles of major development territories Context Canada’s successful rise from a location for outsourcing film and TV production into one of the powerhouses of global games development is a remarkable story. It is not one – as it is often portrayed – solely consisting of far-reaching government assistance. Canada’s rise is based on its first cluster Vancouver’s location to the north of the three largest USA games clusters of Seattle, San Francisco and Los Angeles; on its lower cost of living and salaries than most states of the USA; a well-educated and very computer literate workforce with strong cultural proximity to the USA; and finally, that intangible ability to create strong media IP in film, television and new media. The first Canadian games cluster in Vancouver did not burst into existence following an injection of public funds. Neither did Toronto’s, although both have been helped along by federal and provincial generosity. Québec’s rise has been largely due to aggressive pump-priming by the provincial government, no doubt spurred on by the success of British Columbia’s games sector, and by their successful targeting of major French publishers with massive salary subsidies and grants. But Québec’s policies have been an undoubted success – Ubisoft alone has pledged it will invest US$613 million to double its Québécois workforce to 2,000 by 201049, matched by an additional US$21 million in direct investment from the Québec government. While the former large sum is likely to include product development as well as staff and site development expenditure, it is an indication of the degree of investment that Québec has attracted – primarily to the detriment of the French games industry50. publisher-owned developers acquired in the recent global frenzy of acquisitions of independent developers. The handful of super-developers like Bioware/Pandemic or Foundation 9, that deliver products generating revenues measured in the hundreds of millions of dollars, remain independent and fiercely protective of their own IP but function largely as rear-guard actions against the march of IP-hungry publishers. Most but not all top-level independents have, like some of their colleagues in the UK, surrendered to the sheer buying power of USA or French publishers. A few of the superdevelopers still independent have secured funding that will guarantee that they retain more of their own IP but also act as jumping off points for other developer acquisition forays. However, the balance is still heavily tipped in publishers’ favour. Canada’s development community is relatively small compared to other more mature territories. Although only eight out of Develop Magazine’s top 100 studios of 2006 were based in Canada, they have a disproportionately large presence in terms of (UK) revenue51. 49 “The major motivator for choosing Montreal over cities such as Vancouver, Shanghai or Orlando, Florida, was undoubtedly the exceptional level of government support. Other important factors influenced us, such as the remarkably creative talent here and a strong network of technology-based companies like Discreet and Softimage. But the Québec government’s funding really helped us finalise our choice” Martin Tremblay, President and COO, Ubisoft Divertissements. Invest Québec Newsletter March 2005. 50 See France profile for the impact of Québécois policy on the French games industry 51 Develop’s figures are for the UK retail value of games made by different studios globally. are slightly skewed by the lack of Japan’s output and its mostly inward-looking retail market which sells relatively little in the west, but dominates in Japan. Japan is still the world’s second largest games retail territory. Canada’s structural imbalance of strong development but zero indigenous publishing means that some of the world’s best selling and most important games are created but not harvested here, whether in EA’s huge Burnaby studio, in Ubisoft’s equally large Montreal studio, or in the studios of USA 22 Click here to return to Contents Country profiles Competitive profiles of major development territories Ratings Those eight studios are responsible for US$343 million in UK games sales52, coming in second place to USA studios in revenue terms, with EA Vancouver leading the world in most valuable studios. When a more global picture of the entire development output of the top five territories is taken in consideration, Canada probably slips into third place53, in front of UK and France, but after USA and Japan. Rating Strategically, Canada faces the same problems that the UK faces – how to create and retain world-class IP. The Canadian federal government has evidently reached the conclusion that they need to stimulate the creation of new IP and start-ups directly, targeting prototypes as the primary vehicle for helping new games studios onto their feet. Telefilm, a government-funded audiovisual agency, recently launched its Great Canadian Games Competition, injecting US$3 million into new Canadian IP, assisting ten independent Canadian studios with concepts and four of those with prototyping, with their output reviewed by a board made up of senior staff at French-and USA-owned publishers. While the sums involved are less useful for more expensive platforms, the competition mechanism does help by funding concept and prototype development and provides a prominent platform for new studios to pitch to influential decision makers and A&R people from overseas-owned publishers. The availability of funding for concept and prototype development does not necessarily guarantee that games will be made or be successful, and such funds have not historically been successful in the past54. However, in some cases they may assist several studios to take stronger negotiating positions for sharing revenues from games that are eventually released. Score Maturity rating55 7 Innovation rating56 8 Funding access rating57 8 Growth potential rating58 8 Overall competitiveness rating59 7.75 Justification Strong on IP, range of skills and quality of games, medium on retail market size, poor on publishers Strong across the board, particularly in next generation console games Good government assistance but lacks the range, depth and trade capital of the US capital markets Strong on retail growth potential, IP creation skills, access to markets, weaker on developer mortality World-beating studios and large subsidies make this a very popular location for new publishers’ studios 55 Maturity rating: score based on retail market size, the number of developers and publishers, the age of industry, number and range of AAA games, range of skills available in the territory, the number of games staff and relevant criteria from the SWOT analysis. 56 Overall competitiveness rating: score based on the ability to create IP, number and range of AAA games released, and relevant criteria from the SWOT analysis. 57 Funding access rating: score based on the retail market size, availability of public and nongovernment funding, government awareness of the games industry, and relevant criteria from the SWOT analysis. 58 Growth potential rating: score based on the mortality rate for developers, growth potential of the retail market, ability to create new IP, overall availability of funding for games companies, the number of games-related courses, and students graduating per annum, salary levels and relevant criteria from the SWOT analysis. 59 Overall competitiveness rating: the average of the previous four ratings. 52 The world’s most successful games studios Develop/ELSPA/Chart Track 2006 53 GIC research 54 Telewest began the Start! Fund in 2001 with International Creative Management Ltd and Extreme Finance, placing over £5 million into a number of games ventures, none of which resulted in successful or even completed games. 23 Click here to return to Contents Country profiles Competitive profiles of major development territories France Development and publishing Introduction Number of independent developers: 8563 The French game market is structurally a mirror image of Canada’s, with three of the world’s top ten games publishers based there, but few of the world’s leading independent development studios. The market is characterised by observers as fragile and slow to start work on next generation console games60, despite the French government’s prominent focus on supporting the industry through tax breaks and subsidies. France is coming under huge pressure from globalisation, particularly from Canada, but also from the many other territories which have lower cost of living, easier employment regulations, and better development talent. France has given birth to a number of large games organisations which started up in France, but expanded rapidly outside France often in Canada. With a large domestic retail market, and 16 million video game players61, France is the third largest games market in Europe but in publishing terms punches well above its weight. In development terms France is at risk of collapse. Mortality rate: 45 per cent64 (nearly 20 per cent between 2002-0365). A large number of French developers have gone out of business since 2000, most notably Cryo and Kalisto, two large and experienced independent developers. Others have merged defensively, such as RVP and Kylotonn, and a number have scaled down to do mobile or online casual gaming. Development clusters: Paris (2,500 staff, 90 companies66), Lyon (1,500 staff, 35 companies) Retail market size62 60 Eric Viennot, Co-founder and Director of leading French developer Lexis numerique, Liberation, Table 5: French retail statistics 2000 2001 Software $736m $805m Units sold NA NA 2002 2003 2004 2005 Oct 2006 decries the low number of next generation titles in development in France and recommends that studios focus on lower budget titles to survive 61 NPD, 2006 62 Chart-Track/GfK and Screen Digest 63 GIC research 64 Mortality rates reflect GIC research into independent developers going out of business between 2000 and 2006 65 Idate, 2004 66 These figures include software, service and distribution companies, and are sourced from Video Games in Paris, Mairie de Paris, 2006 and Lyon-Game, and as such are treated with caution 2006 $951m $1,184m $1,249m $1,134m $1,435m NA NA NA 33m NA Note: all sums are in US dollars 24 Click here to return to Contents Country profiles Competitive profiles of major development territories Export value of domestically produced games: Unknown The independent development community has been under fire, with many companies failing. However, studios have created some unique and individual IP which has gone on to sell well, including the Rayman series, Mission Impossible, and the Alone in the Dark series. The mortality of studios has been balanced by the introduction of generous prototype financing into the industry, but it remains to be seen whether this will generate AAA sellers. Number of publishers: 20 Table 6: Key French companies Company 05-06 turnover Market Staff numbers capitalisation (10/06) Vivendi Games $820m Part of larger group NA (2,657 globally) Ubisoft $700m $1.368bn 600 (3,500 globally) Infogrames/Atari $501m $160m (NASDAQ suspended) 12067 (982 globally) Major IPs created in territory: Top Spin, Heart of Darkness, V Rally, Rayman, Alone in the Dark, Omikron the Nomad Soul, Winnie L’ourson, Obscure, Act of War, Cold Fear, Fahrenheit, King Kong, Nightmare Creatures, Trackmania Sunrise, Moto Racer, Mission: Impossible, Splinter Cell: Pandora First games company founded: Infogrames, 1983 Date of first break-out global hit game: Asphalt, 1987, Ubisoft Major publishers located in territory: Activision, Atari, Boonty, Buena Vista Games, Codemasters, Eidos, Electronic Arts, Gameloft, Konami, Microsoft, Midway, Mindscape, Nintendo, Sega, Sony, Take 2, THQ, Ubisoft, Vivendi Games IP creation New IP generation and ownership: low-medium. France is in the anomalous position of hosting three of the largest games publishers in the world who conduct very little of their development in France and the vast majority of whose AAA titles are produced overseas. 67 Agence Jeux Video France, 2006 25 Click here to return to Contents Country profiles Competitive profiles of major development territories Funding environment • R&D support: Réseau de Récherche et Innovation Audiovisuel et Multimédia (RIAM) offers up to 30 per cent of production costs for innovative projects, and has been prioritising games since 2005. • OSEO / ANVAR: the French Innovation Agency provides grants for up to 50 per cent of R&D expenses, and covers 50 per cent of salary and hiring fees73, which has disbursed US$7.7 million to 60 projects since 1997. • Production grant: the ministry of culture will pay up to 40 per cent of the production cost of a new title from smaller French developers • R&D tax credits: five per cent of R&D expenditure, plus 45 per cent of non-annual R&D expenditure over previous two years to a limit of US$10.2 million per annum. • Training: financial aid for employee training • AREX Consulting: 50 per cent of consulting expenses, up to US$19,000 over two years • AREX Business forums: up to US$5,000 or 50 per cent of pre-tax expenses for attending training • SIDEX: up to 50 per cent of salary and hiring fees (via Ubisoft France) • France-Game: prints a showcase of games from different French departments. • IFCIC: Loan guarantee (to 50 per cent) for any loans offered to cultural businesses. • Plan Fontaine: a video games tax credit currently in negotiation with Brussels, likely to be 20 per cent of production costs to a maximum of US$640,000 Acquisitions and the availability of non-government funding68: medium-good. France’s bourses proved particularly welcoming for games companies in the late 90s and early 2000s. Over US$1billionn was raised for listed French games companies in between 1997 and 2003, the majority by Infogrames and Ubisoft. Funding since then has contracted sharply although Infogrames and Ubisoft, along with Vivendi Games, have been very active in the M&A markets, buying (and in Infogrames’ case, more recently, selling) studios across the world. France comes fifth in the list69 (after USA, Japan, UK and Korea) of countries in which acquiring companies are based, with over 20 acquisitions of games studios in the last five years. It ranks fourth in global expenditure by games companies on trade sales, but does not make the top five in terms of sums received by acquired companies. It has lower levels of venture capital for gaming, with French companies raising under a quarter of that raised by UK companies, and under half of that raised by Canadian companies. Availability of national government assistance: good. France in recent years has adopted an escalating programme of grants and aid, culminating with a programme of tax breaks announced by the Prime Minister Dominic de Villepin in December 2005: • Prototype fund (FAEM): the Fonds d’Aide à l’Edition Multimédia disburses US$5.1 million per year, plus grants for model production (up to US$19,000), production and editing (up to 30 per cent of expenses) and translation (up to 100 per cent of localisation cost into French). In total, 20 game companies have received US$128,000-257,000 in refundable loans to mainly small studios. 68 GIC research based on tracking mergers and acquisitions, non-government financing, and public listing transactions over 5+ years 69 Video Games in Paris, Mairie de Paris, 2006 26 Click here to return to Contents Country profiles Competitive profiles of major development territories Government awareness of games industry: good. The French government has recently focused heavily on the games industry, with two French Prime Ministers discussing its importance, the Culture Minister (describing himself as the “Minister of Video Games”) giving cultural awards to games creators, and a prominent plan currently under review in Brussels for significant state aid for the production of games in France. The latter plan may avoid the EC state subsidy ban by claiming to protect French cultural goods, a stance which has produced some controversy within the sector, largely from non-French publishers and trade bodies who fear government interference. This “Plan Fontaine” would only fund projects with artistic merit, which has stimulated fears that the subsidies will mirror the US$665 million state support (2004) for the French film industry which is often argued to have little commercial merit. Labour market Local-level incentive schemes: good. The two major games clusters, Paris and Lyon, support their sectors actively: Number of universities offering games-related courses: seven offer directly related courses, with another 50 offering complimentary multimedia courses. • Lyon Game / Lyon Info Cité: organises Game Connection, provides subsidies for attending trade shows internationally, has a business support unit, shares middleware tools locally, produces market intelligence and networking events, and provides grants for training staff for up to 70 per cent of costs. • Gamagora: games company training programme involving 30 per cent non-government and 70 per cent public financing, which trains staff and links into international centres of games excellence. • Image Innove: subsidy for innovation of up to US$330,000, which has benefited ten studios. • Paris offers subsidies and venture funds for games companies located in its environs: • Capital Games: offers a middleware subsidy for 60 per cent of a middleware project’s development expenses, as well as loan guarantees, 50 per cent subsidy of trade show attendance and exhibition, and links to universities and venture funds. • Capdecisif:two regional venture capital funds, the first offering US$385,000-777,000 (or 8 – 40 per cent of the recipient company’s capital), the second (Ile de France Development fund) offering up to US$777,000. By Q1 2004, these funds had invested US$164 million in 34 games projects. • Lyon disburses less in grants but has roughly the same number of games support programmes as Paris: Number of graduates per annum: estimated to be 25070. Number of development jobs (publishers and development studios only): 1,75071. Regional development agencies list staff numbers in Paris (2,500) and Lyon (1,500), but this data includes multimedia companies, service companies and distribution. The data also preceded the institution of huge subsidies in Canada for games companies (plus additional subsidies for Francophone staff). It is estimated that over 1,500 development staff have left France for Canada since 2000 – largely via Ubisoft and Gameloft72. 70 GIC research 71 GIC research 72 GIC research 27 Click here to return to Contents Country profiles Competitive profiles of major development territories Analysis Flexibility of employment laws: low. French employment policies have for decades favoured strong controls on the hiring and firing of staff, high levels of taxation on labour and more recently enforcing maximum working weeks. While it is possible to scale companies up and down depending on the prevailing business climate, regulations make it costly to hire and fire staff. Companies pay significant levels of taxes on labour, with overhead costs equating to an additional charge of 45 per cent on top of salary costs (versus 20 per cent in the UK)73. Economists (and many politicians) outside of France are generally in accord that French labour regulations need to be loosened to encourage entrepreneurship, attract inward investment and reduce high levels of unemployment. France adopted a 35-hour working week in 1997, and the current government, despite wanting to abolish the legislation and describing it as “a disaster”74, has not been able to change the law because of strong union opposition and rioting by students and union members in Spring 2006. An average of eight weeks’ holiday for French employees is another discouragement for overseas companies thinking about investing in France. University-to-industry linkages: low-medium. French universities have begun to incubate ideas generated by students and technologists, and are encouraged to do so by numerous innovation grants (see above) but the level of bureaucracy is high, and the number of institutions offering games courses is low. Salary levels75: Average salary level for junior artist (<3 years experience): US$56,500 Average salary level for lead artist (>3 years experience): US$67,000 Average salary level for junior programmer (<3 years experience): US$47,500 Average salary level for lead programmer (>3 years experience): US$93,000 Strengths Weaknesses Strong publisher base with great portfolios, powerful lobbying ability, and strong acquisition activity (mostly outside France) Medium-sized development community with good IP creation skills Wide access to multifaceted national and local government aid which has helped over 100 projects since 2000, ensuring survival of many independent developers Loud support from the highest levels of the French government for this sector Rigidity of French employment laws Labour costs are high Drastic loss of development staff to Canada (nearly half of total French development staff) Aid packages are generally encouraging for French companies only, rather than global companies Levels of bureaucracy are high and bureaucrats may interfere with decisions on game types Recent decimation of the independent development sector France underperforms in terms of numbers and values of studios sold French development has a reputation for creating unique but commercially weak product Non-Anglophone country 73 Mercer Human Resource Consulting, June 2005 74 Nicolas Sarkozy, Finance Minister, April 2005 75 Video Games in Paris promotional brochure, Mairie de Paris, 2006 Dominant skill sets: broad range of skills with a focus on tools and middleware 28 Click here to return to Contents Country profiles Competitive profiles of major development territories Opportunities Threats French companies will probably benefit from substantial cultural subsidies New IP will continue to flourish thanks to start-up and prototype funds which will continue to allow independent sector to bounce back Growing importance of Europe in global market Government may tempt major publishers back into France with subsidies Continued loss of development jobs to Canada and other lower cost, less restrictive markets76 seems inevitable Studios will continue to find it hard to raise non-government finance, especially following the high-profile failure of so many French games companies Studios may also find their hands tied by conditional government assistance State aid only delays gradual decline of sector France’s publishers generate a disproportionate level of revenue for France compared to the development base, effectively making games revenues from French-owned companies third in the world (behind the USA and Japan).78 As the last down-cycle of the games sector has bitten into the French market, the larger companies have lobbied the French government, using a carrot and stick approach to show how profitable French publishing can be, while showing how incentives offered by other territories – particularly Quebec in Canada, which offers additional subsidies for French-speaking companies – have heavily influenced decisions about where to locate their best production studios. For nearly a decade, France (at both a national and a local level) has offered a raft of different incentive schemes including grants, tax breaks and venture funds focused on games, which have to some degree insulated smaller firms from the tough market conditions and provided a spring board for employees at failing companies to return quickly to the market with new ideas. The high numbers of prototypes funded (but not necessarily picked up by publishers) indicate that there is a healthy environment for smaller independent studios. Context Although the French games market has consolidated like every other games market over the past five years, it is still structurally different to every other games market in the world. It has a handful of world-class publishers and developers whose output (Ubisoft, Vivendi, Quantic Dream, Darkworks) is the highest quality. Their publishers have been aggressively buying up talented studios, original IP and investing heavily in development resource, but the large majority of their growth and profits has derived from outside France. Trade capital levels are high among French publishers, but they spend very little on French developers, whose valuations in trade sales77 have been low compared to acquisitions in other territories. 76 600 of Ubisoft’s 3,500 staff are based in France, whereas Montreal has gone from nothing to 1500 staff in six years, driven largely by an aggressive state government incentive scheme. The French games sector is perceived by several industry leaders to be under threat. 77 GIC research 78 Total games revenue reported by French-owned games companies in 2005-06 is estimated to be around US$2.5billion. In contrast, total revenues from UK-owned companies are estimated to be closer to US$350 million. 29 Click here to return to Contents Country profiles Competitive profiles of major development territories Ratings The new tax scheme being floated by the French government under the guise of cultural protection is a two-edged sword which may not produce the results that are hoped for. Its cultural specificity, and moral strings attached, mean that it is less likely to generate world-class IP. It will to some degree benefit French publishers, who may slightly increase their development resource in France. The scheme is inward-looking and targeted mostly at independent French games companies. It will probably not tempt more overseas players to set up in France, because the schemes only balance out an uneven playing field with high labour costs and systemic rigidity, while adding new layers of bureaucracy and unaccountable approval by cultural quangos. Rating The structure of the French games industry creates as many problems as it solves. The scale of France’s publishers does not benefit the French games industry significantly. Its development community is relatively fragile79, punches below its weight, and is thought by many to be near collapse. Surviving through French quasi-economic subsidies rather than on its own commercial merits does not solve France’s problems, particularly if overseas companies are discouraged from locating in France. Justification Maturity rating80 6 Good age, retail market size and range of skills, medium number of staff, lower on studio numbers Innovation rating81 6 Good ability to create IP, medium on AAA titles, but strong IP is relatively thin on the ground Funding access rating82 6 Good access to public funds, medium access to non-government funds, but French studios are rarely sold at high values Growth potential rating83 4 High studio mortality, low student numbers, high overheads, good retail potential & start-up assistance Overall competitiveness rating84 79 Corroborated by Idate, June 2006 Score 5.5 Great publishers, weaker developers, state aid in abundance but too inwardfocused in a global market 80 Maturity rating: score based on retail market size, the number of developers and publishers, the age of industry, number and range of AAA games, range of skills available in the territory, the number of games staff and relevant criteria from the SWOT analysis. 81 Overall competitiveness rating: score based on the ability to create IP, number and range of AAA games released, and relevant criteria from the SWOT analysis 82 Funding access rating: score based on the retail market size, availability of public and nongovernment funding, government awareness of the games industry, and relevant criteria from the SWOT analysis 83 Growth potential rating: score based on the mortality rate for developers, growth potential of the retail market, ability to create new IP, overall availability of funding for games companies, the number of games-related courses, and students graduating per annum, salary levels and relevant criteria from the SWOT analysis. 84 Overall competitiveness rating: the average of the previous four ratings 30 Click here to return to Contents Country profiles Competitive profiles of major development territories Singapore Development clusters: Singapore City Introduction Export value of domestically produced games: Unknown but negligible Singapore has a tiny games market and, for just under five years, has been trying to pump prime it into life, with largely unsuccessful results. Its development market is restricted to a handful of developers that make casual web and mobile games but no console development has taken place in the territory and no significant games of any description have originated here. The government for well over a decade has been investing heavily in network infrastructure to position itself as a network hub for South-East Asia. The government’s strategy has been to try to persuade online games publishers, from Korea in particular, to locate testing and hosting servers there. It remains to be seen whether Singapore can generate more than just hosting facilities, but it is early days for such a young market. Number of publishers: 1587 Scale of largest companies: little information available on most companies, however: Koei Singapore has 100 developers and invested US$1.8 in its production facility there88 LucasFilm has 75 developers, and hopes to grow fast Major publishers located in territory: 10tacle, Asiasoft, Atari, EA (production), Koei, LucasFilm, THQ and Vivendi Games Retail market size No data available Development and publishing Number of independent developers: 2585 85 GIC research. Bizarrely, ten out of the 21 developers listed on the Infocomm Development Mortality rate86: 40 per cent. The market spawned micro-companies that appear to have failed rapidly and sprung up again almost overnight in new guises. We assume that these companies collapse because of experience and poor access to the global industry. Authority (run by the Singapore government) games website were dead companies, and another five were web development or games technology firms, leaving only six real developers. 86 Mortality rates reflect GIC research into independent developers going out of business between 2000 and 2006 87 GIC research 88 ZDNet Asia, Feb 2005 31 Click here to return to Contents Country profiles Competitive profiles of major development territories IP creation Availability of national government assistance: good. The Singapore government has a wide array of public assistance available for the games industry and for digital media in general: New IP generation and ownership: low. IP generated in Singapore is almost exclusively for mobile games, mobile applications (like customised avatars) and casual online games. Its main developers – Ozura, Mikoishi and NextGen – are focused on mobile games development. A few developers, such as InerWorx (now defunct), have developed MMO games, but they were based on Chinese or Korean IP. • The Economic Development Board plans to invest US$642 million in the digital media industry to 2011 and hopes to generate 30,000 jobs by 2018. Its programmes are as follows: • R&D tax credits – 100 per cent of a game’s development costs are deductible89 • Japan staff exchange programme – the government subsidised the cost of bringing Genki and Koei to Singapore, sending staff to be trained in Japan • National Research Foundation – will invest US$642 million each year until 2011 to promote innovation across three sectors, one of which is digital media. Major IPs created in territory: None First games company founded: PacNet Asia Game Network, 1999 Date of first break-out global hit game: NA Funding environment Acquisitions and the availability of non-government funding: good (but proportionate to very low scale of opportunity and number of studios). Hong Kong’s Sinotime Asset Management announced in August 2006 that it was working with German publisher 10tacle’s Singapore-based Asia headquarters to create a US$20 million Asia Game Development Fund. The fund is targeting one console title, three casual games and one mid-range PC title, and will be managed out of Singapore. Another fund is the Fortune Venture Investment group. Singapore reports that US$1.14billion was invested in IT, communications and media in 2005. Digital media and broadcasting is high on the country’s agenda following the successful export of TV production and animation services. While little if anything was invested in games, it is likely that games will benefit from the next public funding push from government, which operates relatively closely and in parallel with the non-government investment community. • Media Development Authority programmes: • Games Creation Community – run by Nanyang Polytechnic and funded by the Singapore Economic Development Board, the initiative runs conferences, training, offers access to technology (such as middleware, console SDKs, and motion capture) and prototyping facilities, supports start-ups logistically and financially via project / equity funding, provides testing services, helps with pitching and staffing costs. Three games have been created thus far. • Capability development scheme – 50 per cent of training costs for short courses expenses (including overseas) will be funded. 89 TIGA, following meeting with IDA 32 Click here to return to Contents Country profiles Competitive profiles of major development territories • Media education scheme – up to US$25,000 per annum (US$64,000 in total) of education costs overseas and US$6,500 per annum (up to US$113,000 in total) of domestic education costs for any Singaporean attending a media course (including games development) who must then work in Singapore for two years. • SCREEN – scheme for co-investment in exportable content which provides 50 per cent project funds and has no cap. Companies must have 50 per cent Singaporean shareholding and central management and control (but not necessarily production) in Singapore. • Digital Content Development Scheme – up to US$96,000 of project funding is available to cover up to 50 per cent of qualifying costs (which include manpower, IP rights, equipment and production costs) of a game’s production, often focusing on games prototyping. Total fund value: US$2.9 million. • Synthesis – a fund providing up to US$6,500 for web-based content development including games. • Infocomm Development Authority programmes: • Games Market Access programme – billed as a one-stop shop for hosting, distribution, e-marketing and billing services for developers, publishers and distributors, this programme provides subsidised gamestesting services for Singapore-based companies offering online games. Government awareness of games industry: good. The Singaporean government is focused on supporting networks and IT, and has specific policies designed to stimulate inward investment into the Singaporean games industry. The government appears to have free range to assist any industry and thus runs a wide range of programmes. Local-level incentive schemes: NA Labour market Number of universities offering games-related courses: five directly games related and 15 more IT universities/polytechnics offering IT courses. Number of graduates per annum: 100 games specific90, but 36,500 IT graduates in 200591 • Games Bazaar – a technology platform developed by HP and SingTel for developers and publishers to host, publish and market their online games to Asian consumers. 80 per cent of the hosting fees are subsidised in the first six months. It was launched with Korean assistance, and has won business from 10tacle and iGame Asia. • Games Exchange – a networking organisation that introduces overseas companies to Singaporean games companies. Part of the Digital Exchange, a wider initiative designed to attract and incubate IT and entertainment firms to Singapore. Number of development jobs (publishers and development studios only): 50092 but 24,000 in IT services industry, 15,000 in telecoms and 7,000 in film and TV industries93 90 GIC research 91 Statistics Singapore newsletter 2006 92 GIC research 93 Singapore Department of Statistics, 2004 33 Click here to return to Contents Country profiles Competitive profiles of major development territories Analysis Flexibility of employment laws: good. Although Singapore has relatively good protection of employee rights, ability of unions to form and strike, and three months’ maternity leave, its high-growth in the last 20 years has meant labour problems have been minimal. Its legal system is closely aligned to English law, yet employers have no requirement to provide a pension, and redundancy payments are minimal. This, and the government’s championing of education for all, has allowed for a mobile workforce and the rapid rise (and fall) of high technology companies. University-to-industry linkages: good. With so few universities and graduates, the impact and output is low; but there are a number of interesting programmes. In October 2006 MIT announced a tie-up with the Singapore Media Development Authority to create the Singapore – MIT international game lab, which will do R&D, academic publishing and games production. In addition, Nanyang Polytechnic created the Games Creation Community with the help of the Singapore Economic Development Board (see above). The Singaporean government or education authorities have a well-established programme of incentives (whose details remain undisclosed) for leading western universities to link into their own universities. It is assumed that these are a long-term strategy to deepen local understanding of global industries. Digipen, a leading USA games educational institute, announced its intention in 2006 to set up in Singapore in 2007. Strengths Weaknesses Good government aid packages encourage start-ups in the games sector Good ties to local and international universities may generate technology IP in the medium term Relatively low salaries versus global norm (but high for Asia) Strong network infrastructure, good mobile penetration and IT skills growing Some success in attracting publishers and a few Japanese developers to locate there Multilingual, multi cultural city state Almost no experienced development talent No IP has originated from Singapore High failure rate of developers Retail market is small and development community is not self-sustaining Proximity to piracy-prone Malaysia causes IPR protection issues, despite government assurances Singapore has highest developer salaries in South East Asia96 Has been sidelined in Asian games development growth Tiny population Salary levels: Games development job salary levels were not available, but the average IT worker’s salary was US$43,000 in 200494. Singapore is thought to rank among the most expensive places to conduct games development in Asia95. 94 Singapore Department of Statistics, 2004 Dominant skill sets: mobile (J2ME) and online casual games (Flash), but no experience on consoles nor, surprisingly, much on PC. 95 Exploring Game Development in South Asia, Gamasutra April 2005 96 Exploring Game Development in South-East Asia, Gamasutra 2005 34 Click here to return to Contents Country profiles Competitive profiles of major development territories Opportunities Threats Growth of online opportunities Natural hub for high tech South-East Asian businesses, possibly for regional headquarters of global games businesses Has not and may (well) not gain critical mass in creating IP and may persist as simply a provider of hosting and networking services Singapore is bypassed in favour of Asian hot-spots such as Shanghai, Seoul or Hong Kong But the slow growth of the development sector is an indication that, on balance, beyond a few network-related hosting deals, Singapore does not have much to show for its many programmes of incentive schemes for games companies. As many companies have died as have been born since 2001, and there is no evidence that government subsidy has yet helped create stable games developers with strong IP. Given that Singapore is a country with a resident population of 3.5m97, that there was no domestic games industry or development talent before 2000, and the lack of viable retail market to kick-start local IP production, this analysis must take into account that it is too early to assess whether Singapore’s efforts to conjure up a games industry will succeed. But the likelihood is that the booming Chinese, Korean and Japanese markets will attract or already have attracted most global games companies, and Singapore will remain marginalised as a provider of hosting services with no more than a handful of developers, and only those in mobile making new IP. Context Since 2001, Singapore has been busily attempting to hatch a games industry from scratch using the raw materials of a reasonably IT-literate workforce, strong network infrastructure and good universities, making up for any inadequacies such as the complete lack of world-class games IP generation or real games experience by pouring in quite considerable quantities of government aid. Singapore has for years sold itself as a networking hub and a rare standard-bearer for South East Asian protection of IP. Its first steps were to build an array of policies which were designed to attract providers of online games services to host and test their games in Singapore. They have also tried hard to attract global publishers to establish regional headquarters there. Has the strategy borne fruit? Some of the larger publishers have located their sales and marketing headquarters for South-East Asia there. A few MMO games and a handful of games industry conferences and multi-player games tournaments have been hosted there. 97 EDB Singapore, 2006 35 Click here to return to Contents Country profiles Competitive profiles of major development territories South Korea Ratings Rating Score Maturity rating98 2 Negligible retail market, almost no developers and only a handful of publishers, poor skills base and no IP Innovation rating99 2 Almost no original IP has been created, and a lack of skills outside mobile and casual games Funding access rating100 7 Good access to non-government and public assistance, and frequent promotion to overseas companies Growth potential rating101 2 High developer mortality rates, low retail growth, low IP creation, small sector and few games graduates 3.25 Likely to remain little more than a hosting centre, bypassed en route to major Asian markets Overall competitiveness rating102 Introduction Justification The games market in South Korea (hereafter Korea) has been the driving force in online gaming in Asia for nearly a decade. Korean companies have set the pace for online games, driving new commercial models, generating super-normal profits from subscription-based and item-selling games, and producing four or five which rank hugely profitable developer/publishers among the world’s largest games companies. Factors behind the growth of this market and these companies has been the primacy of online games (driven by rampant piracy of physical media), rapid domestic market growth, high gaming penetration into the population at large103, and the rise of China’s games market. After a lull following economic downturn in 2002-03, the country’s games industry continues to power forward, driven by new waves of mobile games and new models for online games. In recent years, to counter the high saturation of the domestic market and more difficult conditions in China, Korea’s largest, cash-rich publishers have been busy opening studios and sales operations in the USA and Europe. 99 Overall competitiveness rating: score based on the ability to create IP, number and range of AAA games released, and relevant criteria from the SWOT analysis 100 Funding access rating: score based on the retail market size, availability of public and non- government funding, government awareness of the games industry, and relevant criteria from the SWOT analysis 101 Growth potential rating: score based on the mortality rate for developers, growth potential of the retail market, ability to create new IP, overall availability of funding for games companies, the number of games-related courses, and students graduating per annum, salary levels and relevant criteria from the SWOT analysis. 102 Overall competitiveness rating: the average of the previous four ratings 103 25 per cent of the population has played one game, Kart Rider, E3 2006 98 Maturity rating: score based on retail market size, the number of developers and publishers, the age of industry, number and range of AAA games, range of skills available in the territory, the number of games staff and relevant criteria from the SWOT analysis. 36 Click here to return to Contents Country profiles Competitive profiles of major development territories Games market size104 Number of publishers: 20108. This figure is misleading as the majority of Korea’s developers self-publish their games online, but for the sake of consistency are not numbered here. There is virtually no domestic market for consoles – less than five per cent109 of 2004 games revenues derived from consoles which have very low penetration into the Korean population – although there is evidence that this is changing quite rapidly. Table 7: Korea retail statistics 2000 2001 2002 2003 2004 2005 2006 Software NA NA NA $1.72n $2.4bn $2.8bn $3.2bn Units sold NA NA NA NA NA NA NA Largest indigenous games companies in territory Development and publishing Number of independent developers: self-publish games online. Table 8: Key Korean companies 211105 developers, the majority of whom 05-06 turnover Market capitalisation (10/06) Staff numbers NHN $384m $5.2bn 590 NCsoft $363m $1.2bn 1,259 (globally) Nexon $220m (est.) NA 1,400 Company Mortality rate106: 35 per cent. A great many tiny games companies have started and failed in Korea, partly due to the slow-down in the games market in 2002-03. Reasons for the failure of these companies are those found in other countries – lack of management experience, poor access to funding and publishers. In addition, there was a great deal of hype surrounding mobile games, but the market failed to grow as fast as pundits predicted, which resulted in a number of mobile companies going under (and unhappy investors). 104 Korean Games Development and Promotion Institute (KGDI), The Rise of Korean Games 2005 and 2006, and Electronic Times Internet. Figures exclude game centers and video game rooms, which are gambling establishments, but include internet cafés, which take almost all revenues from online gaming. 105 KGDI, Buyers Guide 2005 106 Mortality rates reflect GIC research into independent developers going out of business between 2000 and 2006, based on monitoring the market and an interview with the KGDI Director in late 2005. 107 2004 KGDI, The Rise of Korean Games 2005 108 KGDI, Buyers Guide 2005 109 KGDI, The Rise of Korean Games 2006 Development clusters: Seoul, Busan Export value of domestically produced games: US$565 million in 2005107 37 Click here to return to Contents Country profiles Competitive profiles of major development territories Major publishers located in territory: Activision, EA, THQ, Vivendi, Sega, Atari, Bandai (Namco), Microsoft, Sony Computer Entertainment, Sony Online Entertainment, Nintendo, KOKOCapcom, LucasArts and Gameloft First games company founded: Nexon, 1994 Date of first break-out global hit game: Lineage, 1998, NCsoft Funding environment IP creation Acquisitions and the availability of non-government funding: medium-good. The strength and profitability113 of Korea’s domestic market means that there is high availability of trade capital in Korea, as developer/publishers amass billion-dollar war chests for expanding into other markets. However, they have spent relatively little of this vast cash pile to date – tending to invest in expanding their operations into first China, and then USA and eventually Europe. Non-trade capital exists but is hard to get, since investors got their fingers burned by investing in the first wave of games companies, some of which did not perform well. Therefore early-stage funding is hard to get for games companies. Korea has seen almost no acquisitions and mergers in recent years. One transaction, the largest (disclosed acquisition) in the industry in recent years – US$380 million paid by Japan’s Softbank for a controlling stake in Gravity Corp (an early success story in the sector) – puts Korea fourth in the list of values received by territory, after USA, Japan and UK. Games companies are strong players on the Korean stock exchange – at US$5.5billion, NHN has the largest market capitalisation on the Korean version of NASDAQ, KOSDAQ. New IP generation and ownership: medium-good. Korea has been a powerhouse of online games IP development, creating popular online games that have dominated Asia, particularly Japan and China. However, Korea has not innovated much in terms of games design, instead transposing successful game designs from other markets (eg Mario inspired Kart Rider, Bust a Groove inspired Audition Online amongst many others) into the Korean context. Instead, Korea’s innovation has been more in commercial models (such as subscriptionbased and more recently item-trading MMO games) which have in turn spurred new games genres. A lack of games design skills is perceived to exist amongst even the best Korean developer/publishers110, leading to a deficit in globallysuccessful IP and a need to look overseas for partnerships111. Korea has also originated strong mobile and casual game IP, but due to the convergence of web and broadband mobile, the distinction is somewhat blurred. Almost no console IP has been created in Korea, but new efforts from Microsoft (such as Ninety Nine Nights by Phantagram) may yet bear fruit112. Major IPs created in territory: Beyond Lineage and Ragnarok, few Korean games have succeeded outside of Asia, but within Asia these have attained AAA status: Kart Rider, Mu Online, Maple Story, Audition Online, Huxley (potential AAA seller), Quiz Quiz, Crazy Arcade, BnB, Kingdom of the Wind, Tales Runner, Golf King, GunBound, Legend of Mir, Soul of the Ultimate Nation (SUN), Pangya, Tantra, Survival Project, Neosteam, Getamped, Granado Espada, Skipping Stone 110 Min Kyu Kim, KGDI Director in GIC interview, November 2005 111 See Context section 112 Although Microsoft’s hopes that this title would encourage more sales in Japan of its Xbox 360, whose launch has been spectacularly unsuccessful, appear misplaced 113 NCsoft’s net profit margin in 2005-06 was 22 per cent. 38 Click here to return to Contents Country profiles Competitive profiles of major development territories Government awareness of games industry: medium. The games industry has been identified as of strategic importance since the reform of the Sound, Records, Video and Game Products Act in 1996, and a number of measures have been adopted to promote it, most of them indirect and non-sectorspecific. While the Korean government does not target the games industry for direct support via grants or sector-specific tax breaks, it does conduct a number of programmes through various ministries to promote the games sector. These programmes, which are often generous (particularly in terms of long-term tax rebates), are primarily aimed, via trade bodies and other programmes for start-ups and innovation, at helping young technology companies get on their feet. • Incubator: start-up companies are housed in the KGDI building in Seoul. KGDI has provided low cost rent and internet access For 160 game companies which have been incubated 1999-2004, with 35 more companies incubated in 2005. • Game Academy: turns out 250 graduates per annum, including training in business skills as well as games design, art and programming • Game Research Centres: seven universities offering games courses were given US$50,000 each to develop courses and research into the games industry115. • Prize programme: a series of best game prizes that promote new games • Trade show participation: nearly 300 companies have been supported to travel to shows like E3 and GDC • Korea Game Conference: runs an annual trade show event • World Cyber Games: Runs a series of audience-attending “e-sports” events, the finals of which have been held in Seoul, Singapore and other territories • Conference of Policy Consultation: body established to advise government on policies to promote the games industry • Foreign visitor grants: KGDI invites significant companies to visit Korea and meet with Korean games companies on all-expenses paid trips. • Korean Culture and Content Agency (KOCCA): runs promotional programmes for Korean content, primarily games, and has offices in USA, UK, Japan and China, assisting Korean games companies to reach overseas market and, attend trade shows. Availability of national government assistance: medium. For several decades the Korean government has been investing heavily in technological industries and has a wide range of programmes designed to encourage foreign and domestically-held companies to invest in Korea. The games industry is not directly targeted by tax breaks however reportedly114 50 per cent of games firms have won significant tax concessions under one or more of the following general schemes: • Korean Games Development and Promotion Institute (KGDI): the KGDI helps promote the Korean games industry and runs the following programmes: • Games engine: middleware and distribution platform for use by startups to create prototypes. However no major games have used the engine and Korean developer/publishers are sceptical about its value 114 State Aid in the Global Computer Games Industry, TIGA 2005 115 January 2005 39 Click here to return to Contents Country profiles Competitive profiles of major development territories • GITISS: government-run service offering data on the games industry (Korean-language only) • Korean IT Industry Promotion Agency (KIPA): conducts a range of promotional, research and training activities around games and the IT sector, and runs iParks in various countries to promote Korean companies. • Ministry of Culture and Tourism: supports trade bodies such as KGDI, conducts research, encourages investments (unspecified) and various promotional activities • Ministry of Finance and Economy has the following non-sector-specific policies which benefit games companies among others: • Restriction of Preferential Taxation Act (RPTA): broad programme of tax breaks aimed at foreign and domestic high technology companies covering VAT, corporation, income, acquisition, property, customs and dividend taxes representing 100 per cent in years one-seven, and 50 per cent in years 8-10. This is not available to all, as companies must apply. • Foreign Investment Promotion Act (FIPA): this 1998 act liberalised Korea’s somewhat protective legislation to encourage foreign investment in the country, with grants and subsidies available on a case-by-case basis, and opened up land rental for foreign companies. The Act allows for the reduction or exemption of corporation or income tax for companies introducing new technology. • R&D tax systems: the first 5 per cent of a high technology firm’s income is treated as a loss for tax purposes; 50 per cent rebate for first four years covering R&D and employee development schemes; facility investment receives a 7 per cent tax credit in the year of investment; foreign companies locating facilities in Korea may be awarded a cash grant (of unspecified size) for companies investing US$ ten million or more in hi-tech or US$5 million in R&D, plus assistance with relocation, recruitment, training and land rents. • SME tax breaks: personal income tax, corporate tax (up to three years) and property tax (up to five years) credit of 50 per cent in years one to two for SMEs and “venture businesses”. Land tax and registration tax for business assets acquired within two years of founding a firm are exempted 100 per cent. • Special excise tax credit for technology: for years one to four, ten per cent of the special excise tax is applied to leading technology products. In year five, 40 per cent is applied, and in year six , 70 per cent. • Technology transfer: reductions in taxes for rights purchases (50 per cent) • National R&D programme: a group of funds for new technology allocating US$4.5 billion in 2006. A number of other regional funds exist with multi faceted R&D grants and specialities. Although none are specifically targeted at games, games companies are eligible. State-level incentive schemes: low-medium. Some local level schemes exist: • Free Economic Zones (FEZes): Broad programme of tax breaks aimed at all companies locating offices in the zones of Seoul, Incheon, Busan and Jinhae. These exempt corporation tax, acquisition tax, registration tax, property tax and land tax by 100 per cent for years one to three and 50 per cent in years four to five; three years’ tax exemption on imported capital goods; reduction or exemption in rent payments for redeveloped land; looser employment regulations. • Techno Parks and Foreign Exclusive Industrial Complexes (FEIC): gain similar tax breaks to those provided in FEZes. 40 Click here to return to Contents Country profiles Competitive profiles of major development territories Labour market Analysis Number of universities offering games-related courses: universities offering games degrees Number of graduates per annum: Above 800117. 33116 colleges and 1.23 million staff in the IT sector118 Number of development jobs (publishers and development studios only): 9,000119 Flexibility of employment laws: medium. Employment contracts can last no more than one year, notice / termination periods are short, employees are allowed no more than 20 days’ holiday per annum and 60 days’ maternity leave. There is relatively strong trade union legislation. Some of these protections are waived in FEZes. University-to-industry linkages: medium-good. The Korean government channels a large amount of R&D expenditure through various institutes and universities, and while no specific games technology has spun off from universities, it could do so relatively easily if it were developed. Salary levels: Average salary level for junior artist (<3 years experience): Not available Average salary level for lead artist (>3 years experience): Not available Average salary level for junior programmer (<3 years experience): Not available Average salary level for lead programmer (>3 years experience): Not available Strengths Weaknesses Scale of developer/publishers with broad revenue base Korean games dominate online games market across Asia, particularly Japan and China120 Large, high-penetration online market fuels highly profitable games companies Online delivery and service focus goes beyond “fire-and-forget” games development found in the west Korea leads the world in innovation in commercial models Cash-rich companies are investing in USA and UK studios to counter deficit in global IP Massive growth in domestic games market driven by new online games Saturated domestic market with limited console sector East-west cultural barrier across which few Korean games have successfully crossed Seen by the global industry as a black box, thus poorly understood and underestimated Acknowledged lack in games design innovation and global IP IPR loss of Korean games through piracy in china; Chinese firms benefit through copying Poor IPR protection Much larger staffing levels are found in Korean firms than in other studios, due to lower costs 116 UKTI, Seoul 117 GIC research. 118 Invest Korea, 2003 119 GIC research Dominant skill sets: Online, casual and mobile games 120 Two out of the top three online games in Japan are Korean (Ragnarok, and Korean games account for 45 per cent of China’s games 41 Click here to return to Contents Country profiles Competitive profiles of major development territories Opportunities Threats Continued expansion into US and Europe121 via partnerships, JVs and acquisitions Continued exploration of new commercial models Gradual drop in control of Chinese market offset by massive growth in Chinese gaming and other emerging Asian markets China will inevitably begin to produce quality games of its own design, reducing Korea’s control of Chinese market Domestic development market may have peaked, along with games sales Scale of companies can be reduced, leading to contraction in market As the sector grew at speed, it soon became clear that gaming enjoyed high penetration into the population at large with none of the demographic silos seen in main-stream gaming in the west. Indeed, a single game – Nexon’s Kart Rider – claims to have been played by 25 per cent of the entire Korean population. Korea’s games companies have specialised in online gaming infrastructure, building game engines, account management server technology and methodology to deliver games and harvest revenues from subscribers who transact entirely online or using retail cards in games cafés. The lack of retail distribution increased the profitability of games companies, who also had little need for publishers to fund, distribute and sell product. In Korea, they have largely been disintermediated. Problematically, the prevalence of digital delivery of games has led to high levels of piracy with ‘bad’ subscribers reportedly122 numbering at around 20 per cent of most firms’ subscribers. Additional problems of online security are farming (paying companies to create virtual wealth for players during working hours), bots (software agents doing repetitive tasks to generate virtual wealth), mirror servers123 (offering access to the game for free or for fees not shared with the IP owner) and hacking in general. These unique conditions also resulted in a stillborn console market consisting of a few hundred thousand PlayStations, and even fewer Xboxes. However, handheld consoles have been performing better more recently in Korea – well enough for Nintendo to establish its first local office in the territory earlier this year – so the prospects for this handheld market are improved. The end product of this growth is a market that has a structure, drivers and dynamics unlike any other major games market globally – apart from China. Context Korea’s progress as a gaming nation has been massively boosted by the scale of its domestic market and some unique conditions which have seen retail almost forgotten in favour of online gaming. Korea leads the world in terms of broadband penetration, and those without 20-30 MB/second internet in their homes can use internet cafés which exist on almost every city block. Although the industry began by releasing role-playing games cloned from Japanese and USA games, the ubiquity of broadband and (following government investment in education) a healthy level of network technology skills meant that these games were all made massively multiplayer, and were heavily customised towards local culture. Within months of these first games’ launch, they were generating large concurrencies – the measure of a successful game in Asia meaning the number of concurrent players online at any given time – of well over 100,000. These large numbers equated to millions of players per game, most of which initially charged monthly subscriptions. 121 In recent years, NCsoft, Nexon, NHN, Gamevil among others have launched either development studios or sales and marketing in USA and/or Europe 122 Gravity interview by GIC, Nov 2005 123 NCsoft recently collaborated with the FBI to close down illegal Lineage II servers in the USA. 42 Click here to return to Contents Country profiles Competitive profiles of major development territories Just as Korea was starting to plateau, the Chinese market began to take off. Korean companies licensed their games, technology and IP to Chinese companies, who managed the servers and accounts and shared revenues with Korean owners. This gave a second wind to Korea’s industry, and along with contributions from Japan and other territories, gave rise to over US$3.8 billion in export revenues in 2005. Again, piracy and IPR loss became problematic, with the culprits not only Chinese consumers but Chinese companies desperate to share less of their revenues with their Korean partners124. As Chinese companies become more skilled at technology and games development, their reliance on Korean games has begun to fall, from 70 per cent of the Chinese market in 2004125, to 52 per cent in 2005 and now 45 per cent in 2006126. However, the falls in market control are more than offset by the rapid growth of the Chinese market, estimated to be nearly 30 per cent in 200506127. Korean companies also stand to benefit from the growth in nascent South-East Asian markets like Malaysia, Vietnam, Thailand and the Philippines. Korea is less effective at creating games that cross the east / west divide, because cultural differences make most games unattractive to one side of the divide, and because Korea has been innovative in network technology and commercial models – which have driven games into new genres, rather than through innovation in games themselves. The KGDI acknowledges that Korea has a deficit in game design and in IP that sells globally. For the past few years, Korea’s leading games firms – NHN, NCsoft, Nexon, Gravity and Webzen – have begun opening offices in the west, and either acquiring or recruiting western developers. Interestingly, they have been offering better deals for developers than their western colleagues, for new IP. The model operated in a deal like that between Webzen and Scotland’s Real Time Worlds is that the Koreans offer network skills and financing, while the Scots offer creativity in game play and design. This would appear to be a strong model for Korean companies progressing in the west. It is difficult to get a perspective on the Korean market and the sheer scale of its games. An example may help: Maple Story is a 2D online role-playing game with 14 million subscribers that has generated over US$215 million since its launch in 2003 from players primarily in China, Japan, Taiwan and the USA. It currently generates over US$17 million per month and has over 200,000 players playing online at any given time. The scale of these Asian games – which is starting to encroach on the western markets (five per cent of Maple Story’s players are USA-based) – dwarfs the west’s most successful online games – such as World of WarCraft with seven million subscribers. Audition claims to have 50 million subscribers in China alone. Their success in Asia far from guarantees their success in the west – Lineage II, a game developed with both the Asian and western markets in mind, gathered a peak base of only 100,000 active players in the USA in its two and a half years. 124 Shanda and Tencent, leading Chinese online games operators, have been involved in law-suits from their Korean partners claiming they have copied large swathes of the game without sharing revenues 125 Polygon and Gamasutra, March 2004 126 KGDI and Asia Times, August 2006 127 China’s General Administration of Press and Publication (GAPP), Asia Times, August 2006 43 Click here to return to Contents Country profiles Competitive profiles of major development territories Ratings Rating Score Justification Maturity rating128 6 Good on market size, number of studios, weaker on skills and ability to create global IP Innovation rating129 6 Strong on network technology and commercial model innovation, weaker on new game IP Funding access rating130 6 Strong levels of trade capital, medium levels of public funds, low levels of nongovernment capital and M&A activity Growth potential rating131 5 Market saturation, low levels of students and lower IP innovation balanced by large cash stockpiles of firms 5.75 The market leader in Asia for online games, but few global games companies have / would be located there Overall competitiveness rating132 128 Maturity rating: score based on retail market size, the number of developers and publishers, the age of industry, number and range of AAA games, range of skills available in the territory, the number of games staff and relevant criteria from the SWOT analysis. 129 Overall competitiveness rating: score based on the ability to create IP, number and range of AAA games released, and relevant criteria from the SWOT analysis 130 Funding access rating: score based on the retail market size, availability of public and nongovernment funding, government awareness of the games industry, and relevant criteria from the SWOT analysis 131 Growth potential rating: score based on the mortality rate for developers, growth potential of the retail market, ability to create new IP, overall availability of funding for games companies, the number of games-related courses, and students graduating per annum, salary levels and relevant criteria from the SWOT analysis. 132 Overall competitiveness rating: the average of the previous four ratings 44 Click here to return to Contents Country profiles Competitive profiles of major development territories United Kingdom Retail market size136 Introduction Table 9: UK retail statistics The UK has been a leading location for world-class games development for over 20 years, with a strong track record in creating new AAA IP within both independent studios as and many publisher studios that are located in the UK. Its historic position as the third largest producer of games after the USA and Japan has been under threat from Canada in recent years, and in 2006 Canada finally overtook the UK in terms of revenue generation from games made in their studios133. World-class games development still takes place in the UK, expenditure on games development is still higher in the UK than in Canada and the UK still boasts some of the most experienced development talent in the world. However, the UK receives less state support than the other major territories134, and its strong performance in recent years is under threat from a very uneven playing field of development that is subsidised in competitor territories. The UK is also the most expensive games development market in the world. Despite two high-profile publishers, the UK is structurally imbalanced due to the lack of an indigenous publisher with a significant proportion of the global market135. The UK’s independent sector has seen a mass extinction of independent developers since 2000, with over 45 per cent going out of business and 8.5 per cent – some of the UK’s finest developers – being acquired, largely by overseas companies. However, publisher-owned studios and the remaining independents have got larger and the overall number of development staff employed in both types of studio has risen over the same period. 2000 2001 2002 2003 2004 2005 2006 Software $1.43bn $1.78bn $2.1bn $2.24bn $2.43bn $2.38bn $2.65bn Hardware $406m $1.05bn $1.1bn $907m $594m $1.1bn NA Software units sold 33.9m 42.8m 46.14m 53.73m 57.55m 57.52m 65m Development and publishing Number of independent developers: 160137. The scale of the larger developers has grown rapidly over the past few years so that there are now 11 developers in the UK with over 100 staff. In addition, there are over 90 UK-based independent outsourcing companies providing services specifically to the games industry. 133 See competitive benchmarking section 134 The USA, Canada, France (proposed and being investigated by the EC), Switzerland, Germany and Australia all provide tax breaks to games companies for production or to individuals investing in games production, from either national or regional (eg state or provincial) government. 135 Turnover value of three largest USA games publishers (2005-06): US$5.37 billion. Turnover value of three largest UK publishers: est. US$500 million. 136 Unless otherwise noted here, all retail market figures are sourced from ELSPA’s The UK Interactive Entertainment Industry 2005 report and are calculated from pound sterling figures and February 2007 dollar exchange rates (£1 : US$1.95) 137 A list of extant UK developers is appended on Table 14 page 69 45 Click here to return to Contents Country profiles Competitive profiles of major development territories Some of these factors are still at play in today’s market, with the arrival of the current generation of consoles and rising development costs. However, oversupply is not an issue, and the rapid expansion in headcount of many independent developers in recent years is in part a reaction of the market to undersupply of experienced developers. In conclusion, the UK’s independent development market is currently well balanced and relatively stable, and while there will continue to be company liquidations, particularly in immature sectors such as mobile games development, there is no imminent threat of collapse. Mortality rate: 45 per cent of independent development companies have gone out of business since 2000138. The UK has experienced a fall in the total number of independent developers from 295 to 160 today. However, of these, 26 studios (9 per cent) have been acquired (although some of these have also been closed down)139. A panoply of drivers for these company failures exists. Some went under because of problems within the firm such as bad management (growing too fast and then failing to maintain deal flow between projects), poor access to or inexperience in raising capital, sudden project cancellation by publishers, inability to access royalties and difficulties of growing beyond breaking even. However, underlying these extinctions were market factors which probably played the most important role. At the end of the 1990s when the dotcom boom was in full swing and the PlayStation market was at its peak, publishers were commissioning a substantial volume of titles with many increasingly prioritising quantity over quality. This created an extremely buoyant development market which ended abruptly with the PS2’s arrival and the mass desertion of the original PlayStation market. Publishers, faced with a leap in average development costs and complexity, a newfound risk awareness, and a slower than expected start to the PS2-lead cycle, concentrated their product development investment in a smaller number of higher-budget titles, and also began to refocus towards internal production (which was increasingly being fuelled by acquisitions of their preferred third party development partners). The independent development market went from a state of equilibrium to one of extreme over supply. These problems were exacerbated by the decreasing value of the dollar (versus sterling) which has made UK development increasingly expensive for an increasingly USAdominated publishing industry. Table 10: UK developer mortality Year Number of independent studios % change 2000 295140 2003 160141 -46% 2005 150142 -6% 2007 160143 +6% 138 The most prominent company collapses since 2000 have been Argonaut (2004), Elixir (2005), Kaboom (2003), Runecraft (2002), Vis (2005), Visual Sciences (2006) and Warthog (2005). 139 These figures take into account (ie ignore) six acquisitions made by failed super-developers Argonaut and Warthog. 140 GIC figures 141 The UK Interactive Entertainment Industry 2005 report 142 ELSPA, The UK Interactive Entertainment Industry 2005 report 143 GIC figures 46 Click here to return to Contents Country profiles Competitive profiles of major development territories Development clusters: East Midlands, Liverpool/Manchester, London, Scotland (Dundee/Edinburgh), South East (Guildford/Brighton), West Midlands, Yorkshire Scale of largest indigenous companies: Table 12: Key UK companies Export and development value of domestically produced games: 05-06 turnover Operating profit market cap (10/06) Staff numbers Eidos $350m $15.2m (4.3%) $695m 700 Codemasters $102m $2.1m (2%) NA 350 $55m (est.)147 Unknown NA (privately held) 270 Company Table 11: UK development and export values 2000 2001 2002 2003 $953m144 NA NA $834m NA Development $762m145 expenditure NA NA NA Export value 2004 2005 2006 $881m NA $625m NA Jagex $730m146 Number of publishers: 70. The UK has two medium-scale indigenous publishers – SCi Entertainment (which owns Eidos) and Codemasters, but none of global scale (Scale of largest indigenous companies section follows). Historically, the UK has been the location of choice for the global industry’s European headquarters, although France’s Ubisoft and Vivendi are headquartered in their home country. This location of choice has been eroded of late after EA and Take 2 moved the core of their European corporate and financial operations to Geneva, following overtures and incentives from Swiss officials, in 2005-06. All major western (and many Asian) publishers have sales and marketing operations in the UK. However, many publishers also retain substantial development studios in the UK, the largest being Sony Computer Entertainment Europe (SCEE), EA, Take 2, Microsoft (Rare/Lionhead), Codemasters and Eidos. Eidos recently announced that it would launch a new 350-head studio in Montreal, which would account for 45 per cent of its total staff in 2010. Eidos also opened new studios in Sweden and Hungary in 2006. 144 Interactive Leisure Software: Market Assessment and Forecasts to 2005, ELSPA 145 ELSPA State of the Industry Report 2005 146 GIC research 147 Jagex has roughly 900,000 subscribers paying US$5 per month to access premium game servers, plus a host of other games. 47 Click here to return to Contents Country profiles Competitive profiles of major development territories Largest UK independent developers: Jagex (296 staff), Eurocom (280 staff), Rebellion (280 staff), Kuju (220 staff), Blitz (175 staff), Climax (150 staff), Real Time Worlds (140 staff), Bizarre Creations (125 staff), Frontier Developments (110 staff), Traveller’s Tales (105 staff), Evolution studios (100 staff), Free Radical Design (100 staff). AAA IPRs created in territory: Tomb Raider, Fable, Black and White, Grand Theft Auto, Elite, Burnout, Worms, Lemmings, Rollercoaster Tycoon, Driver, Timesplitters, Championship Manager, Football Manager, Perfect Dark, Black, Goldeneye, Juiced, Total War, Lego Star Wars, Narnia, Harry Potter, WRC, Wipeout, Crash Bandicoot, SingStar, Buzz. Major publishers located in territory: Activision, Capcom, Codemasters, D3, EA, Empire, Gameloft, Glu, Hands On, I-play, Koei, Konami, Mastertronic, Microsoft, Midway, Mindscape, Namco, NCSoft, Nintendo, Nokia, SCEE, SCi/Eidos, Square Enix, Strategy First, Take 2, THQ, TT Games, Ubisoft First games company founded: Imagine Software, 1982 Date of first break-out global hit game: Apocalypse, 1983 (Games Workshop) Funding environment IP creation Acquisitions and the availability of non-government funding: medium. The majority of funding available in the UK at present is trade capital and largely comprises (national but mostly international) publisher funding for third party games development with traditional advance recoupment models as well as the ongoing funding of publishers’ internal studios. It is also common for newly acquired development studios to receive from their parent companies substantial injections of capital allowing them to expand rapidly. This is often part of the appeal of selling the company in the first place and some even make such investment a condition of sale. Since 2000, the UK has been the location for the second largest number of acquired games companies in the world, after the USA, although Japan pushes the UK to third place in terms of the sums received by those acquired companies. New IP generation and ownership: The UK has originated some world-class IP including some of the bestselling games to date, particularly the Grand Theft Auto and Tomb Raider series. The UK has pioneered technically innovative, edgy, humorous and sometimes violent games, and it is a world-class hub for experienced development talent. In recent years, the number of IPs created in the UK that have charted in the UK’s annual top ten bestseller list has remained roughly stable, with a peak in 2001 when five titles made in the UK were released in the same year. This peak is likely to re-occur in 2007148. However, the number of original UK IPs on current generation platforms that reach the market is falling as costs rise, which creates a longer-term problem for the continuation of IP creation in the UK. 148 At the time of writing, Grand Theft Auto 4, Harry Potter . 48 Click here to return to Contents Country profiles Competitive profiles of major development territories UK casual and mobile games companies have benefited somewhat from this investment trend. However, the UK has produced an uncharacteristically small number of MMOG developers relative to other countries, in particular the USA. Of the 150 MMOGs currently available in the west, only six were created in the UK and only one has grown to achieve any commercial scale (Jagex’s RuneScape). This can be attributed to both the higher costs and risks of creating MMOGs, and to the more limited access in the UK to alternative finance (most MMOGs are not publisher-funded) at a scale needed for MMOG development. Since 2000, the UK has been the third most frequent location for acquiring companies; however this was driven by a frenzy of company acquisitions by Argonaut and Warthog, both of which subsequently ceased operations. Most trade acquisitions by UK companies have been small scale and many were acquired in distress. Thus, the UK lies in a distant fourth place, after the USA, Japan and France, in terms of the sums spent since 2000 by UK companies to acquire companies in the UK or abroad. This again reflects market failure in the UK and the lack of a publisher of global scale that grew by buying foreign games companies (as France’s Ubisoft, Infogrames and Vivendi Games grew). A small handful of private funds exist to help fund games production. A number of these funding sources target project financing, and there is a growing trend for this kind of fund raising which, while mostly inaccessible for smaller, less well-established companies, can be useful for established medium-to-large scale independent developers and small-to medium-scale publishers. Unlike some markets (such as Germany) where there are tax incentives for such investments, this kind of risk financing for games projects is still relatively uncommon in the UK. A selection of these include: The UK has seen many but modest rounds of private financing into the games industry. Since 2000, in terms of the number of funding rounds, the UK has been the second149 most frequent location for games companies receiving private financing, with 2000-2003 representing a disproportionate percentage of these investments. This reflected the dot .com boom in investment in digital media rather than any great appetite for, or successes in, investing in games projects. To the contrary, many investments in the UK games industry, both private and public, have failed to deliver value to their investors. Between 1996 and 2006, companies listed on the London Stock Exchange or its junior market, AIM. Of these, seven went bust or left the games market, three were sold in distress, two were acquired for low valuations versus their sales potential, and only two remain listed and performing well150. Trends in games investment have not benefited the UK as much as other territories in the last six years. MMOG, casual and mobile games companies have been the recipients of a disproportionate amount of the VC finance that has flowed into games developers in recent years (56 per cent of all investment in privately held games companies in the west since 2000 versus 33 per cent for traditional games developers and publishers). 149 GIC research. 150 Argonaut, Rage, Pure Entertainment and Inner Workings went bust. Akaei, Digital Animations, Bits and Zoo Digital left the games market after failing to create sustainable businesses. Eidos, Warthog and Gremlin were sold following serious trading underperformance, profit warnings and share price collapses. Empire and Kuju were sold to foreign companies for low valuations. Games retailer Game Group and publisher SCi remain listed. 49 Click here to return to Contents Country profiles Competitive profiles of major development territories • Fund4Games: launched in May 2002, Fund4Games provides project financing for games development. Fund4Games is not actually a fund in the traditional sense of the word but uses EIS-accredited single purpose vehicles to attract investment from high net worth individuals whose money is used as an alternative source of finance to traditional publisher funding. Fund4Games undertakes to fund the title and deliver it on time and budget to the publisher who, with the production risk transferred to Fund4Games and the production cost deferred until the game’s completion, agrees to pay the total cost of development as well as a service fee to Fund4Games. The fund has a lower limit of US$1.5 million per project and projects are expected to run for 6-24 months. The company finances over US$1 billion annually across 200 projects. Of these, only a few are games projects although the company expects more publishers to use this kind of financing as production costs rise. Bonding is on the rise in UK due to a lack of other similar financial vehicles but is reportedly falling back in the USA. Whether the UK follows suit remains to be seen. • Technology Venture Capital funds: as a leading global financial centre, the UK is host to dozens of technology-focused VC funds. One is UK High Technology Fund, a US$248 million fund managed by Westport Private Equity and partly funded by the UK Government, which invests in high technology companies. A number of VC companies have invested in games companies (mostly studios) over the years, but many got their fingers burnt, and as such there is generally a poor understanding of, and reluctance to invest in, the games industry by VC companies. • Ingenious Media: part of a larger media fund, Ingenious announced the launch of a US$97 million games fund in January 2006 to fund games projects for up to 30 per cent of their development budgets and help games companies raise the additional 70 per cent via other sources before development begins. The commercial rationale is to avoid publisher advances and release a higher share of royalty payments from publishers earlier in return for a share of net receipts. The fund invested US$48 million in 2006, and has a lower limit of US$5.85 million per project. A second fund for the same sum has recently had to be scrapped due to Treasury prohibiting of GAAP ‘sideways’ tax relief vehicles in the last Budget on which Ingenious’ scheme was based. Please note that what follows is a description of Government assistance as of May 2007. Some of the providers of this assistance may now be different as a result of the Machinery of Government changes announced in June 2007 which saw the closure of the DTI and the creation of several new Departments including BERR and the Department for Innovation, Universities and Skills. Availability of national government assistance: low. Unlike most mature games development territories, the UK government provides no direct tax support or investment incentives for the games industry. This is in keeping with the UK Government policy of providing no sector-specific support for any industry. Exempt from this are film and television. Films that pass the cultural test receive a 16-20 per cent tax relief depending on the size of production budget. • Film Finances: a large international film bonding company founded in London in the 1950s with a games arm. Film Finances, in conjunction with lending bank partners, provides completion bond-based finance, which covers development milestone payments until delivery of the game’s gold master (ie completed version), at which point the publisher pays the entire development fee plus interest and bond fees. 50 Click here to return to Contents Country profiles Competitive profiles of major development territories UK TV production is subject to rules imposed by the 2002 Communications Bill, under which there is a 25 per cent independent production quota imposed on ITV, BBC and C4151, and commercial television broadcasters have received large discounts (or holidays) from their broadcast licence fees. operation and interpretation of the scheme and the Inland Revenue’s ability to revisit the claims and reverse some benefits further reduced its use by games companies. • Enterprise Investment Scheme: this incentivises arm’s length equity investments in qualifying firms, delivering immediate 20 per cent tax relief for private investors on the sum invested (up to US$780,000 per year) and any capital gains are tax exempt if the shares are held for over three years after issue. A few support schemes are run by BERR and UKTI that are directly targeted at games companies (detailed below), but their impact is mostly limited due to the low level of funding, because they fail to address the more fundamental challenges faced by the industry, and because they have adopted a ‘one size fits all’ strategy. UKTI has adopted a more sector-specific strategy152 to driving inward investment, which has resulted in a more sales-driven approach towards games companies. In place of the targeted government assistance for the sector found in the UK’s competitor markets, games development companies have access to a patchwork of schemes designed to support smalland medium-sized firms across all industries. • Enterprise management incentives: these give tax benefits for options schemes used to attract staff to smaller or higher risk businesses. They have a maximum value per staff member of US$190,000, the shares must be valued by HMRC, and the staff member must work 25 hours or 75 per cent of their working time. Taper relief comes in at 50 per cent of capital gains tax (CGT) after one year, and 25 per cent after two years after point of issue of the options. • R&D tax credits: Following a recent announcement153, SMEs of up to 500 employees will be able to claim up to 175 per cent of R&D expenditure (including salaries, some consumables, and sub-contracted research but no overheads) against corporation tax. The value of the payable credit available is 24 per cent of qualifying expenditure. The definition of R&D for this scheme154 is usually interpreted very literally, and starting a new game from scratch is normally only partially covered. While the tax credits are widely used and welcomed by the industry155, the extent and impact of relief under this programme is limited compared to other territories. TIGA has estimated that the maximum relief on a game is about four to five per cent of total budget (under the previous 150 per cent rate). A poll of TIGA members in 2005 suggested that R&D tax credits had little impact (other than the first wave of ‘back claims’ for previous years), and that uncertainties with the 151 The bill also resulted in liberalising global rights for independent producers, so that even despite TV productions being 100 per cent funded by broadcasters, the all-important rights to the programme revert to the independents after on average five years, and global rights are subject to separate negotiations. No such quotas or enforced deal structures are workable in the UK with regards to games development due to the global nature of the industry, and the lack of leverage, due to the current lack of any public service games publishing, over largely foreign-owned games publishers. 152 Under the ‘Prosperity in a changing world’ strategy, games are one of 14 priority areas in ICT. 153 The 2007 budget announcements are applicable from 2008 and are still subject to state aid approval. 154 Based on the Frascati definition, namely “an advance in science & technology and activities which directly contribute to achieving this advance in science or technology through the resolution of scientific or technological uncertainty are R&D”. 155 Survey results show that R&D tax credits are widely used by leading companies. 51 Click here to return to Contents Country profiles Competitive profiles of major development territories • DTI schemes: the Department of Trade and Industry has a range of schemes to assist businesses, many of which are delivered by regional redevelopment authorities or the DTI’s Small Business Service: • Technology Programme: bi-annual competitions for grants from consortia of two or more organisations (which must be company led, but the partners could comprise universities and/or companies) to develop novel technology, which typically cover 50 per cent of the eligible costs of the project but, in cases of high technological risk, may cover up to 75 per cent of the partners’ R&D costs in key areas of interest. The programme is designed to assist projects three to seven years before they reach the market, which time frame is largely inappropriate for the games industry. As such, while a few more companies benefited from 2004’s competition, fewer of 2005 or 2006 competitions’ priority areas for technology were applicable for games companies and only one games company is reported to have benefited from these grants (although more research is necessary to establish this). 2007’s priority areas include US$78 million allocated to projects in the Design, Engineering and Advanced Manufacturing theme, under which projects which seek new paradigms in simulation and visualisation with applications in the creative industries will be funded for US$1,000-US$3.9 million. • DTI Grant for R&D (formerly SMART): delivered by Regional Development Authorities (RDAs), grants are available for micro-projects (sub-US$39,000 to a maximum of 50 per cent of applicable costs for sub-ten man companies), research projects (new scientific or technical research to US$147,000 for sub-50 man companies), development projects (industrial and pre-prototype development to US$393,000 for sub-250 man companies) and exceptional development projects (strategically important projects of up to US$982,000). • DTI grant for investigating an innovative idea: cover 75 per cent of cost of hiring a mentor or consultant to study a plan for a new product. Up to US$22,800 is available. • Small firms loan guarantee scheme: helps SMEs access loans of up to US$491,000 from banks by guaranteeing 75 per cent of a loan over twoten years. • Knowledge Transfer Partnership: helps companies with a strategic need, research organisations and graduates hire staff to introduce new skills to the company. Grants range US$31-35,000, and higher from the second year. • Enterprise Capital Funds: equity financing of up to US$3.9 million in matching funds in return for some profit sharing. Latest funding round closed in February 2007. • Early Growth Funds: regionally managed funds providing matched funding for start-ups in high technology and knowledge-intensive industries. Up to US$196,000 is available. Many schemes exist around the country, which, due to their number, will not be listed here or below. • Business Links: regionally managed support centres providing advice and services. • TIGA: DTI also funds a number of TIGA’s specific activities. • Flat rate VAT scheme: businesses in various sectors with turnover of under US$295,000 can benefit from a scheme that caps VAT owed to the Inland Revenue at various levels depending on the industry, while allowing the company to continue charging VAT at 17.5 per cent, creating tax relief. Software development is not listed in an HMR&C list of different levels of flat rates for different industries and therefore the rate is likely to be ten per cent. • UKTI has a handful of schemes to assist games companies: 52 Click here to return to Contents Country profiles Competitive profiles of major development territories • The Computer Games Strategy Group: a cross-government group, driven by UKTI but including BERR, DCMS, Skillset, and trade bodies, that coordinates efforts to support the games industry and has produced the games delivery framework under which this study is funded. • Trade programme budget: this provides funds for trade events such as the UK presence at GDC, E3, and 3GSM, and support for the London Games Festival. The programme also funds TIGA’s international trade activities, and some inward investment initiatives. It also organises and assists with the costs of trade missions to important territories such as the USA, Japan (“Play UK”), Korea (Gstar), China (China Joy) and India. It also brings overseas companies to the UK to attend trade events, visit UK companies and encourage partnerships. • Trade Show Access Programme: UKTI provides grants of up to US$3,500 to assist new exporters to attend and exhibit at trade shows in new territories. A similar but wider scheme supporting existing businesses (SESA), which was popular and effective for games companies, was closed in 2006. • Export support: advice on international trade from local advisers on planning and linguistic challenges, and the “passport to export” programme, a package of support and training for new exporters. • Information and Opportunity identification: generic assistance with finding sales leads, assistance to find sources of aid-funding, and research including free information on specific territories and in some countries some broad industry sector data. The Overseas Market Introduction Service is a networking service that charges a small fee to companies who want introductions to contacts in new countries. • New Deal employment scheme: grants are available for hiring 18-24 year olds, and over 25s, who have been unemployed for over 18 months. • National Endowment for Science, Technology and the Arts (NESTA): a £300 million early-stage venture fund financed by the National Lottery aimed at stimulating innovation in the UK. NESTA has invested over £105 million to date. This fund has historically only rarely funded games projects and its games strategy is currently under review. • Skillset: this government-funded and industry-supported body works to ensure a flow of skills into the audio-visual industries. It subsidises up to 60 per cent of the course fees for a range of accredited games-related professional training courses, and they have begun to accredit (but do not financially assist) three undergraduate courses at three universities out of the 46 universities offering 80+ courses. The scheme has been running for a year, 16 courses have already been assessed with the help of industry (some of which are reapplying), and more universities are going through the accreditation process, so this number is expected to rise. Skillset has also successfully piloted an apprenticeship scheme for games testers with NCsoft in Brighton, and it now plans to roll this out across the UK. Government awareness of games industry: low-medium. Government awareness and understanding of the games industry is relatively low, despite vigorous efforts from various staff in different ministries. 53 Click here to return to Contents Country profiles Competitive profiles of major development territories • England has the following schemes: • Regional Venture Capital Funds: up to US$982,000 is available in each of the nine English regions to provide risk capital for high-growth businesses. These funds (with values that range US$29-98m) are commercially managed and generate commercial returns. No funding is known to have been made to games companies. • Selective Finance for Investment: 10-15 per cent of capital expenditure (minimum US$19,600) may be covered for companies opening offices in assisted areas. • Coalfields Enterprise Fund: US$79,000 to US$982,000 in loans (straight or preference share) are available for businesses to cover up to 50 per cent of costs. • East Midlands has the following schemes: • Shoutout: a networking organisation helping match creative companies to partners and very small local grants (eg CIBS grants for US$9,800 in Leicester) • Sparkhouse Studios: Lincoln University-based incubator that houses and assists start-ups • Lachesis Fund: a US$13.7 million fund designed to encourage five universities to secure research funding and harvest new IP from their faculties. The games industry has a fraction of the profile that the film and television industries enjoy, despite contributing 30 per cent of the UK’s media exports156. This reflects several factors, notably the industry’s relative youth, its lack of high-profile political representation, and its lack of ‘star power’. Trade bodies, particularly TIGA, and staff in various ministries do lobby vigorously to increase the awareness of politicians about the games industry. Unfortunately, the frequency of changes in ministers and the unfortunate prominence of negative headlines about video gaming have seen the majority of comments from government focused on ratings systems and the impact of violent or adult games, rather than the state of an important knowledge economy industry of the future. A recent keynote by the Prime Minister celebrating the creative industries noticeably omitted to mention the games industry. Only more recently has the Minister for Culture, Media and Sport (DCMS) suggested there is a need for a games academy – but there appears to be considerable distance between the DCMS’s agenda and that of the industry157. Local-level incentive schemes: low-medium. Individual regions of the UK have some local initiatives through Regional Development Agencies or Regional Screen Agencies. The level of support is inconsistent and sporadic. Some large clusters have virtually no dedicated support whilst smaller clusters do very well. Many of the games-related programmes run out of the regions of the UK derive from European funding, rather than central UK government. It is important to note that although lots of schemes exist, they are mostly for very small amounts (representing tiny proportions of an average game’s development budget) which, combined with the time, complication and red tape involved with applying for grants, means that not many games companies have bothered applying for grants overall. The following schemes are available: 156 ELSPA, The UK Interactive Entertainment Industry 2005 report 157 The Minister’s announcement appeared to refer to a school-age academy whereas the UK games delivery framework (and both TIGA and ELSPA’s work on this area) focuses on finishing schools for graduates. 54 Click here to return to Contents Country profiles Competitive profiles of major development territories • Various networking organisations such as Creative Industry Regeneration team (funded by Europe, a networking and mentoring organisation which assists businesses in target areas of Leicester), Second Wednesday (digital media networking in Nottinghamshire), and Creative Leicestershire and Rutland. • EM Media: distributes European (ERDF) funds through its EM Media Investments arm and has secured US$11.7 million to invest over a three year period. Using equity and loan finance, EM Media invests up to US$488,000 per film or games project and is one of the few regional agencies that has a games focus and has already successfully provided funding (and other support) for games projects. • East England has the following programmes: • Screen East: runs a company development fund which disburses repayable investments of up to US$39,000 for script development costs, which theoretically include games. No games companies are known to have benefited to date. • East of England Multimedia Alliance: wide-ranging support for games companies, but no funding for games companies. • Proof of Concept Fund: US$1.96 million fund disbursing an annual round of funding of US$9,800-79,000 for entrepreneurs and university start-ups. • London has the following programmes: • Creative London: funds the US$9.8 million Creative Capital Fund (run by AXM Venture Capital) to invest US$147,000 (round one) and up to US$835,000 in later rounds in matched funding for media companies. Creative London is also planning local hubs to act as incubators for new companies, and offers assistance with finding properties, IP advisory services and networking opportunities. Mediabox funds 13-19 year olds, and one small games project is known to have been funded. • Cultural Industry Development Agency (CIDA): supports creative industry in East London, providing business support through workshops and advisers. CIDA no longer runs an access to finance programme. • Interactive Course Funding: the LDA will pay for 80 per cent of training employees of creative industry SMEs. • North East England has the following schemes: • Northern Film and Media: their networking fund provides US$2,900 towards attending trade shows and their fund for content has a range of programmes that fund mostly film-and TV-related projects for modest sums (US$2,900-9,800) • Northern Arts Council: runs a cultural business venture grant that disburses up to US$19,600 for companies that can match 25 per cent of the funding from other sources • Regional training agency: the Northern Cultural Skills Partnership offers training assistance • Codeworks: provides assistance for local digital companies to attend trade shows and get advice from specialists, runs networking events and helps with recruitment • Game Horizon: a network of local games companies run out of Codeworks which assists trade show attendance, networking, university links and training • Knowledge House: provides up to 50 per cent of consultancy costs of engaging university-based specialists on a range of industries. 55 Click here to return to Contents Country profiles Competitive profiles of major development territories • North West England has the following schemes: • North West Vision offers a range of funding schemes for Merseyside companies, each disbursing US$£19,600-US$490,000, including company development (capital investment, marketing and training costs covered to 37 per cent of eligible costs), product development (37 per cent of eligible costs) and production funding (equity investments of up to 25 per cent of eligible costs). No games projects are known to have been funded. • Game Alliance: a network of local games developers which produced a directory of local games companies in 2003. • International centre for digital content: Liverpool John Moores University-run unit providing networking, support, incubation and workshops • ACME: Merseyside-based unit providing trade show attendance support., workshops and networking • South East England has the following schemes: • Screen South provides assistance, possibly funding, for film- or TVrelated projects, but no games projects are known to have been funded • South East media network: runs a games-focused business mentoring scheme • Wired Networks: runs Game Girl (encouraging females to enter the industry) and business clinics (workshops focused on games) • Various smaller schemes exist including the Maidstone Media Tree (training and networking), and Medway Enterprise Gateway (networking, support and training) • South West England has the following schemes: • Cornwall Film: can provide unspecified amounts of flexible loan funding for games of up to 45 per cent of eligible costs and assistance for trade show attendance. • A range of smaller services offering networking and training • West Midlands offers the following schemes: • Creative Industries Business Plan has £11 million for skills training and networking across high technology companies, with a games plan focused on education and establishing a games incubator • Screen West Midlands: can fund up to 25 per cent of a project’s costs up to US$491,000, provide loans under the Advantage Broadcast Fund for an additional US$59,000, and take out equity investments of up to US$491,000 in new media companies. No games projects have been funded to date. • Support for Creative Industries in Birmingham: offers 50 per cent funding of a range of activities, to unknown levels. • Birmingham City Council: small grants available from the Creative Development team for market scanning (US$4,900) or expansion (US$9,800) • Yorkshire offers the following schemes: • Game Republic: assists game developer members to raise finance (US$2.7 million raised since 2004). Game Republic ran an Integrated Prototype Production scheme (GRIPP), which liaises with publishers during the process of prototype production, and provides financial support for existing and new IP from a large pot of European money of US$78,000-196,000. 56 Click here to return to Contents Country profiles Competitive profiles of major development territories • Screen Yorkshire’s Production Fund for Interactive Entertainment: the GRIPP fund is being restructured for re-launch in 2007 under Screen Yorkshire, which has raised US$7.9 million to invest in interactive entertainment over four years. • A range of local support and incubation services exist such as Inspiral (help with finding grants and networking), First Thursday (networking), Creative Industry Development Agency (training, networking and advice), the Media Centre and the Round Foundry (incubators) and Sheffield Creative Industry Quarter (incubation and networking). • Northern Ireland has the following support schemes: • Department of Enterprise, Trade and Investment: DETI provides support under the Telecoms Unit’s Broadband Content Initiative for a range of local businesses. Dark Water Studios received US$391,000 over one year to develop a prototype game. Although DETI effectively procured the rights to the prototype, the rights will be handed back to the developer to commercialise as it sees fit. • Invest Northern Ireland: runs a non-games-specific scheme called Compete, which provides up to US$29,000 (and 50 per cent of costs) for planning and up to US$490,000 (and 40 per cent of costs, less any planning grant) for project development. • Momentum: provides news and networking • Technology and Software Innovation Centre: an incubation centre run by the University of Ulster • Wales provides the following schemes: • Creative IP Fund: run by the Welsh Assembly, this US$13.7 million fund provides 60 per cent matched funding of US$98,000 to US$1.4 million for existing games projects, among many other creative industries. Two games projects have been funded. • Incubators: Techniums and the @Wales digital media initiative run a number of business incubators across Wales • Scotland has the following schemes: • Scottish Development International: assists companies to attend trade shows and missions • Scottish Screen: another agency that will not fund games directly unless connected or adapted for screen, and their grants are small. A Writing for Games course is available. • ITI Techmedia: the Scottish Executive-funded Institute ITI is disbursing US$293 million across a number of sectors to research and develop new technology that will be commercialised in Scotland. One institute, Techmedia, currently funds two games projects. The games-based learning project has received US$3.7 million to develop an authoring programme, which was recently licensed to one of the developers of the programme for commercialisation. The online games development programme has US$10.5 million to invest in online games development production tools and technology. Partners from the games industry act as R&D providers158, and a number of local games developers sit on the ITI Techmedia Board. • Award scheme for creative industries: Ideasmart awards up to US$29,000 to creative companies via a competition. 158 GIC was one R&D partner of the online games development scheme. 57 Click here to return to Contents Country profiles Competitive profiles of major development territories Availability of European support schemes: no specific support for games companies exists but a number exist to support applicants across European industries: • Framework 7: the Information Society technology programme has a range of research-driven projects which grant US$2.6 million to US$13.1 million for up to 50 per cent of project costs. TIGA and the European Games Developers Federation have lobbied and some allocation has been made for games related projects. A number of applications are now being made by EGDF member companies • Media Plus: a range of schemes were available to games companies, such as the training scheme (reduced from 2005) which helps universities fund places for courses such as animation, the single projects fund (up to US$65,000 for multimedia projects and 50 per cent of eligible costs), slate funding (US$78,000-US$196,000 for multiple projects) and training (US$13,000-US$19,500). However, the programme’s organisers have recently said they will exclude games from their programme. • E-content plus: a scheme to promote cross-cultural content and digital delivery. • Eureka: a BERR-managed programme to promote pan-European networking which is disbursed through the BERR grant for R&D(see above) Number of graduates per annum: the following is the total number of graduates160 from courses with specific focus on computer and video games. On average, between 25-30 per cent of these graduates successfully find work in games companies, although rising pressure on team sizes may drive this proportion up towards 40 per cent between 2007-8, risking lowering quality levels. Table 13: UK games graduates Year 2006 2007 (est.) 2008 (est.) Graduates 1200 1400 1700 As games graduates rise, the number of applicants for mathematics and computer sciences, who are preferred by the industry, fell by 23 per cent from 34,000 in 2002 to 26,000 in 2005161. In contrast, the number of applicants for creative arts and design rose by 23 per cent from 48,000 in 2002 to 59,000 in 2005. Labour market 159 BA Hons Computer Arts and BSc in Computer Games Technology at Abertay University, BSc in Number of universities offering games-related courses: 46 universities offer a total of 81 courses, including BAs, MSCs, MAs and other diplomas. Of these courses, so far only four159 are accredited by Skillset and receive support in kind from industry companies. Ad hoc feedback from the industry suggests that most games graduates are not considered high enough quality by the industry, which to some extent accounts for the low number of accredited courses. Computer Games Technology at Paisley University, and BA in Computer Animation at Glamorgan Centre for Arts and Design Technology. 160 GIC spoke with over 75 per cent of universities offering such courses to get their historical and projected data on graduate numbers. 161 UCAS. Unsurprisingly, the number of successful applicants to a mathematics and computer sciences degree rose from 92 per cent in 2002 to 97 per cent in 2005. 58 Click here to return to Contents Country profiles Competitive profiles of major development territories Number of industry jobs (development staff162 in publisher and development studios only): 8,000 permanent staff plus 700 freelancers, 3,850 development staff are found in independent studios and 4,150 in publisher studios163. Despite the collapse of many independent developers 2000-2005, the total number of development staff in the industry has been growing since 2004. As companies collapsed, many staff simply moved sideways into a surviving studio in the same region. Publisher studios’ headcounts have grown the fastest during this period, through acquisition of large studios but also through organic growth, particularly through bilateral graduate programmes164. Recruitment has long been reported to be in crisis, and preliminary results from WP1 survey of 15 leading UK-based companies suggests that recruitment of properly qualified personnel, particularly experienced senior staff, is still difficult, exacerbated by the growth in team sizes. A number of British developers have reported the effects of a brain drain to the USA and Canada in recent years. Such effects are often overstated. The brain drain to North America has been a permanent and natural feature of the UK development market for decades, with negligible negative impact and arguably the positive impact of providing a training ground for British developers. Several larger USA studios are run by expatriates. If any brain drain has occurred, it is from European countries to the UK, as any quick census of a UK studio will show. The threat of a brain drain is more pronounced in future, particularly as larger UK companies such as Eidos open large studios overseas especially in territories such as Québec with immigration programmes of tax holidays specifically designed to tempt individuals as well as companies over there165. The scarcity of experienced senior staff in the UK means that their loss to competitor territories would have a serious impact on the UK’s development market. The growth in headcount in recent years has been largely driven by the increased technological complexity of new consoles and the pronounced leap in graphical definition, which has seen the headcount in an average game’s art team double between Xbox and Xbox 360. Although we believe that there are still some inefficiencies in production, particularly in publisher studios which have greater financial freedom than independents, we do not believe that greater production efficiency will eventually result in contraction in the labour force. The larger studios, which represent the majority of the workforce, are currently in a market where there is an undersupply of experienced studios; and so they are growing as fast as they can without compromising quality or becoming unstable. This will continue to drive growth for the foreseeable future. 162 Includes QA and technology development staff, but excludes distribution, manufacturing, sales, marketing, retail, administrative staff and staff working in service companies. 163 Note that ELSPA’s UK Interactive Entertainment Industry 2005 report gave a publisher headcount of 4,851 which included non-development staff. Publisher studio staff numbers have been growing rapidly since then. 164 These are all bilateral arrangements between companies and specific universities. EA, for instance, says that 32 per cent of its headcount growth is from graduate programmes and that it expects that to rise to 50 per cent in the near future. Matthew Jeffery, head of European Studio Recruitment, EA in Develop Magazine February 2007. 165 Québec has reportedly made foreign experts exempt from income tax for five years, as well as subsidising salary costs for 100 per cent in year1, dropping 25 per cent per annum. 59 Click here to return to Contents Country profiles Competitive profiles of major development territories To get access to new recruits games companies have forged links to some universities producing high-quality graduates; the links are predominantly limited to recruiting graduates. In only a handful of these schemes companies advise universities about the focus of their courses166 (or even closer links such as industry-funded academies) found elsewhere between games companies and universities. The projects found in many degree courses often have no links to working development studios, and are thus starved of access to commercially viable product and experience. Internship schemes are rare, although one of the largest employers (EA) has one in place167. Flexibility of employment laws: medium-good. A relatively liberal employment environment has made the UK the destination of choice non-EU publishers, acting as a bridgehead to access the EU marketplace. Employees have some protection against unfair dismissal via employment tribunals, a minimum wage (which barely affects the games industry whose wages are well above these levels), maternity and some limited paternity leave, and freedom of association with unions. Employers have the ability to scale up and down their companies without heavy statutory pay-outs or employee protection. This is generally believed to have benefited the UK’s ability to retrain large numbers of workers and regenerate deprived areas following the collapse of car, ship and coal manufacturing industries, in contrast to some countries on the continent where restructuring has been delayed or frozen. Ignoring its high labour costs, the UK is generally seen as a good place both to employ staff and be employed in the games industry. The exception to the rule is Abertay University’s Dare to be Digital competition (DTBD), which funds teams of students to develop prototype game engines and playable levels of games in a ten week intensive course. The resulting games are then judged by a panel of industry specialists and small cash prizes are given based on a range of awards from ‘most commercially viable’ to ‘best use of technology’. The resulting games, their excellence and their creator’s employability have shown the industry the creativity and ingenuity of the new talent emerging from the handful of UK universities so far involved. 25 out of 46 current courses have contributed entrants to date, and 80 per cent of Dare’s participants win jobs in the industry after competing. University-to-industry linkages: low-medium. The general picture is that the UK is not as progressive a location as many other territories (particularly the USA, Canada and Australia) for companies to extract, exploit and harvest commercially viable ideas initially incubated in universities. This is largely due to structural problems within universities which are now being addressed. There are some good examples on which to base new strategies such as the pharmaceutical and biochemistry industries, particularly those found clustered around Cambridge, and a handful of other universities which gain research funding from industry. A number of schemes and funds have been set up to encourage such linkages but in general the UK needs to do more. 166 Eidos, Blitz and EA are among those that talk directly to universities about their courses. EA offers placements. 167 The EA Academy is a graduate placement scheme offering a six month internship after which 90 per cent of graduates get permanent roles at EA. 32 per cent of EA’s recruitment in the UK is from new graduates. 60 Click here to return to Contents Country profiles Competitive profiles of major development territories Given the industry’s scepticism about the quality of graduates from gamesspecific degrees, the results have been refreshing. The DTBD scheme is due to be rolled out to three centres in 2007 (including Guildford), although a number of universities have complained they lack the funding to host such a scheme. DTBD is not related to any university course, and as such cannot directly address the problem of updating academic courses with current industry practice. But it is a useful way to tie industry in to students and for industry to access the fresh, original ideas for new IP created by students. A note of caution needs to be sounded here about the breadth of the UK’s skills. Although well represented in the mobile games market, the UK is conspicuously under-represented in the online games market and has only a few large companies with online gaming skills (Runescape, Real Time Worlds, and Codemasters), a couple of defunct massively multiplayer online games and a handful of online games technology providers. It lacks the depth and breadth of experience in online platforms found in the USA or Korea. Skill sets need continual updating, and the UK’s ability to turn fire-and-forget games development studios into development and services companies for online games with long tails is largely untested. The UK appears to be slow to respond to this critical and unavoidable change in methodology for making games, all of which are now expected to have online components. Salary levels168: Average salary level for junior artist (<3 years experience): US$34,000 Average salary level for lead artist (>3 years experience): US$78,000 Average salary level for junior programmer (<3 years experience): US$41,000 Average salary level for lead programmer (>3 years experience): US$98,000 Dominant skill sets: largely strong across the board, especially technical and creative skill sets such as design, gameplay, programming, physics, artificial intelligence and animation. The UK is particularly strong in current generation programming (all major console development studios have two or more years’ experience of working on 360 and/or PS3), casual gaming, mobile, PC gaming and some online gaming, including a limited amount of massively multiplayer online gaming. The formerly industry-leading RenderWare middleware suite was developed by UK’s Criterion Studios before it was acquired by EA and has since been discontinued as a third party product. The UK still retains a good number of technology companies, including a number of tools and middleware developers. Most focus on technologies that expedite or increase the quality of product development, and include emerging fields such as procedural content generation. 169. Many developers, however, create their own games tools and middleware. 168 Develop Salary Survey, February 2007 169 For example, NaturalMotion’s Euphoria middleware was recently chosen to work on multiple current generation games for Take 2’s Rockstar and has been in use by LucasArts studios for some time. 61 Click here to return to Contents Country profiles Competitive profiles of major development territories Analysis Strengths Weaknesses Strengths Weaknesses Creative and technical talent is among the strongest worldwide, and companies continue to innovate on new platforms Breadth of experience covers all platforms, attracting large publisher studios and work for hire for platform specialists Historical UK companies have created world-class AAA IP across all genres The wide range and number of independent developers (half the number in Europe) is balanced by massive studios run by foreign companies like EA, Sony and Take 2 Strong technical ability has seen industry-leading tools and middleware originate in UK UK companies were early adopters of outsourcing to cheaper territories A winnowing of developers has seen stronger, better run companies survive and thrive Lack of indigenous publishers with global scale Lack of independent AAA IP in recent years Most developers have poor access to funding, and struggle to get new IP to market Even the larger developers struggle to fund and retain ownership in new IP, particularly for current generation console games Work for hire on third party IP dominates most developer’s output, and the predominant commercial models ensure that overages are rare, capping growth potential of most studios Many of the best developers are now in foreign hands after a rash of acquisitions of companies strong in working for hire A multitude of acquisitions has seen the UK as a premier location for publishers looking for experienced teams Good base of technology innovation has seen a number of leading technology IPs originated in the UK Native English-speaking country with close cultural proximity to the US Liberal employment environment and access to EU market High-cost economy, with labour costs just below USA, but far above Canada Low levels of governmental support sees UK companies competing on an uneven playing field, and steadily losing ground Industry-academic links are largely skin-deep and recruitment is difficult for most Consolidation resulted in a concentration of talent in more stable studios, which become targets for publisher takeover The weakness of the US dollar has made development in the UK more expensive for a largely US-dominated publisher market Under-represented in the increasingly important online games sector 62 Click here to return to Contents Country profiles Competitive profiles of major development territories Opportunities Threats Continued position as one of the world’s leading destinations for AAA IP creation as work for hire produces strong games from independent and publisher studios Cross-fertilisation from other worldclass media enables new IP to flourish New platforms offer opportunities to harvest value from older IP, and experience of older platforms will win new business for studios Rising numbers of games and nongames graduates supplies demand Service companies thrive as the supply chain diversifies via online service provision Grassroots could fail to be renewed as barriers to entry restrict smaller companies starting up Stasis – larger companies could grow their development resource overseas (especially Canada) and not in the UK Senior staff could be drained to US and Canada AAA IP fails to stay in UK companies’ hands The cycle of start-ups is broken as large studios sequester increasingly rare talent Independents could no longer afford to create AAA IP for current generation consoles, leading to technology and IP poverty, and loss of world-class status Poor links between industry and universities could prolong recruitment shortage New world-class IP could fail to reach the market The US dollar may continue to weaken, increasing the cost for US publishers of using UK development Context Maturity The UK is one of the world’s great games development markets, having produced hit after hit for decades, and changed consumers’ definition of a game several times over with iconic games series such as Tomb Raider and Grand Theft Auto. The UK has without doubt lost ground to emerging markets, particularly Canada, over the last five years. Until recently, the UK had maintained its position as the third most productive and revenue-generative games development market in the world, after the USA and Japan. Canada overtook the UK in 2006 to become the third most revenue-generative games development market, with games made in Canada taking an estimated 13.2 per cent of western games retail revenues, compared to the UK’s 12.4 per cent170. 170 GIC research. based on Develop 100, The world’s most successful games studios, Develop/ELSPA/Chart Track 2007 and Next Gen Top 100 games of 2006, February 2007. For instance, of the 100 top-selling games in the USA in 2006, games created in Canada generated US$322 million vs. US$191 million from games created in the UK. 63 Click here to return to Contents Country profiles Competitive profiles of major development territories The UK’s leading studios still rank well on the world stage: 29 out of Develop’s top 100 studios (in terms of revenue generated at retail in the UK171) of 2006 were based in the UK172, and six out of the top 100 USA games in 2006 were made in the UK173. In terms of development expenditure, the UK is much further ahead, due to dollar – sterling exchange rates, the higher cost of development resource and the larger number of development staff in many more development companies in UK studios. These factors may keep the UK ahead in expenditure, but not in terms of revenue generation. So, to contrast Canada and the UK: UK expenditure on production in 2006 was 75 per cent higher than Canada, but UK-made games grossed less than Canadian games world-wide in 2006174. The UK development market’s growth in terms of revenue generation at UK retail175 by games made in UK studios is being outpaced by that generated by games made in Canadian studios176. 2005 saw only one (and 2006 only two) UK-made game in the top ten best-selling games at retail in the UK. In the USA, 2006 saw only one UK-made game in the top ten sellers (Canada also made one), and six games in the top 100 sellers (Canada made ten). 2007 may buck the trend, as a number of major UK-made titles are due for release, but one or two best selling UK-made games per year looks like a long-term position for the UK. Canada’s lead is not yet large, and the two territories will jockey for third position for several years yet. More research is necessary to monitor this accurately. Innovation The UK has historically generated strong IP. In the past decade, UK-made games such as SingStar, Goldeneye, RollerCoaster Tycoon, and Grand Theft Auto have created or defined genres. Many UK studios were founded when developing a game from concept to gold master involved a team of ten staff, programming a game engine from scratch, six to nine months of development and a budget of a few hundred thousand pounds. In those early years, adequate returns could be made by publishers and developers based in local markets like the UK. The UK industry’s strongest period of originating groundbreaking new IP came when game production budgets could be financed from a developer’s own cash resources or when the break-even points for the developer were within reach. This is no longer the case. While the UK is still likely to be the location of another genre-redefining or industrychanging game, it is, however, guilty of resting on its laurels. Although still a premier location for innovative game development, much of the investment in successful new IP is being made by foreign-owned studios based in the UK, and the pace of original IP deriving from UK-owned companies appears to have slowed in recent years. 171 Develop’s figures are for UK revenues generated by global studios and the UK market has characteristics that are not mirrored in all markets. However, these and the Next Gen 2006 best sellers of 2006 list are broadly representative of the UK’s stature in the global market. 172 Versus seven in Canada 173 Versus ten in Canada, Next Gen Top 100 games of 2006, February 2007 174 The length of the development cycles of most games means that expenditure on development in 2006 would produce revenues from games released in 2006 to 2008, so while these figures do not correlate exactly, they are strongly indicative of the ratio between development expenditure and revenues generated by games developed in each territory. 175 UK experienced 12 per cent annual games revenue growth 2004-06 176 Canada experienced 17 per cent annual games revenue growth 2004-06 The UK games retail market has been growing well for several years, helped in 2005-6 by a surging handheld sector that cushioned the cyclical fall in games revenues between console generations. The correlation between the retail market and the games development market is delayed and not as close as it has been portrayed, and retail statistics have been misleading in describing the health of the UK games industry – for instance, between 2000 and 2004 the development industry was in a state of serious consolidation as the retail market boomed. 64 Click here to return to Contents Country profiles Competitive profiles of major development territories Most non-governmental funding in the UK sector derives from direct publisher to developer deals, and following acquisitions of independent developers. The UK has been a primary target for acquisitions by foreign-owned publishers looking for experience and IP. Such acquisitions are an entirely natural part of the ecosystem of the industry. They inherently create short-term value for UK entrepreneurs (some of which may well be invested back into the sector at a later stage) and often precipitate substantial injections of capital by the parent company to finance their new acquisition’s expansion. This lack of ground-breaking new IP is not due to a deficit in creativity. It has more to do with structural and cyclical drivers around how games production is financed. These include dramatic hikes in console development costs driving up break-evens for publishers (and even higher for developers); riskaversion among publishers as they invest in titles and technology for new consoles, the inability of independent developers to access external finance; commercial models delivering little if any royalty flow to independents;177 and the costs of technology insecurity as online gaming becomes a reality for all new games. The result is that few UK studios can afford to self-fund a new IP on a current generation console: they have to undertake lower value work for hire projects to maintain their understanding of new console platforms and invest heavily and continuously in updating their games production technology. The UK is home to one of the world’s most robust and sizeable listed finance sectors as well as a buoyant private equity market. However, games companies have to date proven ill-suited to the listed markets. Only two of 15 games companies to have floated to date are still listed, most having gone into liquidation or been sold at a fire-sale price. A wave of investment in games development companies during the dotcom boom years has also produced few successful exits for VCs, and the market largely remains sceptical of the sector’s viability. A major international investment boom is taking place in online games companies but, with one or two exceptions, this is passing the UK by as the UK is conspicuously under-represented in the online games development and publishing market. Access to finance The sources of finance for games companies are few. Despite a modest rise in support in the 2007 budget – when compared to the UK’s competitor markets – R&D tax credits still do not extend to cover more than a small (four to five per cent under the previous definitions) proportion of games production, which has only a small impact on games development companies. R&D tax credits are below the level provided in some competitor territories, mostly because of eligibility definitions178. Regional activities by various games clusters and RDAs, which are funded largely by Europe not central government, vary widely. The provision of IP funds is useful in targeting market failure but the availability of such funds does not usually correspond to the location of games companies. Much generic support risks being too ‘one size fits all’ to materially assist games companies. What little national support was available is being further reduced. 177 The survey of leading industry figures in the Industry Survey found that only 12 per cent of independent studio’s revenues derived from post-advance royalties or overages. 178 UK definitions of R&D use the Frascati definitions. 65 Click here to return to Contents Country profiles Competitive profiles of major development territories Growth potential The value of the UK games development market, unlike the UK games retail market, fell between 2000 and 2004, driven down by the same factors that caused the collapse of numerous games companies (see above section on independent development). Numbers of independent developers have not recovered substantially, but this is not necessarily a bad thing. The extinction event was Darwinian in outcome, leaving as it did the better-run, more financially stable and effective developers, who are better able to service their publisher partners, and who should be better positioned to develop new IP. Since 2004, the value of the market for development in the UK has stabilised and even experienced some growth, but has not returned to 2000 levels. This growth is partly driven by rising costs and team sizes for current generation development, and partly by the fact that the UK houses a good number of experienced teams who can charge a premium to publishers looking for on time, on budget and on spec development. Screen Digest has predicted a plateau or downturn in global games retail market by 2009/10, but there is debate about whether these figures need to be re-addressed in light of new audiences attracted by new consoles (such as the Nintendo DS and the Wii) whose games sell in a very different way from to traditional games. The advent of new consoles and new delivery channels for games, the massive investment in a new console generation by Sony and Microsoft (which may not be repeated), and the extension of shelf-life by console manufacturers may reduce or delay the next cyclical downturn in the industry. UK universities released well over 1,000 games specific-students into the job market in 2006, and that number is rising fast. However, the quality of these courses has been questioned by many employers, and Skillset has accredited only four university courses and one commercially-run course. In the wider field of education, the number of applicants for mathematics and computer sciences dropped by nearly 25 per cent between 2002 and 2005179. This has triggered concern from larger employers about the UK’s ability to supply new graduates at the demanding quality levels required by games development studios. It is fair to say that games companies set themselves extremely high standards, mainly because games production is a demanding and highly technical skill set which requires very strong and often mathematical brains. As a result, only around 30 per cent of graduates find work – even those from the most accredited and successful courses. The UK industry has grown in past years by renewing itself when new studios are founded to bring new game concepts and genres to market. Because publisher-owned studios have the biggest recruitment budgets, the risk of talent being sequestered within foreign-owned publishers is high, particularly because there are not that many places in the UK where production staff can work on the most appealing current generation games. This impacts on but cannot extinguish the natural circulation that drives entrepreneurial individuals out into the independent market to create new product. UK games companies now rely on graduate recruitment and headhunting to grow their studios, and supply currently cannot service the demand. It is not that there are not enough candidates for positions. 179 Source: UCAS 66 Click here to return to Contents Country profiles Competitive profiles of major development territories Outlook Unlike some development markets, France in particular, the UK games development market is not under imminent threat of collapse. It has been growing as the console cycle upturns, and as highly experienced, technically proficient studios win work on current generation games for foreign-owned publishers. However, its growth is well below that of the USA and Canada. The UK is the highest cost market for development in the west180, and, unlike the UK film industry, the UK’s games industry gets no direct financial or tax incentive support from central government. Compared to the high level of support offered in every other major games development market in the west, the UK’s patchwork of mostly indirect support is considered inadequate by the industry181 and fails either to address the challenges to the UK’s ability to generate original IP and revenue, or to match the support found in competitor territories. The result is a very uneven international playing field in which UK companies compete with a distinct competitive disadvantage182. This results in the primary long-term problem of IP poverty, and could eventually see the UK losing the one unique selling proposition which can counteract the cost argument – creativity184. As development resource costs continue to rise and average development experience in lower cost markets rises to meet that of more mature markets, international companies will find it harder to justify locating in the UK, and problematic to justify continued growth in the UK. The immediate threat to UK development is stasis or possibly mild contraction in the face of overwhelming competition from developing markets, particularly Canada183. Any major contraction is likely to be dominated by lower end roles such as QA, but competitors like Canada are offering specific individual tax breaks to senior developers to relocate there. Commercial models and rising production costs are causing a bottleneck of new IP that will continue to struggle to get to market, despite the advent of new distribution channels like casual games on consoles. 180 See competitive benchmarking below 181 The survey of leading industry figures in the Industry Survey found that 87 per cent surveyed said that tax breaks were the best way to help the industry. 182 The survey of leading industry figures in the Industry Survey found that nearly three-quarters of respondents thought that incentives offered overseas destroyed the level playing field, and made the UK less competitive. 183 The survey of leading industry figures in the Industry Survey found that 40 per cent of respondents have set up or acquired studios in markets where financial incentives are offered by local or national government, half of those in Canada. 47 per cent of respondents thought that Canada had drained talent from the UK. 184 The survey of leading industry figures in the Industry Survey found that 40 per cent thought UK companies would slow or stop their growth in the UK, with a knock on impact on creating new IP. 67 Click here to return to Contents Country profiles Competitive profiles of major development territories Ratings Rating Score Justification Maturity rating185 9 Broad, deep experience, strong skills in creative and technical roles, many AAA titles, many robust studios Innovation rating186 9 Strong track record and creativity across genres and platforms, many examples of boundary-breaking games Funding access rating187 6 A reasonable level of trade capital flows into UK, other capital has become sparse, governmental support is low Growth potential rating188 6 Developer numbers stable, start-up funding low, student numbers tolerable, high costs favour overseas 7.5 Resting on laurels and facing stiff competition, but not under threat of extinction, some opportunities still exist, but IP creation is in decline Overall competitiveness rating189 185 Maturity rating: score based on retail market size, the number of developers and publishers, the age of industry, number and range of AAA games, range of skills available in the territory, the number of games staff and relevant criteria from the SWOT analysis. 186 Overall competitiveness rating: score based on the ability to create IP, number and range of AAA games released, and relevant criteria from the SWOT analysis 187 Funding access rating: score based on the retail market size, availability of public and private funding, government awareness of the games industry, and relevant criteria from the SWOT analysis 188 Growth potential rating: score based on the mortality rate for developers, growth potential of the retail market, ability to create new IP, overall availability of funding for games companies, the number of games-related courses, and students graduating per annum, salary levels and relevant criteria from the SWOT analysis. 189 Overall competitiveness rating: the average of the previous four ratings 68 Click here to return to Contents Country profiles Competitive profiles of major development territories Independent UK developers Table 14: UK developers 3rd Dimension Software Blitz Games Ltd Customplay Eutechnyx Games Faction 4J Studios Broadsword Interactive Dark Water Evolution Studios Gameware Development 8 Bit Games Bulldog Interactive Darkling room Exient Genuine Games Abstract Caspianlearning Data Design Interactive Firefly Studios Giantcurcuit™ Productions Addictive 247 CAT Games David A Palmer Productions Fish in a bottle Greenstreet Sales Adventuresoft Claymore games Deadline Games Fluid Studios Gusto Games Affinity Studios Climax Deep Red Four Door Lemon Limited Hailstorm Airplay UK Ltd Clinicalgames Deibus Free Radical Design Hermit Games Alten8 Limited Code Monkeys Denki Frontier Developments Hiding Buffalo Games Aqua Pacific Cohort studios Desq Fullfat Productions Honourbound Astraware Complete Control Digi-Guys Fuse Games Hotgen/Netherock Atomic Planet Entertainment Corefootball Distinctive Developments G Cell Software Ltd Ideaworks 3D Bigbig Coyote Developments Dynamo Games G2 Games Imaginary Productions Bizarre Creations Crazed Games Elite Systems Game Mission Indiepath Black Ridge Games Creative North EM Studios Gamerholix Infusion Games Blade Interactive Curve Eurocom Developments Ltd Gamersauce Introversion 69 Click here to return to Contents Country profiles Competitive profiles of major development territories Table 14: UK developers (cont) Jagex Ndreams Razorback Developments Splash Damage Viperante Jester Interactive Neutral Real Time Worlds Squidsoup Vulcan Software JPM Nicely Crafted Entertainment Rebellion Interactive Ltd Stainless Games Zoo Digital Llamasoft Ninja Theory Red Bedlam Strawdog Studios Zoonami Magenta Software Nu Generation Relentless Software Sumo Digital Make-Believer Onisoft Revolution Software Supersonic Software Massively Mobile Online Games Company Rocket Dog Swordfish Studios Maverick Developments Outerlight Rocksteady Studios Tag Games Media Molecule Perfect World Programs Rusty Nutz Team 3 Games Ltd Melted Games Pixel Magick Shoecake Games Team Play Learning Dynamics Microvalue Playbox Limited Slam Games Team17 Mind Candy Pocketeers Slitherine Software The Imode Limited Miracle Studios Limited Pompom Small Rockets Tiretex Monumental Games Positech Computing Smilie Ltd Traffic Games Moonpod Puppy Games Smoking Gun Travellers Tales Morpheme Puzzle Kings Spiral House Tuna Technologies 70 Click here to return to Contents Country profiles Competitive profiles of major development territories USA Development and publishing Introduction Number of independent developers: 650192 The USA video and PC games industry is the largest games market in the world, and is also the cradle of many of the largest games developers and publishers. Its retail market boasts 100 million gaming households190, who support over 600 developers and roughly 100 publishers with expenditure that topped US$11.5 billion (including hardware) in 2005. The USA retail market is projected to grow through the current (Xbox 360 / PlayStation 3) generation, continuing to provide a powerful revenue stream to companies. Mortality rate: estimated193 to be roughly 25 per cent since 2000, a rate half that of UK developers. In the USA the massive retail market has more room for companies involved in creating bargain titles on PC, or to a lesser extent creating mobile or casual games. A number of companies have shifted down the value chain from full-scale development to provide outsourced services to USA publisher studios and developers, who are still relatively wary about sourcing content outside North America, a trend which has also benefited the Canadian services market. Development clusters: California – San Francisco (Stanford University), San Rafael, Los Angeles; Texas – Austin (University of Texas, Austin); Washington – Seattle (University of Washington); Florida – Orlando; North Carolina – Durham and Morrisville; Massachusetts – Boston; Maryland – Baltimore. Retail market size191 Table 15: US retail statistics 2000 2001 2002 2003 2004 2005 2006 Software $5.6bn $6.1bn $7bn $7.1bn $7.4bn $7bn $7.4bn2 Units sold 197m 211m 226m 241m 250m 228m 41m Export value of domestically produced games: Unknown194 Number of publishers: 120195 190 Yankee Group, November 2004 191 The Entertainment Software Association / NPD 2006 Essential facts about the industry 192 GIC research 193 GIC research 194 An ESA report cited US$2.12 billion as the export value of the top six USA-based publishers in 2004. However this included firms like EA whose production capacity is based in many countries outside the USA. More study is required to ascertain this figure. 195 GIC research 71 Click here to return to Contents Country profiles Competitive profiles of major development territories IP creation Major publishers located in territory: EA, Activision, Take 2, THQ, Ubisoft, Midway, Vivendi, Buena Vista Games, Sega, Atari / Infogrames, Namco, Microsoft, Sony Computer Entertainment of America, Sony Computer Entertainment Online, Nintendo, Eidos, Capcom, Square Enix, Konami, LucasArts, among others. Non-USA publishers have historically found it difficult or been reluctant to establish a presence in the USA market. However increasing numbers have located themselves there, including a recent influx of Asian publishers who have begun to commit major investment into selfpublishing operations in the USA. In parallel, several USA-founded publishers have acknowledged the importance of global markets to their operations196, and have strengthened their regional centres accordingly. New IP generation and ownership: the USA is the largest IP-generating market in the world by value, originating new IP continually throughout the history of the industry, which started in the USA. The size of the domestic market means that many of the world’s largest publishers are located if not headquartered there. As in most western countries, USA publishers tend to own the IP which they publish, reducing their liability for sharing royalties with developers. Some exceptions are found in larger developers which have retained their IP, such as Bethesda (Elder Scrolls Series), Valve (Half-Life series), and Id (Doom/Quake). In addition, cross-fertilisation between other media, particularly Hollywood, has led to the founding of new IP production intermediaries – led by Apogee and Bethesda but with others beginning to follow their model – who provide initial funding for innovative new ideas being developed by third parties, secure the rest of the funding from major publishers and manage the production process. Largest indigenous games companies in territory Table 16: Key US companies Company 05-06 turnover Market capitalisation (10/06) Staff numbers EA $2.95bn $16.8bn 7,200 (3,200 in US) Activision $1.41bn $4.16bn 2,150 Take 2 $1.01bn £1.06bn 2,000 Major IPs created in territory: Age of Empires, Call of Duty, Command & Conquer, Crash Bandicoot, Diablo, Doom, Elder Scrolls, Everquest, Flight Simulator, Half-Life, Halo, Matrix (games), Madden, Mortal Kombat, Need for Speed, Civilization, Medal of Honor, Lord of the Rings (games), Quake, Sims, SOCOM, Spyro, Starcraft, Star Wars (games), Tiger Woods PGS Tour, Tony Hawks, Ultima Online, Unreal, Warcraft, World of Warcraft among others. 196 EA for instance noted in its 2006 annul report that 46 per cent of its revenue derived from outside the USA. 72 Click here to return to Contents Country profiles Competitive profiles of major development territories First games company founded: Nutting Associates founded in 1971 (created the first arcade game, Computer Space). The founders went on to start Atari in 1972, creating coin-operated games from which effectively was born to the computer and video games industry. Availability of federal government assistance: low-medium. The Federal USA government offers almost no subsidies to the games industry198. However, a number of tax breaks are available which help companies and investors, particularly those in the American Jobs Creation Act of 2004: Date of first break-out global hit game: Atari’s Pong, 1972 • Three per cent tax deduction on taxable income for domestic production in 2005 for all companies, which rises to nine per cent by 2010 (covering no more than 50 per cent of salary costs), as well as some incentives for investors in USA companies from 2009. • Stock options tax exemption: USA tax law ignores the exercising of stock options. • Investment expensing: the first US$100,000 of any new investment can be expensed (written off against income). • Repatriated earnings: although the Act reduced earlier tax breaks on exports, it allowed a one-off earnings repatriation based on 85 cent dividends, which for EA in FY 2006 represented a US$358 million windfall. Funding environment Acquisitions and the availability of non-government funding: good. The USA is by far the most frequent location of companies acquiring studios, spends and receives the most in trade sales, and has raised the largest amount of nongovernment financing. The USA currently is experiencing unprecedented levels of investment into the games industry from non-government companies, both trade capital (games publishers and production companies), and from non-games media companies197 from investment companies. The USA is a great territory to raise capital and start a business, which is attributable to various factors: higher level of wealth creation and personal disposable income, the large and advanced economy, greater culture of entrepreneurialism compared to Europe (more businesses start and fail in the USA than most countries globally), broader understanding of and use of equity investment and greater acceptance of risk (there are few interest-bearing bank accounts in the USA). This in turn leads to abundance of investment capital targeting both privately held and publicly-traded companies. This results in greater diversity of investment, with more firms specialising either in interactive entertainment industry or in complementary fields into which this industry falls. Valuations are less conservative in the USA than they are in Europe (probably from the greater tolerance of risk). Finally, angel investors are given major tax breaks (see near end of next page). 197 Such as Viacom/MTV’s 2006 purchase (and subsequent expansion of Atom, Harmonix and Xfire and the 2005 acquisition of IGN/Gamespy by News International. 198 The federal government offers a US$5,000 disability-based tax credit for games companies that implement closed captions in games. 73 Click here to return to Contents Country profiles Competitive profiles of major development territories Government awareness of games industry: low-medium. Federal government awareness of the games industry appears limited to controversy around violent games, ratings and the educational possibilities of gaming. There is an argument in left-wing US politics that games should be regulated like arms and tobacco, but it has not gained much ground. Hilary Clinton is one of a number of national US figures who have pronounced on violent games and the ratings system. The US Department of Defense has used several video games to help enlist and train recruits for the army, and the US Department of Health commissioned a study that said that games were good for learning199. EA used the Bush brothers in a marketing initiative for a game made in Florida200, but otherwise the US government has made few statements on the subject, preferring to let the market manage itself. However, the general lack of federal assistance for the games industry disguises a wide range of state initiatives to attract games companies to individual states (see below). • • Local-level incentive schemes: medium-good. Many individual USA states have substantial incentive schemes to attract games companies, of which these are a sample of the most game related: • • • • Louisiana – 20 per cent tax credit for video games developers (under the Digital Media Act) who locate in the state in the long term and develop ties with universities. • Wisconsin – 25 per cent tax credit on wages for certified games companies located in the state. • North Carolina – legislating a 15 per cent tax credit on equipment and labour costs for games companies that do not create obscene games • Florida – Florida offers (unknown levels of) financial incentives for games companies (like EA). Digital Media Florida lobby group represents online, • broadcast and some games companies, forging partnerships outside games industry, but has little funding. Metro Orlando Economic Development Commission is a business support group which links local businesses into funding groups Great New Orleans Inc. – regional body tasked with regenerating New Orleans after the hurricane, offering tax breaks, holidays and other incentives to business that return or relocate there, including 5-6 per cent cash rebate on salary costs (if over US$500,000), US$2,500 credit for each new job created, decreasing 20 per cent R&D tax credit for digital media, and additional 15 per cent for partnering with universities, grants and loan programmes for new employers. Georgia State – offers an unspecified range of tax breaks and grants for new multimedia companies, getting nine per cent tax credit to expenditures within Georgia, three per cent staff salary credit plus three per cent more if the games company locates in specific counties. Washington State – the state has a low/no corporation tax regime, and offers R&D tax credits of up to US$2 million California –two-year tax credit of ten per cent of labour costs New York State – ten per cent tax credit on investment by angels, rising to 20 per cent if over four years, plus companies get US$1,000 per employee tax credit per year if working in a high technology industry. New Mexico – unknown levels of tax credits available for film and new media companies201 199 BBC News, May 2003 200 Jeb and George Bush were featured in EA’s Tiburon’s Madden one year. This coincided with the implementation of a tax credit scheme for games companies relocating to Florida 201 British Columbia Film Commission report on opportunities for growth and competitive advantage for British Columbia’s Film and New Media Industry, March 2006 74 Click here to return to Contents Country profiles Competitive profiles of major development territories Labour market Salary levels206: Average salary level for junior artist (<3 years experience): US$46,000 Average salary level for lead artist (>3 years experience): US$68,000 Average salary level for junior programmer (<3 years experience): US$53,000 Average salary level for lead programmer (>3 years experience): US$82,000 Number of institutions offering games-related courses: 200 Number of graduates per annum: 4,700 games design, programming and graphics graduates per annum202; 85,000 computer science graduates per annum203 Dominant skill sets: All, with a skill set in PC and online gaming concentrated in the Austin cluster Number of development jobs (publishers and development studios only): 25,000204 Flexibility of employment laws: good. The USA has an extremely flexible environment for employers, with little protection for employees, weak or nonexistent regulatory environment depending on the industry, and relatively weak union legislation. This gives employers almost complete free rein to hire and fire staff as they require. This is widely believed to encourage a very entrepreneurial environment across all industries. University-to-industry linkages: good. The USA has none of the structural problems in harvesting value from university-developed games or technologies found in the UK. In contrast, it is a well-worn path for start-ups. By 2000, MIT’s Lincoln Laboratory alone had spun off more than 65 technology companies, generating over US$15 billion of sales205. A number of universities work closely with games companies. In a good recent example, is Valve took a student project from DigiPen which resulted in a game called Portal, now on Valve/EA’s product roadmap. EA also regularly shops for new hires at Carnegie Mellon, among other universities. 202 GIC research 203 National Science Foundation, Dev 05 204 GIC research into USA development and publishing companies, finding 23,000 employees in 40 largest companies, 9,000 in smaller development companies, benchmarked against IGDA informal estimate. These figures exclude employees of games services, and distribution companies, and sales and marketing employees of publishers. 205 FT European Venture Capital Report, 2000 206 Audience Insights survey 2006 Games Industry salary survey, April 2006 Game Developer magazine 75 Click here to return to Contents Country profiles Competitive profiles of major development territories Analysis Strengths Weaknesses Many market-leading games IPs have been developed in the US Unparalleled experience in games development Location of many of the world’s major publishing companies and many worldclass developers Healthy market for games financing with a number of state tax schemes Largest global retail market sustains many more strata of games companies than other countries Smooth path between universities and commerce allows commercialisation of new technology Rising number of games graduates and growing industry staff numbers207 sustains innovation levels Strength of complementary indigenous media industries (film & television production, music, publishing, internet) provides access to excellent source of non-games IP High staff costs in most states, particularly around oldest development clusters Medium-high infrastructure costs Only one of the three largest hardware manufacturers is based there Often inward-looking culturally, less effective at understanding global audiences and need for localised content in an increasingly globalised industry Slower adoption of outsourcing as methodology than Europe, leading to slower adoption of price control mechanisms, impacting publisher profitability Some degree of development inefficiency found in major studios (blank cheque mentality) Largest US publishers often accused of stifling innovation by risk aversion and favouring franchises – one size fits all Slower adoption of mobile games Opportunities Threats Continued production of world-class games expected Rich cross-over between other media, particularly those located near games clusters, is expected to continue Massive retail market allows the survival of higher proportion of independent developers Continual refreshment of the games paradigm by developers sustains innovation at good levels Growth of the retail market to encompass new categories of player Rising cost of games staff continues to favour near-shoring games development to Canada and soon to Latin America, and to culturally proximate India Slower movement of Microsoft and others into mass-market gaming may allow foreign companies (Nintendo, Sony) to harvest new gaming demographics Context The USA sits at the top of the global games industry in terms of retail market size, development skills, publishing might and its ability to cross-fertilise with its other world-class media. Because it is also structurally at the centre of the industry, games companies the world over travel to the USA to strike global distribution deals with publishers who are (with the exception of some Japanese and a smaller number of European companies) largely headquartered there. Until recently the industry’s leading trade show, E3, drew all major players to California and it is expected that even the updated, scaleddown version will continue to attract the industry’s leading decision makers and opinion formers. 207 USA Bureau of Labor Statistics, Occupational Outlook Handbook 2006-07 predicts that employment in this industry will increase 68 per cent between 2004-2014. 76 Click here to return to Contents Country profiles Competitive profiles of major development territories Ratings The country also has some of the world’s largest independent development studios, such as Foundation 9 (which also has a key development subsidiary in Canada), Pandemic (part of the Bioware/Pandemic group) and MMOG developer/publisher Turbine, whose fundraising capacity is significant208. Rating Maturity rating209 The USA is coming under pressure from increasing resource costs of a new generation of console technology and from globalisation. Companies have begun, slowly, to respond by the need to reduce their overheads, increase their efficiency, and use outsourcing of lower-end jobs, including content creation, to lower cost markets. US publishers have development studios located around the world, the primary beneficiaries being Canada (Vancouver and Montreal), the UK and, increasingly, China. Continued pressure on resources will see the increase in studios in lower cost markets such as China, India and eventually Central / Eastern Europe. Innovation rating210 Funding access rating211 Despite a changing industry, the USA will continue to be the single most important country in the industry for many years to come. It is the financial heart of the games industry, it is home to wealthy publishers who have used their strategic and financial positions to secure the rights to or simply buy up the most promising IP from independents, a trend that continues to this day (eg EA’s acquisition of Sweden’s Digital Illusions CE). Although it is being stretched by globalisation to localise its games, production methodology and revenue streams, it will continue to drive the industry forward. Microsoft in particular is expected to increase its market share substantially in the current (Xbox 360, PlayStation 3, Nintendo Wii) generation of consoles, although the early launch of the 360 console means that Microsoft will largely be excluded from benefiting from the anticipated growth of a new gaming demographic introduced by Nintendo and to a lesser extent Sony. Score Justification 10 High scores on age of industry, range of skills, number of games staff, range of AAA games across genres 8 High on new software, delivery platforms, technology and availability of funding for new games concepts, medium on new hardware 9 Low-level access to federal government assistance but good levels of access to state assistance. Very high and increasing levels of investment and trade capital for games companies from US companies which is unparalleled globally 208 Foundation 9 raised $150m from Francisco Partners in 2006, and subsequently bought Shiny Entertainment. 209 Maturity rating: score based on retail market size, the number of developers and publishers, the age of industry, number and range of AAA games, range of skills available in the territory, the number of games staff and relevant criteria from the SWOT analysis. 210 Overall competitiveness rating: score based on the ability to create IP, number and range of AAA games released, and relevant criteria from the SWOT analysis 211 Funding access rating: score based on the retail market size, availability of public and nongovernment funding, government awareness of the games industry, and relevant criteria from the SWOT analysis 77 Click here to return to Contents Country profiles Competitive profiles of major development territories Rating Score Justification Growth potential rating212 7 High numbers of graduates, very strong on retail’s potential to support new games companies; however high resource / infrastructure costs, and high market penetration will hamper industry growth Overall competitiveness rating213 8.5 The place to be headquartered but development is slowly moving outside USA 212 Growth potential rating: score based on the mortality rate for developers, growth potential of the retail market, ability to create new IP, overall availability of funding for games companies, the number of games-related courses, and students graduating per annum, salary levels and relevant criteria from the SWOT analysis. 213 Overall competitiveness rating: the average of the previous four ratings 78 Click here to return to Contents Country profiles Competitive profiles of major development territories Competitive benchmarking of major development territories Table 17: Competitive benchmarking Australia Canada Canada France Singapore S Korea UK USA Market values (2006) 2006 retail market Proportion of western retail sales Development expenditure $596m 1.3% $55m $584m 13.2% $420m $1,435m 2.9% $180m Neg NA NA $3,200m NA NA $2,650m 12.4% $730m $7,400m 44.0% $1840m Development and publishing Number of independent developers Mortality rate since 2000 Export value of games Number of publishers Top three games companies revenues 45 25% $77m 15 NA 110 40% $1750m 20 $67.5m 85 45% NA 20 $2010m 25 40% neg 15 neg 211 25% $565m 20 $967m 160 45% $881m 70 $507m 650 25% NA 120 $5,370 IP creation New IP generation and ownership Date of first games company founding Low-medium 1980 Good 1985 Low-medium 1983 Low 1999 Medium-good 1994 Good 1982 Good 1971 79 Click here to return to Contents Country profiles Competitive profiles of major development territories Competitive benchmarking of major development territories (cont) Table 17: Competitive benchmarking (cont) Australia Funding Non-governmental funding Games-specific funds (federal) Government awareness of industry (federal) Games-specific funds (local) Acquisitions (ranking by location of acquirer) Values (ranking by acquirer expenditure) Acquisitions (ranking by location of acquired) Values (ranking amounts received by acquired) Private financing (ranking by no. of funding rounds) Private financing (ranking by values of funding rounds) Low-medium Low-medium Low-medium Good - Labour market Number of insitutions offering games courses Games graduates per annum Graduates / university Related graduates per annum Number of development jobs Flexibility of employment laws University-industry linkages 15 600 40 25,000 1,250 Good Medium-good Canada Canada France Medium-good Medium-good Medium-good Good Medium Good Good Good 4 3 5 3 5 4 3 3 4 48 800 17 43,700 6,100 Good Good 80 7 250 36 NA 1,750 Low Low-medium Singapore S Korea UK USA Good Good Good NA - Medium-good Medium Medium Low-medium 4 - Medium Low Low-medium Low-medium 3 4 2 3 2 2 Good Low-medium Low-medium Medium-good 1 1 1 1 1 1 5 100 20 36,500 500 Good Good 33 800 24 NA 9,000 Medium Medium-good 45 1200 27 26,000 8,300 Medium-good Low-medium 200 4,700 24 85,000 25,000 Good Good Click here to return to Contents Country profiles Competitive profiles of major development territories Competitive benchmarking of major development territories (cont) Table 17: Competitive benchmarking (cont) Australia Canada France Singapore S Korea UK USA Labour market (cont) Junior artist salary Lead artist salary Junior programmer salary Lead programmer salary $27,000 $42,500 $35,000 $54,000 $42,000 $59,000 $54,000 $68,000 $56,500 $67,000 $47,500 $93,000 NA NA $43,000 NA NA NA NA NA $34,000 $78,000 $31,000 $98,000 $46,000 $68,000 $53,000 $82,000 Maturity Innovation Funding access Growth potential Overall competitiveness 4 3 5 5 4.25 7 8 8 8 7.75 6 6 6 4 5.5 2 2 7 2 3.25 6 6 6 5 5.65 9 9 6 6 7.5 10 8 9 7 8.5 81 Click here to return to Contents Country profiles The industry survey Introduction to the industry survey The interview data has been anonymised, although permission has been sought for any quoted material. Companies were reassured that the interviews were confidential and that individual company opinions would not be published. The interview programme We have aggregated the opinions of both publisher-owned studios and publisher head offices. Where appropriate, some results have been defined in terms of these two sub-groups (some results have been highlighted as data provided by acquired studios from before their acquisitions), but by default the term publisher refer to both sub-groups. GIC conducted an interview programme between November 2006 and March 2007 investigating games development in the UK with a particular focus on the development of games intellectual property (IP), the UK as a market for games development and the commercial climate for making and distributing games. The interview programme targeted leading developers and publishers of games, covering independent studios, publisher-owned studios and publisher head offices. The programme succeeded in interviewing managing directors, commercial directors, chief executive officers and senior technologists at 15 UK-based development and publishing companies. We have aggregated the opinions of independent games development studios and the one non-independent studio, Kuju (which is an independent developer recently acquired by a media services group that still retains its independent status in terms of how it works with publishers), under the heading of independents. These companies are: Questionnaire content We proposed a first draft of the questionnaire, which was subsequently checked and amended by the programme sponsors. The interviews were conducted as conversations which GIC guided towards specific questions. Some questions were open discussion questions, and some were built as scored answers. After the interview, GIC gave marks to grade the strength of some companies’ responses to these scored questions; but to increase the fluidity of the conversations, few interviewees were asked to grade statements directly. Blitz, Codemasters, Eidos, Electronic Arts, Eurocom, Eutechnyx, Climax, Iomo (Infospace), Kuju, Rebellion, Revolution, Team 17, Sony Computer Entertainment Worldwide Studios, Sports Interactive (Sega), Swordfish (Vivendi). Of the sample, seven are independent developers, three are development subsidiaries of publishers, one the development subsidiary of a media services company and four are the publisher head offices (or in Sony Worldwide Studios’ case, the publishing arm of a console manufacturer). Each interview was conducted by telephone for one to one and a half hours. 82 Click here to return to Contents Country profiles The industry survey Response rate The questionnaire had a total of 38 (publishers) to 41 (developers) questions. GIC obtained an average of 85 per cent of the questionnaire answered, exceeding its own expectations. However, inevitably, some questions remained largely unanswered. This is partly due to the deliberate repetition of some questions through the report, which were designed to elicit a range of responses from the more reticent interviewees. However, it is also due to the structure, of the survey, conducted as wide-ranging conversations in which it was inevitable that gaps would result. Formats and appendices The format of this report will be to state the results to each question, giving percentages where appropriate, then analyse trends and identify specific statements that illustrate such trends. Because of the wide-ranging nature of some of the more open questions, we cannot discuss all answers and ideas generated by our interviewees. At least three questions (26-28) that reworded earlier questions were deliberately included to encourage less forthcoming interviewees and the results have been included in the earlier questions rather than being repeated later. How results are analysed It should be heavily stressed that such a small sample group of such heterogeneous companies, in different commercial situations and multiple sectors of such a diverse industry, cannot deliver statistically significant data, and GIC has always strived to manage expectations about this interview programme. Although we have presented results in terms of percentages and average scores, the results of this survey are presented as indicative of broad trends, rather than representative of the industry as a whole or any one games company type. The results of this survey have been aggregated into a spreadsheet for ease of analysis. Answers to more discussion-based questions were grouped together into broad themes. GIC’s methodology has been to use these results to direct its analysis of answers to each question in turn. The following results are from the entire sample, which includes publishers and developers. GIC has also conducted differential analysis to isolate opinions by different groups, namely independent developers and publishers, which comprise publisher studios and developers acquired by publishers. The aggregate results from the spreadsheet are in The industry survey. 83 Click here to return to Contents Country profiles The industry survey Headline results • R&D tax credits were the most frequently accessed source of finance (after publisher funding for games development) • Fifteen independent developers, publisher studios and publisher head offices were interviewed by phone about the UK as a market for games development • A wide array of methodologies for capturing ideas for new original IP is in practice, but formal assessment of these ideas is used by only half of the sample. Technology development is more formal and continuous • Only 12 per cent of independent studios’ revenues derive from overages, and most revenues came from advances for work for hire deals • Design and project management skills are considered the most important skills for creating new original IP. Opinions were split about how difficult it was to recruit in the UK, but nearly half of respondents have links to universities • Most acknowledge that new games IP is a critical revenue stream and nearly 90 per cent of independents will self-fund part of a new game’s development. For independents, owning technology IP is a critical factor in increasing production efficiency and winning work for hire • Staff are trained mostly through mentoring, and nearly half expect new hires to learn on the job • All respondents agreed that publishers will not distribute new original IP without controlling or owning its rights, and most agreed that publishers invest less time, effort and money in new independent IP • There was strong agreement that independents struggle to get new original IP distributed. Many think new platforms open opportunities for new original IP, but a sizeable number of respondents think new UK IP is shrinking. Most think this situation will persist for the next five years • Most publishers acknowledge the creativity and importance of the independent sector as a source for new original IP, but several thought it unlikely they would licence independent IP • Eighty seven per cent of respondents think that the UK government should introduce tax breaks for games production similar to those available for film production to counter the threat of subsidies in competitor markets. Prototype funding also gets good support. • Sixty per cent of respondents are using, or are planning to use, project financing and 75 per cent of independents plan to go direct to consumer via Xbox Live Arcade (or similar) • All respondents were aware of the Canadian incentives. Forty per cent have set up or acquired studios in markets where such incentives are offered, half of those in Canada. Forty seven per cent of respondents thought that Canada had drained talent from the UK • Variable rate royalties, royalties at publisher break-even or partial selffunding are seen as the best commercial models, because they deliver the fastest recoupment 84 Click here to return to Contents Country profiles The industry survey Strategies for intellectual property • Nearly three-quarters of respondents thought that incentives offered overseas destroyed the level playing field, and made the UK less competitive. Forty per cent thought UK companies would slow or stop their growth in the UK, with a knock-on impact on creating new original IP Own IP vs third party licences (Question 4) Interviewees were asked what proportion of their revenues over the past three years derived from original IP and what proportion from third party licences. • Nearly three-quarters of respondents see outsourcing as an opportunity to design a game in the UK but to build it overseas, resulting in leaner, more cost-effective and efficient studios Table 18: Ownership of IP versus third party licences • When asked for one single measure to help UK companies create IP, 60 per cent said tax breaks • Forty per cent of respondents thought that digital distribution of games would transform the industry Total Independents Publishers Own IPR 52% 42.5% 67% Third party licence 48% 57.5% 33% This fairly anodyne result illustrates the make-up of our sample. Half of the respondents are independents, among whom work for hire predominates, and the other half of respondents are publishers or acquired studios, among whom work on original IP predominates. Here is Kuju on the subject of work for hire: Work for hire is consistent, scaleable and since demand outstrips supply, we have no problems generating revenues. Jonathan Newth, CEO, Kuju When split into these sub-groups, independents are deriving more revenue from working on IP that is not their own, and publisher studios are clearly focused on internally generated IP. 85 Click here to return to Contents Country profiles The industry survey The higher level of overages at acquired studios indicates that they were probably more successful in driving revenues from their IP (a fact that undoubtedly contributed to their acquisition), but none reported revenues from overages of over 40 per cent as independents. Here is Revolution on the Catch-22 situation: However, while independents are almost inevitably working on IP that derives from publishers (including licences from other media), it does not follow that publishers are working on games IP originated by independents. Most of the work discussed by publishers involved licences from other media such as film and television. The problem with production values rising, and therefore costs, is that developers of original IP very rarely earn any royalties under the traditional recoupment model; and yet publishers expect developers to create the products at cost. The effect of today’s business models is that it either drives developers down a work for hire route which, ultimately, doesn’t build value in their companies, or encourages them to go down the value chain towards cheaper formats that disintermediate publishers altogether by going direct to consumers digitally. Charles Cecil, MD, Revolution Frequency of overages (Question 5) Interviewees were asked what proportion of their revenues over the past three years derived from overages generated after their advances. Included in these payments are additional revenues from original IP and a proportion from third party licences. Acquired and independent studios answered this question, although acquired studios were asked to give historical figures from before their acquisition. Partial game development (Question 6) Interviewees were asked what proportion of their last three years’ revenues came from doing parts of games rather than complete development (excluding porting from one platform to another). An example might be that one development company might create the main game, and another might create the multiplayer version or technology. Table 19: Frequency of overages Overages Total Independents Publishers 13% 12% 25% These statistics confirm the conclusion in Monograph 3, Commercial Models (which detailed the drivers, inhibitors and metrics of the predominant commercial model in the industry) that overages are rare and do not represent significant portions of most studios’ revenue streams. The independents in this sample are all at the more successful end of the market, which means that they have a higher chance than most to develop new original IP. If they cannot derive meaningful revenue streams from new original IP, then smaller, less successful developers cannot either. Only two studios (7 per cent of respondents) reported that they worked on partial game development, representing 20 per cent of their revenues. This practice is clearly rare among large studios, but is probably likely to occur more frequently among smaller ones, who may need to pool resources to work on more expensive platforms. 86 Click here to return to Contents Country profiles The industry survey The importance of IP has resulted in some changes in direction, as Climax describes: IP ownership (Question 7) Interviewees were asked to describe the IP that they owned in terms of game and technology IPR. We’ve gone from being Europe’s largest full service work for hire games company to being a development hub that creates IP with multiple partners. When we looked at how to grow to company, we decided that the real value is in creating IP. We aim to self finance a game to the point of a prototype, and then licence the IP to publishers, getting a better royalty position, and getting that all-important rapid recoupment of any advance. Karl Jeffrey, CEO, Climax Table 20: Ownership of IP Total Independents Publishers Games engine IPR 87% 75% 100% Tools 80% 75% 86% Productivity tools 40% 38% 43% Licences from Third parties 40% 13% 71% 3 3 4 Games IPR (no./ studio) All studios in our survey possess games IP, but they were asked how many IPs (whether completed games, games in development or game prototypes) were owned. The results show that in general low numbers of unique IPs are possessed by studios in the industry working on traditional console platforms. However, publishers were not asked to list all the extensive IP in their portfolios, and as such these results are indicative only of independent and acquired studios. The role of games IP (Question 8a) Interviewees were asked to describe the role that games IP played in their company. The following is a selection of the most common responses. Games engines (and to a lesser extent tools and project management tools) are highly important features of successful games studios, irrespective of who owns them. As we shall see with later questions, having good technology is a critical success factor for independents working for hire for publishers. A few independent studios have no engines of their own, but they are either those that operate using the Hollywood model of having no permanent development resource, or those that rely on publishers to provide game engines such as Epic’s Unreal Engine. The importance of licences for publisher studios is highlighted by 71 per cent of publisher studios owning licences for movie or television IP. 87 Click here to return to Contents Country profiles The industry survey This market structure is also behind the lower importance given towards new original IP as a revenue stream (versus work for hire) by independent studios. Some publishers and a few independent studios were also keen on exploiting IP across different media, such as film, TV and print. Many independents see IP as an important business line that balances the majority of their work performed for publishers. Table 21: Role of games IP Total Independents Publishers Critical revenue stream 67% 38% 100% If you can’t own the IP, it’s not worth anything 53% 25% 86% Exploit IP across or from other media 47% 38% 57% Balances work for hire revenue 33% 63% 0% Studios are self-funding prototypes 33% 63% Over half the independent studios interviewed were investigating new funding vehicles for IP, mostly single project financing. Some of these were alternative financing schemes, including some specifically targeting games production (eg debt-based and off-balance sheet finance such as completion bonds), and others were being set up in Germany where fund management companies have created funds to benefit from tax breaks for individuals’ financing media projects. Here is Kuju on the subject: What we really need is better access to financing that is less risk averse, which means there should be a better tax regime in the UK to promote investment in riskier projects. Sadly, political reality means that this is unlikely to happen. We don’t approve of hand-outs or grants, because an industry builds up around them which is not based on the market and which will collapse when the grants are stopped. Instead we need a more favourable environment for risk financing. We are now part of a group which is listed on the German stock exchange and will be looking outside the UK for alternative financing going forwards. Jonathan Newth, CEO, Kuju 0% The strongest message concerning IP from this section is that IP is a critical revenue stream. Publishers are very clear that they want to own any IP that they publish. This is because they make such a significant investment in a brand that the risk of a developer going to another publisher for a sequel negates the viability of picking up rights to only one iteration of a game. Eighty six per cent of publisher studios voiced this sentiment. The market reality of the strength of publishers’ opinions on this naturally results in a lower percentage of independents wanting to retain their rights in new original IP. 88 Click here to return to Contents Country profiles The industry survey Value of Games IP (Question 8b) Interviewees were asked to describe the value that the ownership of games IP provides to their company. The following is a selection of the most common responses. When it comes to new original IP, it’s all about the long game – you have to own the IP you’re developing to exploit franchises and get long-term customer buy-in to a brand. The only people who really benefit from an IP are those that own it 100 per cent. Shawn Layden, Vice President, Sony Computer Entertainment Worldwide Studios Europe Table 22: Value of games IP Total Independents Publishers Highly valuable revenue stream / essential to own IP 93% 88% 100% Licences from other media are too important to ignore 20% 0% 43% Must keep a fresh supply of IP coming in from independents 20% 0% 43% Some publishers acknowledged that world-class independent studios have a right to retain ownership in part of a strong new original IP going forward. Interestingly, the publishers surveyed see equal value in harvesting new original IP from licences as they do from a vibrant independent sector. Strategy for Games IP (Question 8c) Interviewees were asked to describe their company strategies for games IP. The following is a selection of the most common responses. Every publisher and almost all independent studios stressed the importance of owning games IP. Here is Sony Worldwide Studios on the subject: 89 Click here to return to Contents Country profiles The industry survey Table 23: strategy for games IP Total Independents Publishers Self-fund part of game, keep rights 53% 88% 14% Must not relinquish sequel rights 53% 50% 57% Scale of prototype makes selffunding difficult 47% 75% 14% Strong IP allows better negotiating position 40% 63% 14% Invest in new platforms with minimal or no publisher involvement 33% 63% 0% Looking to create specific funding vehicles for new original IP 33% 63% 0% Long-term investment in brands 33% 0% 71% Go direct to consumer 27% 50% 0% License media brands 27% 0% 57% Must keep an open mind about independent IP, unpredictable but essential 27% 0% 57% From this study, it is clear that most games studios (as opposed to head offices, for which this is not relevant) have in the past self-funded or, for those still independent, currently do self-fund part of a new game IP (often the prototype) in order to win a larger share of the rights or royalties from their publishers. Again, this reflects the more successful studios in this list, rather than the entire industry. This has become core company strategy for some – such as Kuju: Publishers won’t fully back IP that they don’t own or have a significant interest in, so we decided not to produce new original IP and try to keep all of it. Instead our strategy is to provide an IP generation service for publishers. We can make better revenues from a game that is fully backed by the publisher than we could if we tried to keep a hold on to 100 per cent of the IP, won a better revenue share percentage on a game that was then not fully backed by the publisher. Jonathan Newth, CEO, Kuju Just over half of respondents agreed that the rights to a sequel are too important to give away. Most independents who voiced this opinion said that they would expect to develop the sequel, or at the least get paid a royalty if their technology were used by another developer. All publishers voicing this opinion said that their investment was in a franchise not a single iteration of a game. Almost all independents want to self-fund lower cost games on new platforms in order to get more revenue, retaining more or all of the rights. Some anticipated using the distribution services of publishers to get their titles onto the decks of Xbox Live Arcade or its PC and console competitors. A number expressed the desire to bypass the publisher altogether and selfpublish online or on online consoles. Here is Blitz on the new platforms: 90 Click here to return to Contents Country profiles The industry survey Table 24: Challenges of games IP We want to develop new original IP for new platforms like Xbox Live Arcade, for one tenth of the price of a full console product. It’s attractive because there is the opportunity to go direct to the consumer, take 60-70 per cent of the revenues, equating to roughly £3.50 per unit sold – not far off what we would earn from a full console product selling for £40. Philip Oliver, MD, Blitz Total Independents Publishers 100.0% 100% 100% Must be crossplatform 60% 63% 57% Publishers underperform on IP that’s not 100% theirs 47% 63% 29% New original IP brands are very (even too) expensive to market 47% 25% 71% Publisher will not publish new original IP without owning all (or most of) the rights Publishers are reasonably enthused by well-known media brands, in which they make long-term investments. The same number endeavour to keep an open mind about the opportunities coming from the independent sector, which were often described as unpredictable in throughput but an important ingredient for a successful portfolio. Challenges of games IP (Question 8d) Interviewees were asked to describe the challenges of developing original games IP. The following is a selection of the most common responses. In the clearest indication of the conflict between developers and publishers, every respondent agreed that publishers will refuse to publish new original IP if they have funded its development without taking a controlling stake in the IP in question. Independents see this as a challenge because they want to retain control over their creation and keep revenue streams flowing from it in sequels. 91 Click here to return to Contents Country profiles The industry survey The role of technology IP (Question 9) Interviewees were asked to describe the role of creating and owning technology IP and its position in their portfolio of assets. The following is a selection of the most common responses. Publishers see this as a challenge because independents try to negotiate retention of rights, and face losing a sequel to a rival. In another indication that the studios profiled here are at the highest end of the industry, most publishers and half independents said that their work must cross platforms to perform well, and that this brings high production costs, particularly in games engines and other development technology which must deliver across games platforms. A strong sentiment among independent studios is that games that were not owned by a publisher were given lower priority and thus underperformed in sales and revenues. A few acquired studios agreed that this was often the case. Several independents reported changing their strategies for IP in the face of publishers’ newfound demand for control or outright ownership of IP, commenting that this is driving them towards digital downloads, project financing or even towards creating IP for the sole purpose of selling outright to a publisher. Table 25: Role of technology IP Here is Eutechnyx on the financial barriers affecting new original IP and the need for alternative financing: For the future growth of the UK industry, we must find new ways to finance game production in order to retain ownership of new original IP. If a publisher is spending US$8 million on production, the same again on marketing, it’s natural that they would want to own the IP themselves. The problem is that developers generally need the advance funding to finance their overheads, and are therefore forced to hand over their IP. Alternative financing would separate the money from the deal, making it faster to recoup, generating better deal terms and sharing more risk with the publisher. Darren Jobling, Director of Business Development, Eutechnyx 92 Total Independents Publishers Makes production more efficient, esp. across platforms 60% 75% 43% Sharing technology across the group 47% 0% 100% Critical in terms of winning work for hire (proves capabilities, lowers risk) 40% 75% 0% Proportion of development headcount working on technology full time 12% 7% 22% Click here to return to Contents Country profiles The industry survey Publishers’ work with independents Following the earlier indication of the importance of game engine technology to studios, the results about the role of technology IP are clear. Two-thirds of independents see creating and utilising proprietary game engines and technology as important for their efficiency, although a lower number of publishers mentioned this factor, which reflects the lower premiums put on efficiency in publishers’ internal studios. However, closely related to this was the need to reduce duplication and share knowledge across global organisations, which of course would increase efficiency if effective. Working with independent studios (Question 10a) Publisher head offices were asked about their attitudes towards working with independent developers. The following is a selection of the most common responses: Table 26: Working with independent studios Many independents see technology as a demonstration of their ability to win work for hire, or as a separate business line. Developers with complete and proven game engines are considered lower risk by publishers and are more likely to win time-critical licence development contracts such as those based around upcoming movie releases. One example is a production management system created by Climax: Total Our proprietary web-based production management technology is making our production much faster and more efficient, and despite not marketing it heavily we have now licensed it to partners such as Disney and Microsoft, after they saw it in action on games in development. Karl Jeffrey, CEO, Climax Several respondents provided statistics about the number of staff working in their UK studios on technology development in full-time creation and maintenance roles, and the average proportion of their total headcount was 11 per cent. Significantly, publishers dedicate over three times the resources (22 per cent of publishers’ UK studio headcount vs. 7 per cent of independents’ studio headcount) to this role than independents, which reflects the need for control over proprietary technology (particularly after EA’s purchase of Criterion) but also their focus on expensive and often cross-platform current generation games, and possibly looser budgetary controls. Independents are an important creative source 67% Must maintain their growth through external and internal development 67% Internal teams work on new original IP, external teams on licences 50% External teams used when internal resource is unavailable 33% Despite the low proportion of most major publishers’ revenue that derives from licensed third party IP, senior executives at publisher head offices were extremely positive about the creativity of work provided by third party studios. Many see their growth as inextricably tied to genre-changing or genreredefining games that spring unanticipated out of the independent sector. Here is Electronic Arts on the subject: 93 Click here to return to Contents Country profiles The industry survey The industry will continue to grow with games created by companies like EA and by independents. That growth is very dependent on what’s available, and it’s very important to keep a flow of fresh ideas coming in from independents. Colin Robinson, EA Partners In some contradictory statements, the majority agreed that independents were an important source of new original IP (only one publisher, working on lower value platforms, refused to consider publishing third party game IP). All publishers considering third party games as viable said that they must own the IP to fund its development and publish it. Here is Codemasters on working with independents: A number use external teams as overflow when internal teams are too busy or as developers of licensed content. We want to be a magnet for talent, and we won’t turn away emerging talent. Talent is unpredictable. It doesn’t matter what marketing research you get, if someone walks in with a good idea, and we love it, they are entitled to own a part of the new IP, share royalties and risk. Having said that, we must see a prototype before we’ll sign a game. Rod Cousens, CEO, Codemasters Working with independent studios’ original IP (Question 10b) Publisher head offices were asked about their attitudes towards working with independent developers who approach with new original IP ideas or prototypes. The following is a selection of the most common responses: Some publishers said that independents’ game ideas were rarely if ever funded. A number said that they would not fund anything until they had seen a prototype, because the ability to produce a high-quality game was as important as a great game idea. Table 27: Working with independent IP Total Independents are an important source of new original IP 83% We must own the IP 83% Extremely unlikely we’ll hire them / buy the idea / fund it 33% Must see a prototype 33% 94 Click here to return to Contents Country profiles The industry survey Table 28: Impact of the advance model Business models The impact of the advance model (Question 10) Interviewees were asked to describe the impact of the predominant commercial model in the industry, the advance model, on their company. Publisher head offices were not asked this question, but acquired studios were. The responses were graded (1 = strong disagreement to ten = strong agreement) and the following is a selection of the most common responses. 95 Total Independents Publishers Publishers invest less time, effort and money in new original IP 9.5 9.8 8.7 Publishers want to own the most successful IP 8.7 9.5 6.7 Post-advance royalties are rare 5.5 7.5 0.0 Reduces our ability to invest in new original IP 4.6 6.4 0.0 Post-advance royalties are nonexistent 2.5 3.4 0.0 Impossible to do a current generation game without a publisher 1.8 2.5 0.0 Click here to return to Contents Country profiles The industry survey Only a low proportion responded (31 per cent) with estimates of their breakevens. More (61 per cent) responded when asked about the level of advance and royalty share of net receipts, although no publisher head offices answered that question (eg acquired studios gave historical numbers). As we have seen, independents strongly believe that publishers downplay games which they do not own, but from these results it is clear that acquired, formerly independent studios strongly agree with them. Here is Revolution on the problem: IP owned by developers is inevitably exploited more aggressively and it therefore assumes a greater value. If ownership of the IP is taken by the publisher, the likelihood of it being effectively exploited is greatly reduced. Charles Cecil, MD, Revolution Table 29: Average deal terms Total Independents Publishers 700,000 800,000 300,000 Advance NA £3,916,667 NA Revenue share of net receipts 21% 20% 26% Unit sales breakevens Most reiterated that publishers want to own the most successful IP, and several said that this was a sign of the times, suggesting that the climate had changed over the last few years. Although there is a spread of results about the frequency of overages, the two strongest opinions voiced were that overages are rare or non-existent. Almost no-one said that overages were routine or even patchy, which reinforces the key finding of Monograph 3, Commercial Models that production costs have driven up break-even points over the average game’s unit sales. Break-evens are higher for independents because they get a much lower share of gross revenues with which they have to recoup their advance before breaking even. Publishers have lower break-evens because they receive a higher share of gross revenues. The level of advance for independents reflects their work on more expensive current generation games. Revenue share levels are also fairly accurate as approximate industry averages for console games – the levels indicated for publishers represent the respondents’ status as formerly independent studios with strong IPs that allowed better revenue share. For more accurate indications of standard advances, break-evens and revenue shares for different platforms, see Monograph 3, Commercial Models. Deal examples (Questions 11-13) Interviewees were asked for examples of average deals, and the following results were recorded. They come with a strong proviso because they are hypothetical rather than actual deals, because they span different platforms and because production values and commercial terms vary so much between companies and games (particularly in the definition of what constitutes a net receipt). Publishers were asked what sums they would pay out as advances, whereas independents were asked what sums they would receive. 96 Click here to return to Contents Country profiles The industry survey We have self-financed parts of our development before, and we like the game bonding model. Roles are simplfied – the developer develops, the bank finances, the insurer insures and the publisher publishes. We may get slightly lower margins but it means less risk for all parties and it’s good for everyone. Jason Kingsley, CEO, Rebellion New commercial models (Question 14) Interviewees were asked whether they see any new models emerging from the marketplace that might vary or replace the traditional advance recoupment model. The following is a selection of the most common responses: Table 30: New commercial models Total Independents Publishers Project financing vehicle being planned / in use 60% 63% 57% Sell direct to consumer 53% 75% 29% Royalties start from publisher break-even point 47% 63% 29% Advertisingfunded development 13% 13% Many independents and formerly independent studios agree that selling games directly to the consumer represented a viable alternative to the standard commercial model in the industry. Most relied on Xbox Live Arcade (or its PC and console competitors) as the distribution channel of choice. A number, just under half of respondents (including, significantly, two publisher head offices), agreed that royalties paid to independents when the publisher had broken even were a viable and fairer alternative for independents. A couple of companies had optimism about advertiser-funded gaming but they were not echoed more widely by the sample. Best commercial models (Question 15) Interviewees were asked which were the optimal commercial models for third party development deals. The following is a selection of the most common responses, and respondents were not limited to one response: 14% Top in overall popularity was the suggestion of using some form of nonpublisher project financing of single purpose vehicles in which the developer’s IP resides to avoid the advance recoupment model and simply rent a publisher’s services. This model was suggested by several publishers and indeed a couple were utilising alternative financing like completion bonds to free up cash flow. Here is Rebellion on completion bonds: 97 Click here to return to Contents Country profiles The industry survey Table 31: Best commercial models Total Independents Publishers Royalties at publisher break even 54% 63% 40% Variable rate royalties to speed recoupment 46% 50% 40% Self-funded (in part) 46% 50% 40% All development funded in advance, higher share of net revenues 23% 13% 40% Some development funded in advance, higher share of net revenues Half of respondents agreed that royalties at publisher break-even point were the best kind of deal and these results were the same for independents and for non-independents. Independent studios were keener on variable rate royalties (royalties based on revenue share percentages that vary depending on prerecoup, post-recoup or some other sales milestone and are designed to speed recoupment) and self-funding than publishers. However, both variable rate and self-financing deals are certainly seen as viable by a reasonable number of our sample, including a few publisher head offices. In joint fourth place comes the model based on strong, branded IP which led several studios to claim bullishly that this is the best model. However given the paucity of strong independent IP, it is unlikely that these respondents would agree that this model is viable for every studio. The other fourth placed model was that where a self-funded prototype delivers a higher share of net receipts. Reasoning behind the best commercial models (Question 16) Interviewees were asked for the reasoning behind their choice of optimal commercial models for third party development deals. The following is a selection of the most common responses: Table 32: Reasons for best commercial models 23% 25% 20% 98 Total Independents Publishers Fastest route to royalties 46% 75% 0% Strong IP allows better negotiating position 23% 13% 40% Click here to return to Contents Country profiles The industry survey The need for faster recoupment was stated by two-thirds of independents, and those independent or acquired studios with experience of using strong IP in their negotiations cited is as strong leverage in getting better deals in the past. Table 33: Types of deals struck Independents Types of deals struck (Question 17) Interviewees were asked for the proportions of types of deals struck in terms of their total revenue over the last three years. Too few publisher studios or head offices responded to make the data meaningful or indicative, and their responses are not listed here. The following lists responses from independents in their entirety: 99 Licence work, advance, low share of net receipts 33% Own IP, advance, net share of net receipts 22% Licence work, advance, variable rate share of net receipts to speed recoupment 21% Licence work, all advance, no revenue share 9% Own IP, partly self-funded, reduced advance, higher share of net receipts 6% Licence work, advance, share of net receipts at publisher break-even 4% Own IP, advance, variable rate share of net receipts to speed recoupment 3% Own IP work, advance, share of net receipts at publisher break-even 2% Click here to return to Contents Country profiles The industry survey For independents, the most frequent deals are clearly for licence work (which is dominated by the traditional advance recoupment model and to a lesser extent variable rate revenue share) which totals 67 per cent of revenues. Traditional publisher-funded, advance recoupment deals for own IP represent 23 per cent of an average independent’s revenues from our sample. Deals involving own IP (funded mainly in the form of advances) represent over a third of independents’ revenues, the majority of own IP deals are struck with the traditional advance recoupment models, with under 15 per cent of total revenues coming from more equitable – deals like variable rate revenue sharing – that speed recoupment. Table 34: Access to finance Access to finance (Question 18a) Interviewees were asked which sources of financial assistance they had accessed during the lifetime of their companies, and those who answered the question (85 per cent of the total sample) responded thus: Total Independents Publishers R&D tax credits 92% 100% 75% Publisher advances 75% 100% 25% Grants 42% 50% 25% VC / angel and other unlisted company investors 42% 25% 75% Debt 42% 50% 25% Listing & public funds 33% 25% 50% Completion bonds 33% 25% 50% R&D tax credits are clearly popular with games companies – although as we see in Question 32 (page 112) the extent to which they provide relief is questioned by a quarter of the total sample. Here is Rebellion on the value of R&D tax credits: R&D tax credits are very, very important. We can do real R&D and it won’t cost a fortune. We have our battles with HMC&R over what constitutes R&D but it’s very useful. Jason Kingsley, CEO, Rebellion 100 Click here to return to Contents Country profiles The industry survey Independents also appear to have no trouble accessing work from publishers, which is undoubtedly the largest source of finance for such companies. Interestingly, over half of respondents have accessed local grants, with twothirds of independents having done so. Venture capital funds have not been accessed (and indeed are viewed with suspicion) by independents, but equity investment is a critical source of capital for publishers. Debt is apparently not popular with publishers (although almost all are understood to have either short-term credit or factoring facilities) but half of independents had used some form of loan. Completion bonding, which has risen in profile and popularity in recent years, has been used by over one-third of respondents. The results indicate that independents find it easiest to access R&D tax credits (which given their role as creators rather than distributors of games, is no surprise), publisher funds and grants (which are normally of insufficient size to provide anything other than minor ancillary financial assistance for most independent developers). Independents find it difficult to access other sources of finance such as venture capital, debt and completion bonds. Publishers find it easiest to access R&D tax credits, publisher funding (in this case when studios were once independent) and venture capital. Completion bonding is difficult for everyone. One publisher called for publishers to work together to finance new games IP. Codemasters made the following call to the industry: Ease of access to finance (Question 18b) Interviewees were asked about the ease with which they accessed the following sources of finance over the lifetimes of their companies. The responses were graded (1 = easy to ten = very difficult) and a selection of the most common responses follows: We’d like to see publishers working together to create a fund for developing new IP in the UK. The fund could act like a private equity company and fund UK development. Rod Cousens, CEO, Codemasters Table 35: Ease of access to finance Total Independents Publishers R&D tax credits 6.5 7.9 4.3 Publisher 6.2 7.4 4.0 VC / angel and other unlisted company investors 4.3 3.1 6.3 Grants 3.6 5.3 0.8 Debt 3.5 3.3 4.0 Completion bonds 2.1 1.9 2.5 101 Click here to return to Contents Country profiles The industry survey Innovation Most new game IP generation occurs from the top down in independent studios, a practice dismissed by one senior executive at a major global publisher as delivering lower quality games. Senior managers and executives discuss ideas and then propose them to their peers. Equally popular was the formal request for ideas from the ranks, which occurs more often in publisher studios where innovation from within has become more important in recent years. In joint first place is the ad hoc practice where individuals fight from the ranks to present their ideas without a formal process. Some companies confine innovation to an R&D team that formally harvests ideas from within the company and then builds them into viable concepts. Innovation practice – idea capture (Question 20a) Interviewees were asked about the process of harvesting new game IP in their studios. The following is a selection of the most common responses: Table 36: Idea capture methodology Total Independents Publishers Top people meet to generate & propose ideas 36% 50% 17% Formal request for ideas 36% 38% 33% Innovation practice – idea filtering (Question 20b) Interviewees were asked about the process of filtering ideas once they have been generated. The following is a selection of the most common responses: Table 37: Idea filtering methodology Creative individuals informally pitch their ideas 36% R&D team create new ideas 21% 25% 0% Total Independents Publishers Team assigned to investigate and cost idea 64% 63% 67% Stage & gate process assesses cost & viability 57% 50% 67% Market research 36% 50% 17% 50% 50% 102 Click here to return to Contents Country profiles The industry survey Table 38: Idea implementation methodology A more uniform response towards how ideas are filtered. Most companies have a team that works up concepts and then presents them to a board of executives for discussion and green lighting. Some of these companies have an evaluation process where the game concept must meet certain criteria such as cost limits, viability, fit and in some cases enthusiasm of those presenting the ideas. Market research at the concept stage is also a part of some companies’ filtering processes. Some, such as Team 17 see market research as critical to the success of future pitches: We have seen lots of companies innovating without testing the market or their potential partners first, something that Team 17 always does with new original IP. Rushing ahead like that leads to poor business decisions. You need to understand how publishers work and the fact that it’s a global market, and look at how and where the game will be distributed on what platform before starting full production. Martyn Brown, Studio Director, Team17 Software Total Independents Publishers Small team takes ideas on an ad hoc basis 64% 50% 83% Prototype is developed 50% 50% 50% Concept is taken to publishers for feedback 21% 38% 0% In over 60 per cent of cases, the game, once green lit by the studio, is taken by a small team to the next stage, which in some cases is a prototype, and in the remainder is a concept, to show to a publisher. Innovation practice – implementation (Question 20c) Interviewees were asked about the process of moving from filtering to implementation. The following is a selection of the most common responses: Innovation practice – innovation strategy (Question 20d) GIC is thus in a position to describe companies’ innovation processes as follows: 103 Click here to return to Contents Country profiles The industry survey There was a generally strong opinion that Xbox Live Arcade offered good opportunities for companies, particularly among independents but also among publisher studios. Table 39: Innovation strategy Total Independents Publishers Periodic 50% 63% 33% Formal assessment 50% 50% 50% Informal 43% 50% 33% Innovation in technology (Question 22) Interviewees were asked whether their innovation process differed greatly for technology as opposed to games IP, and The following is a selection of the most common responses: Continuous 36% 25% 50% Table 41: Technology innovation The picture that emerges is that slightly more than half the sample conducts innovation for new game IP sporadically, with a more continuous process adopted by most of the remainder. The output of this process of innovation is reviewed formally by half our sample and on a more ad hoc basis by the other half. Other comments about innovation (Question 21) Of the other comments about innovation that GIC captured, only one was repeated by a number of respondents: XBLA is a good opportunity Independents Publishers 71% 88% 50% Independents Publishers Continuous process 77% 75% 80% Dedicated team 62% 63% 60% Driven by games in progress 54% 50% 60% More formal 54% 50% 60% For three-quarters of our sample, the innovation process is one that iterates every working day, unsurprising given the numbers of staff dedicated to creating and maintaining technology that were indicated in Question 9 (page 92). Many reported having a dedicated team working on tools, engines and middleware full time. In just over half the sample, that innovation process is driven by games development in progress. One example is a game engine that progresses as a game is developed. Just over half the sample described an innovation process that was more formal than that for games IP. Table 40: Other comments on innovation Total Total 104 Click here to return to Contents Country profiles The industry survey Skills and recruitment Ease of recruitment (Question 24) Interviewees were asked how easily they can access new staff. The following is a selection of the most common responses: Skill sets (Question 23) Interviewees were asked which skill sets they needed to recruit to keep creating new original IP. The following is a selection of the most common responses, which were graded (between 1 and 3) in order of preference: Table 43: Ease of recruitment Table 42: Most important skill sets Total Independents Publishers Design 1.43 1.75 1.00 Project management 1.07 0.88 1.33 Programming 0.86 0.88 0.83 Art 0.36 0.63 0.00 Design tops the list of skills, although several companies added the proviso that they were unimpressed with the quality of graduates from degrees in games design. The design skills required are in gameplay and level design. Project management comes in second place and reflects the increased complexity of the production process. Programming underpins all games development and it is significant that this everyday skill is given over twice the emphasis as art. Below the top four, a wide range of other required skills were mentioned by individual companies, including looking outside the industry for new skills and creative leaders and the need to find people passionate about games. 105 Total Independents Publishers Good – fair amount of talent if you know where to look 40% 38% 43% Poor – very difficult to find talent 27% 25% 29% Medium – can be difficult but no problems filling roles 20% 25% 14% Excellent – lots of talent and easy to find it 0.0% 0% 0% Click here to return to Contents Country profiles The industry survey Table 44: Other comments on recruitment The results reflect studios at the higher end of games development in the UK, and 40 per cent have no problem finding candidates. However, nearly 50 per cent report some level of difficulty in finding staff, and this position is expected to be worse for small games companies than for these larger, more successful companies. Many complained of a lack of more experienced staff, and several reported unease about headhunting, particularly concerning salary inflation. Here is Sony Worldwide Studios on recruitment: With regards to recruitment, there are lots of candidates but really good people are always hard to find. We consistently need more high end programmers, and good designers. We also need a new generation of scriptwriters and will need to expand our search outside the industry. When it comes to a brain drain, if anything we’re seeing an influx of talent into the UK from Europe. Shawn Layden, Vice President, Sony Computer Entertainment Worldwide Studios Europe Additional comments on recruitment (Question 24b) Some interviewees commented on recruitment as follows: Total Independents Publishers Have links to universities 47% 50% 43% All staff need better project management and communications skills 20% 25% 14% Need to acquire more studios 20% 0% 43% Seeing influx of talent from Europe 13% 0% 29% Low-quality graduates from games degrees 13% 25% 0% No headhunting 13% 25% 0% A number of companies have formal links with university courses, mostly in their studios’ locale. These range from getting involved with degree courses through internships, workshops and lectures, to milk runs to hunt for new hires. 106 Click here to return to Contents Country profiles The industry survey One fifth of respondents reported that all their staff need better communications and project management skills. A handful commented that the UK is “draining brains” from Europe, and that university degree courses were producing low-quality graduates. A handful of publisher head offices simply said that growth is best obtained by acquiring promising studios. A number of independents were vociferous about not using headhunting. The most common methodology for training new hires is to appoint (or allow new staff to find) mentors who guide them through the six-month induction / probationary period. Over 40 per cent adopt a more Darwinian ‘sink or swim’ approach of throwing new hires into work immediately, assuming that staff will learn most effectively on the job. A more refined version of that is establishing a path for new hires to work their way through lower end tasks towards actual games development, but only one-fifth of respondents utilised this method. A handful run formal academies with dedicated training staff, one of which (EA’s) has received much press and turns out scores of staff every year. Investment in skills and training (Question 25) Interviewees were asked what steps they took to induct and train new staff. The following is a selection of the most common responses: Company valuations (Question 29) Interviewees were asked what percentage of any company value lay in their company’s various key assets. Independents but too few publishers responded to make splitting out the results useful, but since those who responded included recently acquired studios as well as independents, the aggregates are useful and thus are reported here: Table 45: Investment in training Total Independents Publishers Mentoring 60% 63% 57% In at the deep end 47% 38% 57% Established training path for new hires 27% 13% 43% Dedicated academy and training staff 13% 13% 14% 107 Click here to return to Contents Country profiles The industry survey IP creation in the UK Table 46: Company valuations Total IP 31% Production team 26% Technology 24% Contracts in hand 5% Management 5% Reputation 4% Knowledge of outsourcing 4% The state of IP creation in the UK today (Question 30) Interviewees were asked how they viewed the state of the development market and new original IP in the UK today. These questions produced the most kaleidoscopic of responses, and we cannot list them all here, but the following is a selection of the most common responses: IP takes the largest share, but by no means dwarfs the values of the production teams and technology. In part this may reflect the market for acquisitions where, as we have seen, publishers buy companies for their resource as well as for their IP. However, it is also the natural response of managers of successful companies involved in a creative industry, who say that high-performing teams are extremely important in terms of creating IP. Technology comes in third place, and in previous questions we have seen its importance to developers working for hire. 108 Click here to return to Contents Country profiles The industry survey Table 47: IP creation in the UK today Total Independents Publishers Independents have a hard time getting distribution for new original IP 93% 88% 100% New platforms are opening up opportunities for new original IP 83% 81% 86% New original IP is shrinking 57% 69% 43% New original IP creation in the UK is weak to nearly non-existent 43% 38% 50% Work for hire dominates, reducing new original IP 40% 38% 43% Publishers buy promising developers to reduce revenue sharing 30% 13% 50% Publishers buy new original IP rights quickly but share revenues with independents 27% 38% 14% Poor access to capital means less original IP creation 27% 25% 29% Consoles are too expensive for new developers to work on new original IP 27% 38% 14% There was strong agreement across the board that independents struggle to get new original IP distributed in the current market, with publisher head offices clearly saying that it is very hard for independents today. Here is Blitz on barriers to entry for new original IP: The cost of the new generation of consoles is staggering. There are no developers able to fund such a game alone. In fact, few can afford to put £1 million into a game prototype when you need an additional £5-6 million from a publisher to finish the game. Publishers want to see prototypes before agreeing to fund a full game. The sheer cost makes it hard to bring new original IP to market. Philip Oliver, MD, Blitz Many independents voiced their opinions that publishers raise barriers to entry for new original IP, and that new original IP that does get funded and published tends to under-perform. Another strong opinion is that new distribution channels, particularly those catering for casual games on current generation online consoles, offer all games companies opportunities to see their products distributed more widely. Publisher studios and head offices were very keen on new platforms while independents saw opportunities to specialise in creating new original IP for new platforms that made the most of them. In third place, a medium strength opinion was that IP creation is in decline in the UK, under pressure from rising development costs, publisher risk aversion to new third party IP and their concentration on producing fewer games with higher production costs. Almost as strong an opinion was that IP creation in the UK is almost nonexistent, and this opinion is stronger in publisher studios and head offices. Here respondents pointed to a lack of AAA IP coming out of the UK, particularly new original IP from independent studios. 109 Click here to return to Contents Country profiles The industry survey Work for hire is cited by some as a reason why new original IP fails to break out – simply because independents are too busy on the treadmill of working on somebody else’s IP to create their own. Some see the cost barrier to entry for current generation consoles as a driving factor behind the lack of new original IP. Publisher head offices are keen to say that they need the independent sector to generate new original IP, and, while no independents stated this directly, it is likely that this is a given for most companies. Finally, some cited the lack of access to finance as a major barrier towards being able to deliver IP. Table 48: IP creation in the UK in 2012 The state of IP creation in the UK in five years’ time (Question 31) Interviewees were asked how they think the development market and level of new original IP being derived in the UK will look in five years’ time. Again, these questions produced many responses, which cannot be listed here, but the following is a selection of the most common responses: 110 Total Independents Publishers Independents struggle to get new original IP published 77% 63% 93% New platforms offer opportunities for new original IP 73% 88% 57% Very few original new original IPs will break through 43% 44% 43% Lots of new IP will come from independents and publisher studios 27% 25% 29% Lots of platforms and publishing partners bring opportunities to independents 23% 44% 0% Publishers will buy new original IP rights fast but will share revenues with independents 23% 25% 21% Click here to return to Contents Country profiles The industry survey Table 48: IP creation in the UK in 2012 (cont) Total Independents Publishers The UK faces terminal decline 23% 6% 43% Some new original IP will come from independents, but mostly will be owned by publishers 20% 6% 36% Level playing field of current generation consoles makes things easier 20% 38% 0% Most developers do work for hire but fail to retain IP 20% 13% 29% Most of the good creative forces will remain publisherowned 20% 0% 43% The general tone of responses was that the prospect for IP creation in the UK looks fairly bleak. Here is Revolution on the problem: The problem with all the work for hire that currently dominates most studios’ revenues is that it’s heavily influenced by price. As Eastern Europe gets more experienced, we’ll come under heavy competition from studios that can undercut our rates for work for hire while generating high-quality products. So if we don’t generate new original IP, the UK’s games industry will be in trouble. Charles Cecil, MD, Revolution Most (including a strong majority of publishers) agree that independents will continue to find it difficult getting new original IP published, although this pessimism is slightly offset (driven by a strong majority of independents) by the expected rise in new platforms such as direct to consumer digital distribution. Many believe that new original IP will struggle to break through from independent UK studios, and that, without intervention, the UK’s games development market is in terminal decline. Again, a wide spectrum of opinion is found but the strongest themes are that publishers will acquire the rights to the best IP via acquisition or negotiation, and that their studios will be where most of the creativity occurs. Although some chinks of light are proffered by a few respondents about the number of platforms opening up opportunities for independents to specialise, on the whole respondents are gloomy. Not that respondents are short of ideas about how to remedy the situation. Here’s Codemasters on the future for UK IP: 111 Click here to return to Contents Country profiles The industry survey Government assistance It’s been a tough few years for new IP. However, I see developers becoming less despondent. They should form strategic alliances, collaborate to use art and animation from a single source offshore and then rent the publisher. I see more collaboration and consolidation coming. If we don’t innovate (and I don’t mean more sequels), the industry will face terminal decline. Rod Cousens, CEO, Codemasters How can government help? (Question 32) Interviewees were asked how the government can help the industry. The following is a selection of the most common responses: Table 49: How can government help? A small number think that the best developers will remain those in publishers’ hands and that most work for hire developers are not creative and will fail to retain IP. 112 Total Independents Publishers Tax breaks to encourage investment in games development, particularly early stage 87% 88% 86% Prototype fund, with commercial rules 60% 63% 57% Help with protecting start-ups when they’re most vulnerable 27% 13% 43% Anything to help British companies reduce the cost of their bids for work 20% 25% 14% Click here to return to Contents Country profiles The industry survey Table 49: How can government help? (cont) Total Independents Publishers More consistency and generosity with R&D tax credits 20% 13% 29% Mentoring from industry experts 13% 0% 29% Academy 13% 0% 29% Help protect the larger companies not just the small ones 13% 25% 0% Most frequently cited as justification for this request were: the effect that the current government’s tax breaks for film production had on the UK film industry; and the rise of Canada (and other territories) that have begun to attract key companies and staff away from the UK, thanks to generous government incentives for both the emigrating employees and the employing companies. Slight variations existed for respondents’ ideas about tax breaks, but with most focused on trying to encourage investors to put risk capital into early stage or prototype games, and all involved the need to level the playing field against massive subsidies from competitor territories. Fairly close behind tax breaks is a call for a prototype fund. Many (fearing a new breed of professional grant-winners who lack market viability) thought it should work along commercial lines, with profit sharing reinvested back into the fund, and a panel comprising industry experts, especially from publishers, who would help allocate funds. Mention of the Great Canadian Games Competition won broad approval as a model. Here is Team 17 on prototype funding: The sample speaks with a very strong and unified voice in asking for tax breaks for encouraging investment in games development, often for the earliest and riskiest stages of a game’s development where access to external finance is almost impossible, but also for games production in general. Here is Swordfish (Vivendi) on tax breaks: It’s very difficult to protect developers who in the early days of their new original IP can get beaten up in negotiations with publishers. If there were funding available to ring fence the developer at the prototype stage, it might stop them being forced to sign away the rights to the IP. You’d need a good industry panel to judge which projects are worthy of getting support. Martyn Brown, Studio Director, Team17 Software Tax breaks for early stage prototypes are needed to provide stimulation for new original IP to be generated by independents. After publishers become interested, then financing is not too difficult, because there are enough sources available. But the initial hurdle – creating working prototypes – is often too high for most independents. Fred Gill, CTO, Swordfish Less well-supported ideas were the need for funding to protect start-ups in the earliest stages of their lives when they are most vulnerable (either to financial collapse or to selling their IP rights for low cost), and the need to extend R&D tax credits to encompass more of the development process than it does now. 113 Click here to return to Contents Country profiles The industry survey Government support in other territories Finally there were additional requests for more help mentoring early stage games companies by those with specific experience in the games industry; a games academy to furnish high-quality graduates with hands-on experience of games development via internships; and a call from larger, more established games companies to assist them rather than just protect the start-ups. Government aid in other territories (Question 33) Interviewees were asked which territories they were aware of offering aid to the games industry. Their most common responses were as follows: Table 50: Government aid overseas Total Independents Publishers Canada (Québec) 100% 100% 100% France 67% 63% 71% Australia 47% 38% 57% Singapore 20% 25% 14% Switzerland 13% 0% 29% China / Hong Kong 13% 25% 0% Malaysia 13% 13% 14% Canada is the clear winner, with 100 per cent of respondents aware of the drive of Québec and BC to tempt companies to locate or relocate there. 114 Click here to return to Contents Country profiles The industry survey In five to ten years’ time, we think that the UK will still be the home of good project management, technology and creativity, but mass production will take place in Asia. That’s why we have opened production offices in Hong Kong and Western China. Darren Jobling, Director of Business Development, Eutechnyx France and Australia come in second place, and the remainder have much lower profile for respondents. Setting up subsidiaries overseas (Question 34a) Interviewees were asked whether they had set up new studios in new territories. The following is a selection of the most common responses: Subsidiaries’ locations (Question 34b) Interviewees who had already set up or were considering setting up subsidiaries in new territories were asked where they had set up their new studios. The following is a selection of the most common responses: Table 51: Setting up overseas Total Independents Publishers Have done already 33% 25% 43% Maybe 27% 25% 29% No 27% 38% Acquired studios in new territories 7% Intending to do so 7% Table 52: Locations of overseas subsidiaries Total Independents Publishers Canada 47% 38% 57% 14% Australia 13% 0% 29% 0% 14% China / Hong Kong 13% 13% 14% 13% 0% Malaysia 7% 0% 14% Eastern Europe 7% 0% 14% USA 7% 13% 0% Forty per cent of respondents operate studios overseas. One-third of respondents have already set up a subsidiary, nearly a quarter are considering doing so, and one either acquired a studio in new territories or intends to set up overseas. Clearly, these questions are predictable for international publishers, but both UK publishers and a number of independents have announced that they are expanding overseas. Here is Eutechnyx on overseas expansion: Again, Canada is the clear first choice in terms of attracting UK-based companies to locate, relocate or acquire studios overseas. Australia and Hong Kong are second choices, based on the language match. 115 Click here to return to Contents Country profiles The industry survey R&D tax credits are a good starting point but they need to be consistently implemented, more generous and come with better guidelines. John Chasey, VP Global Games, Infospace Success of locating overseas (Question 35) Interviewees who had already set up subsidiaries in new territories were asked how their new studios had fared. However too few were in a position to respond to give meaningful data. Benefits of locating overseas (Question 37) Interviewees were asked what the perceived benefits of setting up in new territories were. The following are a selection of the most common responses: Government assistance received (Question 36) Interviewees who had set up overseas (40 per cent of total respondents) were asked what governmental assistance they had received overseas. The following are a selection of the most common responses: Table 54: Benefits of locating overseas Total Independents Publishers Cost 87% 75% 100% Shelter from the weak dollar 20% 38% 0% Access to talent (Canada) 13% 13% 14% Table 53: Government assistance received Total Independents Publishers Tax credits 40% 50% 33% Grants 40% 50% 33% Canadian salary subsidies 40% 0% 67% Canadian tax free income for foreign experts 40% 0% 67% The clear driver for opening up subsidiaries or studios overseas is cost. Beneath that headline, respondents were impressed by both lower salary costs, higher subsidies against salary costs available in markets like Canada, income tax incentives for foreign experts, generally lower cost of living (including leasing real estate) and the wealth of incentives available for a number of territories. Some studios, mostly independents whose margins are getting hammered by the strength of the pound wanted shelter against the weak dollar. Although the sample is small, tax credits and grants have clearly been available to some respondents. Several have benefited from Canadian salary and income tax assistance. Among others, Iomo had some strong comments about R&D tax credits as implemented in the UK: 116 Click here to return to Contents Country profiles The industry survey A couple of respondents were enthusiastic about the amount of talent to be found in Canada. Others (mostly those who had already set up in territories) voiced concerns about the difficulty of managing staff at a distance and communications problems which had added to the costs of locating overseas. Quality of staff was also suggested as a major issue, particularly in newer markets or, as another group said, after the best had been taken by Ubisoft and Electronic Arts in Canada. Several mentioned the wage inflation found in Shanghai for experienced staff. Risks and benefits of locating overseas (Question 38) Interviewees were asked what the perceived benefits of setting up in new territories were. The following is a selection of the most common responses: Impact of overseas government aid on UK industry (Question 39) Interviewees were asked about the impact of aid schemes such as those offered in Canada, France or elsewhere on the UK games industry. The following is a selection of the most common responses: Table 55: Demerits of locating overseas Cost isn’t everything, it’s about creativity Total Independents Publishers 20% 25% 14% Table 56: Impact of overseas government aid on UK industry Difficulty of managing remote offices and communications 20% 13% 29% Quality of staff 20% 13% 29% Competition for staff 20% 0% 43% The strength and unity of response and opinion were much reduced compared to this question’s immediate predecessor, and a range of opinions was voiced. Some raised concerns about a lack of creativity found in new markets, and said that cost isn’t everything when it comes to games development. 117 Total Independents Publishers No level playing field, UK less competitive 73% 75% 71% UK companies will slow their growth, stop hiring 40% 50% 29% New original IP will falter in UK 33% 25% 43% Talent is more important than cost 20% 13% 29% Brain drain 20% 13% 29% Click here to return to Contents Country profiles The industry survey A bullish minority believe that the talent is here and that higher costs will not impact the UK’s development industry. This opinion was backed up by the example of Hollywood whose high costs have not seen its relocation over the border to Vancouver214. A number of respondents said that talent would move to Canada. Over two-thirds of respondents felt that the UK was much less competitive than competitor territories. They cited the lack of government support, higher salary, property and living costs as putting the UK at a severe disadvantage to territories where each of those factors is either lower or subsidised. Many publishers spoke about man month costs in the UK as being a critical decision factor against continued expansion here. Others emphasised the key finding in Monograph 3, Commercial Models about the crisis in financing games production, saying that financing production is the single most important issue in games development, whether seen from the cost of production or the availability of financing – both of which are significantly assisted by Canadian provinces bent on building large games industry hubs. Here is Eutechnyx on the uneven playing field: Brain drain (Question 40) Interviewees were asked whether a brain drain of UK talent overseas had occurred. The following is a selection of the most common responses: Table 57: Brain drain If you go to a trade show, you’ll see French games companies with D250,000 worth of working demos for new original IP funded by by French government grants. The British companies lity of funding in France and other parts of the world makes the playing field uneven for UK companies. The French and Canadians therefore have a huge competitive advantage, and they raise expectations from publishers who begin to expect to see full working prototypes. So, we need a commercially focused prototype fund which helps developers create new products, and takes a percentage of revenues to plough it back into other new exciting IP projects. Darren Jobling, Director of Business Development, Eutechnyx Total Independents Publishers Yes 87% 88% 86% Maybe 7% 0% 14% No 0% 0% 0% This question received a high number of responses (93 per cent of the sample) and almost all respondents agreed that a brain drain had occurred (although a couple of respondents claimed that the UK drained talent from Europe, see Question 41). Several said that they had already seen a brain drain in action, such as Kuju: We have already lost staff to Canada. Jonathan Newth, CEO, Kuju Half of independents and 40 per cent of the total sample think that the availability of aid in other territories will, if unaddressed by the UK government, result in UK companies slowing their growth as they expand overseas. One third, and importantly over 40 per cent of publisher studios and head offices, think that this will slow or stop the creation of new original IP in the UK. 214 This argument fails to acknowledge the success that Vancouver has had in drawing film and TV production to British Columbia following tax breaks, making it one of the largest such locations in the world. 118 Click here to return to Contents Country profiles The industry survey Impact of globalisation Beneficiaries of a brain drain (Question 41) Interviewees were asked which territories had drained talent from the UK. The following is a selection of the most common responses: Impact of outsourcing and globalisation (Question 42) Interviewees were asked what impact, positive or negative, the practice of outsourcing has on UK companies and games IP, and what measures were taken to exploit opportunities or protect against the threats of globalisation. The following is selection of the most common responses: Table 58: Beneficiaries of brain drain Total Independents Publishers Canada (Quebec) 47% 50% 43% US 33% 50% 14% Canada (Vancouver) 27% 38% 14% To UK from Europe 13% 0% Table 59: Impact of globalisation 29% The most popular location for draining talent from the UK was perceived to be Canada, which 53 per cent of the total sample215 thought had drained talent to either the east or west coast. A number said that they had already lost staff to Canada, all of those to Montreal. One-third expected the USA to benefit, with several mentioning that a fair number of US studios and publishers were run by British people. Two respondents said that their UK studios were filled with talent from across Europe. 215 Respondents could nominate more than one location. 119 Total Independents Publishers Build game abroad, create it here 73% 75% 71% Cheaper costs 67% 50% 86% Enables team to scale up and down as required 33% 38% 29% Cheap labour will tempt publishers but managing outsourcing is a key skill 20% 25% 14% Strengthen processes 20% 38% 0% Click here to return to Contents Country profiles The industry survey Closing questions Table 59: Impact of globalisation (cont) Use more contractors, emulate film model Outsourcers were used initially, now they have opened subsidiaries Total Independents Publishers 20% 13% 29% One measure to help UK companies (Question 43) Interviewees were asked to choose one measure to assist UK companies in creating new games IP: Table 60: One measure to help UK companies 13% 13% 14% Outsourcing has been firmly embraced by 87 per cent of the total sample, for whom it is standard operating procedure. Within this came a range of response, the most popular of which was the idea that games should be originated and designed in the UK (architect role) but produced overseas (builder role). Two-thirds of respondents reinforced the earlier finding about the primacy of production costs by saying that the main driver was cheaper costs in other territories. One-third wanted the flexibility to scale production up and down as their production pipeline demands. Others spoke about the need to understand how to manage outsourcers, the role that outsourcing plays in strengthening production processes, and the need to work from smaller core teams and build temporary large production teams using contractors and outsourcers. A few said that they started using outsourcing but decided to open subsidiaries in the Far East. Only one respondent rejected outsourcing as destructive of IP, skills and position in the value chain, with a disastrous impact on the UK’s ability to create new original IP. Total Independents Publishers Tax breaks to incentivise investment in and development of new original IP 60% 50% 71% Fund for incubating games companies or IP 20% 13% 29% Prototype fund 13% 25% 0% Again tax breaks were high on the list, although the emphasis was lower due to some companies discussing how unlikely such tax breaks are. Here is Iomo (Infospace) on the need to make the playing field more level again: 120 Click here to return to Contents Country profiles The industry survey Table 61: Trends that impact IP creation A major USA publisher said recently that the UK had a brilliant reputation for games design, innovation and high-quality products, but that the Eastern Europeans are winning hands down on cost. Can grants solve this problem? Probably not, since they could simply prop up poor quality companies. However, tax incentives would help, as they do in Canada and France. This kind of assistance makes for an uneven playing field for our industry and we need to even that out. Any tax break should not be a blank cheque. It should be for original IP developed and retained by UK companies, providing an incentive for UK firms to be chosen for new original IP. John Chasey, VP Global Games, Infospace Several companies thought that a fund, perhaps sourced from the Lottery or publishers could be set up to incubate new games companies. A few thought that a prototype fund would be their single choice. Total Independents Publishers Going direct to consumer digitally 40% 75% 0% Online communities and user-created content 20% 0% 43% With this very open question, a surprisingly large number of respondents (three-quarters of independents) cited going direct to consumer as a revolutionary change in the industry, opening up new distribution channels for independents. In parallel to that, some thought that the YouTube / MySpace phenomenon of online communities and user-created content would change the way games companies interact with consumers. Again, a wide array of opinions were expressed, including: Trends that will impact the creation of new game IP (Question 44) Interviewees were asked what impact, positive or negative, the practice of outsourcing has on UK companies and games IP, and what measures were taken to exploit opportunities or protect against the threats of globalisation. The following is a selection of the most common responses: • The weak dollar is causing havoc to UK developers • Microsoft’s new “open source” games coding toolset, XNA, will bring innovation just as such initiatives did with older platforms like Commodore Amiga 121 Click here to return to Contents Country profiles The industry survey • Advertiser funded games are going to revolutionise the industry for developers • Publishers and their investors need to be focused on quality as opposed to quarterly targets • Developers must look to alternative sources of finance to retain stronger control of their IP • Major media companies such as Fox and Warner Brothers will soon enter the games industry • Ubiquitous computing means ubiquitous gaming, thus presenting opportunities for new original IP from independent games developers 122 Click here to return to Contents Country profiles UK Trade & Investment UK Trade & Investment reports jointly to the Department for Business, Enterprise & Regulatory Reform (BERR), and Foreign & Commonwealth Office (FCO) Ministers. UK Trade & Investment (UKTI) is the government organisation that helps UKbased companies succeed in an increasingly global economy. Our range of expert services is tailored to the needs of individual businesses to maximise their international success. We provide companies with knowledge, advice and practical support. For further information about how the Creative & Media Team at UK Trade & Investment can help you, visit: www:uktradeinvest.gov.uk or Tel: +44 (0)20 7215 4353 We also help overseas companies bring high-quality investment to the UK’s vibrant economy – acknowledged as Europe’s best place from which to succeed in global business. We provide support and advice to investors at all stages of their business decision-making. www.uktradeinvest.gov.uk We offer expertise and contacts through a network of international specialists throughout the UK, and in British Embassies and other diplomatic offices around the world. 123 Click here to return to Contents Country profiles Partner organisations TIGA Tiga is the national trade association representing the interests of UK games software developers. Our principal roles are: • To interface with government and ministers on all issues that affect the sector across a wide area: R&D, finance, skills and education, employment, trade, and industry profile. • To help develop and implement strategies for the sector that make the UK the place of choice to do ‘games’ business with our members. Our objective is to keep the UK as one of the top most important global centres for business and creativity. UK is the fourth largest producer of games software. UK is the third largest retail market for entertainment software worth £1.37 billion (£2.3 billion inc hardware). To contact Tiga please call: +44 (0)845 094 1 095 or mail info@tiga.org www.tiga.org Tiga has 157 members, 130 of which produce part or all of a game, and is funded mostly from subscriptions. 124 Click here to return to Contents Country profiles Partner organisations ELSPA ELSPA has always been dedicated to informing consumers about age suitability ratings, clarifying misconceptions about the games industry and promoting the industry to the press, public and retailers. The launch of the consumer and press website www.askaboutgames.com continues to build on this work. ELSPA (the Entertainment & Leisure Software Publishers Association) was founded in 1989 to establish a specific and collective identity for the British computer and video game industry. Since then, the membership has steadily grown from 12 to nearly 60 companies, including almost all the major companies concerned with the publishing and distribution of interactive entertainment and leisure software in the UK. ELSPA works to protect, promote and provide for the interests of its members. ELSPA also plays a key role in two of the UK's largest video game festivals – the Edinburgh Interactive Festival and the London Games Festival. For further information please contact: ELSPA 167 Wardour Street The association's key policy areas are: • Economic importance and fiscal support London W1F 8WL Tel: +44 (0)20 7534 0580 Fax: +44 (0)20 7534 0581 Email: info@elspa.com • Age ratings • Anti piracy • Use of games in education and the workforce for skills development • Health and wellbeing • Convergence www.elspa.com 125 Click here to return to Contents Country profiles Partner organisations Games Investor Consulting • Research and Strategy Consulting: GIC provides market forecasting, competitive intelligence, market entry and growth strategy planning, and company, market and IP due diligence Founded in 2003, Games Investor Consulting (GIC) is a specialist games research, strategy and corporate finance consultancy, with 11 consecutive years’ experience, an extensive contact network and an in-depth understanding of both the games and finance industries. With a portfolio of over 40 international clients, GIC typically consults at board level on market assessment, corporate strategy, market entry and development, fundraising, investment and acquisitions. GIC also provides specialist analysis of the games industry, authoring or editing a broad range of research reports published by Screen Digest. GIC covers all facets of the rapidly growing global games industry but has particular specialisation in online gaming and digital distribution; outsourcing and production, tools and middleware; current and emerging commercial models; media convergence; and company, technology and content IP valuations. GIC provides: • Investment Support: Market validation, opportunity identification and introduction, due diligence, games company and IP valuation Corporate finance consulting services • Mergers and Acquisitions: GIC assists both buyers and sellers find and transact with targets • Private Equity Fundraisings: GIC maintains strong links to the venture capital community Research and strategy consulting services • IPOs and Public Market Fundraisings: GIC helps clients achieve public market listings • Market Data: GIC tracks the global games industry, maintaining extensive databases covering the industry. GIC has surveyed over 200 games companies www.gamesinvestor.com 126 Click here to return to Contents Country profiles Disclaimer Whereas every effort has been made to ensure that the information given in this document is accurate, neither UK Trade & Investment nor its parent Departments (the Department for Business, Enterprise & Regulatory Reform, and the Foreign & Commonwealth Office), accept liability for any errors, omissions or misleading statements, and no warranty is given or responsibility accepted as to the standing of any individual, firm, company or other organisation mentioned. 127