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godtit2.gif (16305 bytes)Mike Wilson’s divine dream of a developer-owned publisher is now a reality. Combine one ego-drenched name, a tossed salad of the hottest polygon spatterers in Texas, seven zeros of financing, and the resulting synergy is the Gathering of Developers. Behind the primped PR-gloss of what game companies want you to hear, GameSlice Editor-in-Chief Geoff Keighley unearths the undeniably fascinating tale of why this We-Are-The-World-esque concoction of developers is a suit-driven game publisher’s worst nightmare, and a hard-core gamer’s ultimate fantasy.

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How Much Do You Want For Aerosmith?



g.o.d. will "put the breaks on this consolidation idea that is only a theory put out by those who want to control creativity"
--Wilson's plan

One of the major goals of Wilson’s new venture is to "put the breaks on this consolidation idea that is only a theory put out by those who want to control creativity. It doesn’t work in Hollwood, it doesn’t work in the music industry, and the results are often mediocre, homogenous drivel such as top 40 music and network TV." As Wilson continues to explain his position on the issue of creative freedom, a key facet of the business plan, he asks, "Who would sit there and work for a label when they could have their own company, do the same amount of work without the marketing guys looking over their shoulders, and reap the financial rewards themselves? It just doesn’t make sense. You can’t buy talent. You don’t see Capitol Records calling up to buy Aerosmith."

The analogy is interesting to say the least. You never hear of, say, Mel Gilson being "bought" by Warner Brothers, although he may sign a production deal for a number of projects. However, can we draw parallels between the motion picture industry and game development? Brian Raffel, President of Raven Software, knows from experience. We asked him for his opinion whether Activision’s recent multi-million dollar merger with Raven caused them to have less creative control. He doesn’t think so. "We decided to merge with Activision because we wanted to be freed up to focus our attention on creating games rather than worrying about contracts and payrolls," explains Raffel.

"We realized that we needed to ally ourselves with a publisher that has what it takes to allow us to focus on content rather than contracts." Although we tried to talk to Activision about Wilson’s claims of consolidation being a bad model for the industry, they flat-out refused our requests for an interview or comment.

More forthcoming was GT Interactive’s CEO Ron Chaimowitz, who claims that "Unlike other companies, from our inception we have provided developers with creative freedom. We work with them as a team." Insiders we spoke to at some development companies claim GT is probably one of the better publishers out there. "GT really does go out of their way to work with developers" claimed one source, citing this relationship as the exception rather than the norm. Chaimowitz explains the drive for consolidation is due to the "significantly increasing cost of developing product" combined with "increasingly escalation of marketing, merchandising and promotion costs that may at times be 2-3 times the development costs."


"The Gathering supports and fosters a creative environment."
--Brett Combs, Terminal Reality

Even presented with these comments, Wilson still contends that the best environment for developers – the one in which they make the best quality product for gamers – is one independent of a publisher. Brett Combs agrees that "the Gathering supports and fosters a creative environment. The economics of business deals that current publishers offer creates a very stressful environment [for developers]."



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G A M E S L I C E : Computer and Video Game Coverage That Matters