Game Director from Hell - Chapter 53: Porting (2)
In the current era of AAA game production, entering the console market is an essential and inevitable element.
Setting aside other factors, the best way was for the games to be packaged with the device.
There was a country where such a tendency was especially prominent.
That country was Japan.
A nation that possessed two out of the world’s top three consoles. A country that had previously opened the era of console gaming and expanded the gaming industry.
And the name that was currently highly regarded and would become even more so in the future in that country was Sony.
More precisely, it was Sony’s PlayStation.
Is there any point in further explaining the prestige of PlayStation?
It would only be a list of facts that were painful to hear and not particularly new.
So, let’s look at the current situation.
“Ayado Goro, right?”
The owner of the business card in the email had come to the office.
He was a middle-aged Japanese man from Sony.
He had a cheerful smile and impressive restraint in his manners.
“…I’m Cheon Yeonho.”
“It’s fortunate that you can speak English. It seems language barriers have always been a problem for overseas trips.”
“You can speak in Japanese if you prefer. I can manage.”
“It’s better if both sides are comfortable with English.”
He was a confident person.
Was he the type to enjoy some discomfort and tension?
It didn’t matter.
I didn’t meet him to socialize.
I said, “Shall we get straight to the point, then?”
If we came to talk business, that should come first.
Ayado’s gaze changed. Soon, a smile spread across his face.
“As I heard from Mr. Russo, you’re a straightforward person. Excellent. So, let’s get straight to the point…”
Ayado handed me some documents.
“As I mentioned, we would like to distribute the console version of Hellic 2. That’s the purpose of my visit.”
“Yes, to be honest, it was quite a surprising request.”
I said while looking through the documents.
It was indeed surprising.
“Is the device PS3?”
“Yes, it’s the latest device we operate on our side.”
Not at all.
Considering that the PS4 would be released by the end of next year, calling it the latest device was awkward. But what I felt more than that was their intention.
“They probably want to boost sales.”
The correlation between the sales of the device and good titles was something even a child would understand.
And the PS3 was one of the devices that desperately wanted good titles.
There was no choice.
“The initial launch was terrible.”
There was no title in the history of PlayStation that had suffered as much as the PS3.
Regardless of external factors like price controversies at launch, the PS3 was fundamentally a difficult device in terms of development, based on the standards of that time.
It took about three to four years for developers of that era to get used to it.
And it took even longer to actually create games and distribute them.
As a result, they eventually rebounded, but was it commensurate with Sony’s reputation in terms of success? It was questionable.
That was the essence of the PS3.
Now, let’s talk about us.
“Released with the PS3 Super Slim model. Is that what you’re aiming for?”
Ayado’s eyes widened significantly, as if it were the correct answer.
‘It was around the end of this year. That was the planned release date for the Super Slim.’
The PS3’s final model, the Super Slim, would receive its last price cut around that time in North America.
It was Sony’s current strategy to make up for poor sales with increased sales numbers.
And to boost those sales numbers, they needed to supply high-quality titles.
Not my judgment, but the general consensus was that Hellic 2 had that value.
Ayado did not deny it unnecessarily.
“…A title that is easily portable to consoles. Hellic.”
His smile deepened.
“Simple controls, interaction-based mechanics, and character growth through item builds. It’s optimized for consoles. And with a fantastic narrative through cinematics, there’s no need to say more about its gameplay.”
That’s right.
Hellic 2 is a console-friendly game.
They probably won’t spend too much time on optimization for the PS3.
“One of the main titles that will shine on the last device of the PS3. It may be categorized as indie, but we believe that Hellic 2 is such a game.”
If you interpret the excessive praise, it seems to be.
-We need to boost our sales, so let’s borrow your name and fan base.
The company isn’t foolish.
Optimizing and porting an already developed game is easy.
That’s our role, and they just need to sell the finished package, so it’s definitely a win-win proposal for them.
So, is it a loss for me?
If you were to ask, I could answer firmly.
“It’s a gain.”
It was an opportunity.
An opportunity that I hadn’t even thought of, and even if I had, it would have been an opportunity that I couldn’t believe was real.
I could gain so much.
It was an advantage that could make covering the current development costs a “trivial” matter.
“Entering the console market.”
Studio Rewind is aiming to enter the AAA-grade market.
And AAA-grade is a market where the console market share is quite significant.
That fact remains unchanged even in a future where the prominence of the PC platform grows.
Especially in a country like Japan.
It was Studio Rewind’s weakness.
“Hellic’s performance in Japan is lacking.”
Despite being the home of the console game market, Hellic’s presence in the current Japanese market is limited due to the limitations of its release on the PC platform, enjoyed only by a few hardcore enthusiasts.
This was an opportunity to turn that around.
But does it end there?
Surely, looking further into the future, there is another advantage to be gained aside from entering the Japanese market.
“Console development experience.”
Experience cannot be bought with money.
Especially console development experience was an extremely challenging task to achieve domestically.
In a barren land like Korea.
If it’s this an atypical game then even more so.
I return to my initial dilemma.
“We need to make AAA-grade game.”
But we don’t have the manpower.
We will recruit more manpower in the future, but they will not have much console development experience.
That was a fatal fact that would critically affect the development of Hellic 3, which is coming soon.
Launching a AAA-grade game with inexperienced development experience, that’s what people call an indie game is in the first place.
There is a solution right in front of me.
So, I look at Ayado.
I try to think of a more practical solution.
“What do you think?”
Their goal is to increase PS3 sales through Hellic 2.
My goal is to secure development funding, expand the market, and gain practical experience.
Does it end with this deal?
Isn’t it too favourable for me alone?
‘It’s definitely not.’
Ayado still hasn’t said it.
I also had an unspoken fact.
Yes, this is a delicate conversation that can’t be avoided.
“…I didn’t come all the way here just for this.”
He opened the conversation.
“I like honest conversations.”
“You seem similar to Mr. Russo. That’s good. Please go ahead.”
“Is your real goal Hellic 3, right?”
Ayado’s smile deepened.
After all, going through Aldred Russo just for one game to be released on the last device, and even a high-ranking person coming all the way to Korea, there must be a hidden agenda.
The true goal must be beyond that.
“I understand that you’re preparing for the full launch of the PS4 now.”
The launch of the PS4, which was referred to as the best-selling PS in history, was approaching about 700 days from now.
From their perspective, it makes sense to have at least one more IP in their portfolio.
“You want the exclusive rights to Hellic 3. That’s how I understand your intention.”
It won’t be a first-party acquisition.
If that was the case, the initial approach would have been different.
What I can think of is a second-party, time-exclusive contract.
It’s a contract where the hardware distributor invests in the game developer to create the game and, in return, the game developer guarantees the distributor exclusive sales rights for a certain period.
This offer is for Rewind, to get the exclusive rights to Hellic 3 before anyone else.
The beginning of Studio Rewind’s journey to becoming a second-party developer.
“It seems you’re quite straightforward.”
The response came back positive.
“Yes, that’s correct. We have high hopes for the IP called Hellic from our side. The PS4 will definitely be a hit. To achieve that, we need as many titles as possible.”
It was an easy-to-understand conversation.
And one more thing.
“I appreciate you coming to us first.”
Sony, which was the top choice for the console, seems to be offering better conditions than I expected.
There’s no reason to hesitate.
There’s even less reason to decline.
So, I replied, “I’ll ask.”
“Yes.”
“How much funding can you provide?”
“Yes?”
“We need to know how much funding you can provide first.”
It made sense; it was a negotiation.
It was the basic order of a deal.
***
Ayado Goro, the senior director of Sony’s sales department, thought to himself.
These game directors, they all seem to lack social skills.
“Is he doing it alone? Huh?”
A robust voice came through the receiver.
It was Alred Russo from Valhalla.
Ayado forced a smile and replied, “Yes, we’ve negotiated the terms well. We’ll have to endure some bleeding on our side.”
“Hahaha! Did he trick you? He’s certainly a combative guy! I like that about him, even this aspect!”
“Haha…”
“Oh, and the poison clause…”
“It won’t be necessary.”
Why would anyone risk such a crazy move to get Hellic at a lower cost?
Ayado had considered the possibility. They were adding the poison clause to get Hellic at a lower price.
“It’s so obvious.”
The PS4 exclusive contract had already been signed, but knowing Alred Russo’s personality, he might cancel it at the slightest provocation. They couldn’t use the investment as leverage. Neither manpower nor financial resources, nor any help from the distributor for the next title’s development could influence Alred Russo’s decision or the penalty for contract termination.
It was a time when the competition between MS and consoles was intensifying. If Valhalla’s title switched sides…
“Well, I guess I’m retiring.”
Ayado sighed.
The voice that came out of the receiver sounded slightly annoyed. “Why are you so concerned? It’s Rewind Studios.”
In this situation, such words could only come out.
Ayado had known Aldred Russo for 20 years, and this was the first time he had ever supported someone like this.
Indie Game of the Year? Sure, that was impressive. But was it enough to pique the interest of Alred Russo to this extent? It was highly doubtful.
What potential did he see in these Korean youths to behave this way?
The answer remained unclear.
“There’s potential to nurture.”
Alred’s sinister laughter came through the receiver.
“I’m just saying, you should pick the fruit when it’s ripe. So, create an environment for it to ripen.”
Incomprehensible words.
Finally, Aldred added one more thing.
“Anyway, thanks for your hard work. Make sure to support him generously with development funds!”
“That part, you can leave it to us. Please focus on the next title. The new release…”
“No need to say it. I’m always the best. Even without you saying so.”
Click. The call abruptly ended.
These directors were truly a headache due to their erratic behaviour.
Ayado looked up at the sky.
The sky in Seoul wasn’t much different from Tokyo’s.
“These damn directors.”
Clearly, they lacked social skills.
But he had tp accept it.
Ayado’s tired figure walking away was a symbol of a weary corporate worker.
However, his mind was busy with calculations.
“Cheon Yeonho, I need to remember that name more clearly.”
No matter what, it was clear that Alred’s intuition would have a significant impact on the industry.
As the senior director of Sony’s sales department, that name was not just for show.
Detailed contract terms needed to be discussed, but they had crossed a major milestone.
The console port of Hellic 2 was practically confirmed.
The timing would be by the end of this year, around 330 days.
***
“So, are we starting work right away?”
Myungkyu was particularly tense.
He would be the one to endure the most in the console port, so it was only natural.
However, there was still a hurdle to overcome before they could begin the work in earnest.
“No.”
“Huh?”
“We have things to do before that.”
Finding investors.
They had finalized the device for porting.
That meant they had plans for the future, and now they needed to create the foundation to realize them.
“We’re expanding the studio. We’ll be hiring more employees.”
Recruiting talent.
And…
“We’re moving our office.”
Finding a larger office.
Their current office was comfortable, but considering the number of people they would be hiring, it was woefully inadequate.
The location had already been decided.
“We’re moving to Pangyo.”
Pangyo Techno Valley.
It was known as the Silicon Valley of Korea, the epicentre of IT.
Their move-in date: starting this year.
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