Showing posts with label IGDA. Show all posts
Showing posts with label IGDA. Show all posts

Monday, April 18, 2011

Implications of the Amazon-IGDA spat

In case you missed it, there's been some interesting goings-on in digital distribution land, in particular with Amazon's Android Appstore, and the dev community (via their proxy, the IGDA) taking issue with some of the terms in their distribution agreement.

The IGDA, in service of it's members, posted an advisory calling Amazon out on several of the points they viewed as egregious and called attention to the risks they believed developers were taking on in accepting such terms. You can read the IGDA's letter here.


On their developer blog, Amazon responded the following day, stating simply that the policy in question was from a dated text file, and that a PDF elsewhere on the site contained the correct terms.

The response seems fishy. The IGDA's letter states that they reached out to Amazon several times and that Amazon were unwilling to change terms. If it were simply a matter of referencing the wrong terms, surely they would have pointed that out. Secondly, Amazon's response doesn't actually address the concerns stated in the IGDA letter. Even taking Amazon's 'correction' into account, many of the IGDA's concerns still seem valid.

It will be interesting to watch how this plays out.

However, I wanted to call attention to a couple things I think are worth noting about this chain of events.

1) As Dan Cook pointed out in his excellent GDC presentation, platform owners and/or retailers may act in a way that is detrimental to developers, depending on their motivations, business interests and the stage of their life-cycle.

Amazon here is a retailer with far less interest in the success of the platform than they have success in capturing revenue/market share away from other android store fronts. This is a formula for a Tragedy of the Commons where it will be the developers upon whom the livestock graze.

So, this current Amazon/IGDA tete-a-tete serves to draw attention to the issue from that perspective. In a case like this, Amazon may be very different from Apple. For that matter, Amazon's Android Appstore may be very different than their Kindle Appstore.

2) Another way to think about this, is as a form of collective action. Not formal collective action such as a union might undertake; but rather collective in the sense that as the hive-mind of the developer community becomes educated about the implications of terms, they can jointly act.

3) As Dan also pointed out in his presentation, large companies generally don't like bad PR, especially when it presents them as Goliath to a game developer David. I think this is a great example of the kind of collective developer action we are going to see to try to shame platform owners into curbing one-sided practices. I'm surprised their weak response isn't developing more outrage.

We've seen previous efforts in this vein. e.g. When MS was proposing changes to the XBLA royalty structure, or when MS did a dashboard update that buried the indie games channel. In both cases, developer outcry caused at minimum a public response, if not a back-pedal on policy.

So what is the real implication?

Developers, and the indie community in particular, have always had a 'sneaker net' with which they supported each other with information about platform and distribution portal learnings. However, today with social media tools and groups like the IGDA, developers better armed than ever to take action when terms aren't in their favor

The question portals, distributors, and retailers should ask themselves is how they would feel about their terms coming under public scrutiny. Today this is about Amazon, but in reality it's about 'little guys' vs 'big guys'. The little guys are realizing they wield more power than they thought, and are starting to learn how to use it. One need only look to the past months' developments in the middle east to see examples of it in other contexts.

[Update - April 19: IGDA responds to Amazon's response]

Monday, November 8, 2010

Book Review: Intrapreneurship in Action

This was one of a number of books I referenced in a talk I gave at the IGDA Leadership Forum last week.


The author, Gifford Pinchot , was the one who initially coined the "intrapreneurship" term back in the late seventies in an earlier work. Intrapreneuring in Action is a pretty good book on the subject, though I much preferred Ten Rules for Strategic Innovators.

The book breaks down both requirements for successful intrapreneuring, as well as methods for leaders to build more entrepreneurial culture within their organizations. In both of these the book can be a very fast read as his approach is very structured, to the point of section headers basically containing the core idea most of the time. I found that only some pieces benefitted me if I read through them in depth.

Where I found it falls a little short is that the real-world cases cited are extremely non-specific. Unlike Ten Rules, it doesn't name names. Not that I doubt the cases are real, but they jump off the page far less and aren't as easy to understand without the very specific context of real company and product names.

This negative aside, it's still a good read and has a good structured approach to either taking on an intrapreneurial initiative or shaping your company to being more ready for such initiatives.

Thursday, November 26, 2009

The Developer's Duty

I attended both the IGDA Leadership Summit and the Montreal International Game Summit recently, and both conferences were punctuated by keynotes given by Chris Hecker. The keynotes were different, but related. Summaries are covered here and here.

One of the main points of both keynotes was that games are at a crossroads, and that whether they end up as a respected medium of entertainment and artistic expression, or get relegated to a 'cultural ghetto', or worse, get regarded as 'just toys'. Jason captured this slide on that point:


Chris also made the point that the industry was moving from questions of HOW (e.g. "How do I put 100 characters in a scene?") to questions of WHY ("Why do I want to put 100 characters in my scene? What am I trying to say by doing so?" etc)

His call to action was that developers should all ask themselves, during the course of their development, two questions:
- "What am I trying to say, and why?"
- "Am I saying it with interactivity?"

It/they were brilliant and provocative keynotes. Chris' big picture thinking always impresses me.

Yesterday, I watched Good Night and Good Luck, the story of Edward R Murrow's attempt to take a stand against Senator Joe McCarthy's communist witchhunt and circumventing of due process, etc.

The film begin and ends with Murrow's speech to the Radio and Television News Directors Association convention in 1958. The transcript of the speech is well worth reading (the film only provides the beginning and ending).

There's a passage toward the end that Murrow directed toward television, but I think applies equally to games and is in keeping with the ideas conveyed in Chris' speech. Given the sentiment of Murrow's speech, that the medium has a responsibility to *try* to do more - that those that develop and fund content have a duty to do so - I have to think he'd be OK with our applying his words to games in the same way:

We are currently wealthy, fat, comfortable and complacent. We have currently a built-in allergy to unpleasant or disturbing information. Our mass media reflect this. But unless we get up off our fat surpluses and recognize that television in the main is being used to distract, delude, amuse and insulate us, then television and those who finance it, those who look at it and those who work at it, may see a totally different picture too late.[1]

I do not advocate that we turn television into a 27-inch wailing wall, where longhairs constantly moan about the state of our culture and our defense. But I would just like to see it reflect occasionally the hard, unyielding realities of the world in which we live. I would like to see it done inside the existing framework, and I would like to see the doing of it redound to the credit of those who finance and program it. Measure the results by Nielsen, Trendex or Silex-it doesn't matter. The main thing is to try[2]. The responsibility can be easily placed, in spite of all the mouthings about giving the public what it wants. It rests on big business, and on big television, and it rests at the top. Responsibility is not something that can be assigned or delegated. And it promises its own reward: good business and good television.[3]

Perhaps no one will do anything about it. I have ventured to outline it against a background of criticism that may have been too harsh only because I could think of nothing better. Someone once said--I think it was Max Eastman--that "that publisher serves his advertiser best who best serves his readers." I cannot believe that radio and television, or the corporation that finance the programs, are serving well or truly their viewers or listeners, or themselves.[4]

I began by saying that our history will be what we make it. If we go on as we are, then history will take its revenge, and retribution will not limp in catching up with us.[1]

We are to a large extent an imitative society. If one or two or three corporations would undertake to devote just a small traction of their advertising appropriation along the lines that I have suggested, the procedure would grow by contagion; the economic burden would be bearable, and there might ensue a most exciting adventure--exposure to ideas and the bringing of reality into the homes of the nation.

To those who say people wouldn't look; they wouldn't be interested; they're too complacent, indifferent and insulated, I can only reply: There is, in one reporter's opinion, considerable evidence against that contention. But even if they are right, what have they got to lose? Because if they are right, and this instrument is good for nothing but to entertain, amuse and insulate, then the tube is flickering now and we will soon see that the whole struggle is lost.

This instrument can teach, it can illuminate; yes, and it can even inspire. But it can do so only to the extent that humans are determined to use it to those ends. Otherwise it is merely wires and lights in a box.[5]

Parallel's with Chris' talk:
  1. Art vs Pop-culture ghetto
  2. The important thing is that we all try
  3. Indies can't do all the heavy lifting. Big Games needs to pitch in too.
  4. "Cotton Candy for Dinner"
  5. It's ours to fuck up, and we CAN fuck it up.
I thought the parallels quite electrifying. I don't know whether to find encouragement in it though. The struggle Murrow spoke of 50 years ago continues today, and a few minutes watching Fox news makes a case that we are losing ground if anything.

That a struggle does continue though, is good. Hopefully games can fare as well, or better. So long as developers (and publishers, and the rest of us on the periphery) consider it their duty to try, then maybe we will do better.

Monday, February 2, 2009

Jason Della Rocca leaves IGDA

Jason Della Rocca announced that he's stepping down as Director of the IGDA.


Whenever high-visibility industry people step down from a long time role, there's a tendency to look at them as irreplaceable, and that the company/organization will suffer for their loss. This is almost always patently false. People get replaced and organizations move on.

This is one of the rare cases where I think it's true. Jason is a force of nature and huge part of what's made the IGDA what it is. He oversaw it's separation from CMP, it's transition to a non-profit organization, and was a big part of it's growth, strong ties to the industry, government and academia, and more. I have no doubt the IGDA will find a way to move on, but man, those are big shoes to fill.

Back at Matrox, Jason was my first employee. He went on to run developer relations there after I left. It was in that role that I think he first got a hint that his strength in connecting and connecting with  people was something that could really take him places. I've often joked that Jason personally knows just about every individual in this industry. That's an exageration but not far from it. Among those many people are many industry recruiters, and I'm sure a few will be reaching out to him soon (though it sounds like he's got some ideas about what he's doing next).

Best of luck Jason. Can't wait to see what's next. I'm sure it will be awesome.