{"data":{"id":12876,"title":"Game Changers: Chris Taylor","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/12876-Game-Changers-Chris-Taylor","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12876","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12876","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":284,"name":"Gamechangers1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/so3yq2dv5dxq3r\/source\/Gamechangers1.png","alt":"","size":1175265,"mime_type":"image\/png","last_modified":"2013-07-19T05:25:15+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/284","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/284\/similar"},{"id":286,"name":"Desert-Gameplay-Copy.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/0iqch4z2a3s8rr\/source\/Desert-Gameplay-Copy.png","alt":"","size":3178928,"mime_type":"image\/png","last_modified":"2013-07-19T05:25:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/286","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/286\/similar"},{"id":287,"name":"Wm_concept_jungle.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ttxtce5cuoxdor\/source\/Wm_concept_jungle.jpg","alt":"","size":3619182,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:25:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/287","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/287\/similar"},{"id":21878,"name":"Wallpaper_wildman_poster_1024x768.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/tgf1h9oey7evor\/source\/Wallpaper_wildman_poster_1024x768.jpg","alt":"","size":204318,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:25:14+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/21878","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/21878\/similar"}],"images_count":4,"translations":{"en_EN":"I\u2019m excited to introduce a new feature at the Roberts Space Industries website: \u201cGame Changers!\u201c. Informal discussions with well-known game developers to give everyone an insight into the developer perspective, the things that excite or challenge and to talk a little about what they are up to. An insider\u2019s access to talented developers that have made games that both you and I love.\n\nMy sit down with Chris Taylor, located below, is the first of such pieces, and we shot it before Christmas before he launched his Wildman campaign. We talk about our shared history with Electronic Arts and Microsoft and Wildman. He\u2019s made many great games, such as Total Annihilation, Dungeon Siege and Supreme Commander and he never goes into something with less than 150% energy and enthusiasm.\n\nSo why Kickstarter for Chris and myself?\n\nIt really has to do with the publisher \/ developer relationship in today\u2019s world. A publisher will say;\n\n\u201cHere\u2019s $20M to make a game, I\u2019ll own the intellectual property and you\u2019ll have to pay me back that $20M from your royalties. Because I\u2019m advancing you so much your royalty rate is going to be only 20% of the net revenue.\u201d\n\nWhat this means is that the publisher will be making money for a long time before a developer will ever see a penny of profit from their hard work. This model comes from the recording industry, where it works better because the recording cost of the album is a lot less than the cost of selling it. In the old days of game development, when games cost just your own time and could be made quickly the model worked. But as the cost of development has gone up the advantage has irrevocably shifted to the publisher. They still pay the same to market and publish the game as they always did, but the developer side of the cost equation has gone way up. Originally something like 80% of the cost of selling a game was in packaging, sales and marketing and only 20% or less was in development. But now the cost of development is more like 50-60% of the overall investment but the share the developer gets has not increased. So pretty much all independent developers end up being indentured servants to whichever publisher they are working for. They almost never make enough money from any game to become independent and so are completely dependent on development contracts. These development contracts tend to be so tight that there are not more than a few months of extra \u201cburn\u201d in the bank, so if you don\u2019t land a new job pretty quickly, you are in trouble. Which is why you\u2019ve seen so many developers close over the past few years, especially as publishers have cut back on their external development to focus more and more on in-house sequels to \u201cfranchises\u201d like Call of Duty, FIFA or Battlefield.\n\nThis is why crowd funding and Kickstarter is so exciting for developers. Besides the awesomeness of connecting directly with people that love your games and engaging in a lot of fun conversations it allows you to free yourself from the shackles of working for a publisher. It takes the publisher out of the revenue chain, allowing the developer to keep more money, which in turn can be used to build a better game the way the community and the developer wants. No crazy notes from publishing executives that don\u2019t play games, or marketing executives wanting to chase the fluffy unicorn of social. That\u2019s why I love crowd funding. I\u2019m immensely grateful to all of you in allowing me to build Star Citizen free from the interference of a publisher. I will build a better game, and I game better tailored to what YOU want. Its why I try to support any of my peers in entering the wild and woolly world of crowd funding. I think it\u2019s a huge boost for the future of game making.\n\nI\u2019ve known Chris for a long time and he\u2019s one of the most straight shooting, forthcoming and funny people you will meet. He\u2019s a genuine pleasure to be around and incredibly talented. Wildman, is about as far from a Space Sim as you can get, but if you\u2019re a fan of any of Chris Taylor\u2019s games I would encourage you to check it out, either on Kickstarter or on their dedicated site. Like Star Citizen, Wildman will build on the DNA of Taylor\u2019s previous games, including both real time strategy and role playing elements in ways never before combined!\n\nI\u2019m backing!\n\n-Chris","de_DE":"Ich freue mich, ein neues Feature auf der Website von Roberts Space Industries vorzustellen: \"Game Changers!\". Informelle Diskussionen mit bekannten Spieleentwicklern, um jedem einen Einblick in die Entwicklerperspektive zu geben, die Dinge, die aufregend oder herausfordernd sind, und um ein wenig dar\u00fcber zu sprechen, was sie vorhaben. Der Zugang eines Insiders zu talentierten Entwicklern, die Spiele entwickelt haben, die sowohl Sie als auch ich lieben.\n\nMein Platz mit Chris Taylor, unten gelegen, ist das erste solcher St\u00fccke, und wir haben es vor Weihnachten gedreht, bevor er seine Wildman-Kampagne startete. Wir sprechen \u00fcber unsere gemeinsame Geschichte mit Electronic Arts und Microsoft und Wildman. Er hat viele gro\u00dfartige Spiele gemacht, wie Total Annihilation, Dungeon Belagerung und Supreme Commander und er geht nie mit weniger als 150% Energie und Begeisterung in etwas hinein.\n\nWarum also Kickstarter f\u00fcr Chris und mich?\n\nEs hat wirklich mit der Publisher \/ Developer Beziehung in der heutigen Welt zu tun. Ein Verleger wird sagen;\n\n\"Hier sind 20 Millionen Dollar f\u00fcr ein Spiel, ich besitze das geistige Eigentum und du musst mir diese 20 Millionen Dollar von deinen Lizenzgeb\u00fchren zur\u00fcckzahlen. Weil ich dich so sehr voranbringe, wird dein Lizenzsatz nur 20% des Nettoeinkommens betragen.\"\n\nDas bedeutet, dass der Publisher lange Zeit Geld verdienen wird, bevor ein Entwickler jemals einen Penny Gewinn aus seiner harten Arbeit ziehen wird. Dieses Modell kommt aus der Plattenindustrie, wo es besser funktioniert, weil die Aufnahmekosten des Albums viel geringer sind als die Kosten f\u00fcr den Verkauf. In den alten Tagen der Spieleentwicklung, als Spiele nur Ihre eigene Zeit kosteten und schnell gemacht werden konnten, funktionierte das Modell. Aber mit den gestiegenen Entwicklungskosten hat sich der Vorteil unwiderruflich auf den Verlag verlagert. Sie zahlen immer noch dasselbe, um das Spiel zu vermarkten und zu ver\u00f6ffentlichen, wie sie es immer getan haben, aber die Entwicklerseite der Kostengleichung ist weit nach oben gegangen. Urspr\u00fcnglich waren etwa 80% der Kosten f\u00fcr den Verkauf eines Spiels in Verpackung, Vertrieb und Marketing und nur 20% oder weniger in der Entwicklung. Aber jetzt sind die Entwicklungskosten eher 50-60% der Gesamtinvestition, aber der Anteil, den der Entwickler erh\u00e4lt, ist nicht gestiegen. So ziemlich alle unabh\u00e4ngigen Entwickler enden als vertraglich gebundene Diener f\u00fcr jeden Publisher, f\u00fcr den sie arbeiten. Sie verdienen fast nie genug Geld mit jedem Spiel, um unabh\u00e4ngig zu werden und sind daher v\u00f6llig abh\u00e4ngig von Entwicklungsvertr\u00e4gen. Diese Entwicklungsvertr\u00e4ge sind in der Regel so eng, dass es nicht mehr als ein paar Monate zus\u00e4tzlicher \"Verbrennung\" in der Bank gibt. Wenn Sie also nicht ziemlich schnell einen neuen Job bekommen, sind Sie in Schwierigkeiten. Deshalb haben Sie in den letzten Jahren so viele geschlossene Entwickler gesehen, zumal Publisher ihre externe Entwicklung reduziert haben, um sich mehr und mehr auf interne Fortsetzungen von \"Franchises\" wie Call of Duty, FIFA oder Battlefield zu konzentrieren.\n\nDeshalb ist die Crowd-Finanzierung und Kickstarter f\u00fcr Entwickler so aufregend. Neben der Gro\u00dfartigkeit, sich direkt mit Leuten zu verbinden, die deine Spiele lieben, und sich an vielen lustigen Gespr\u00e4chen zu beteiligen, erlaubt es dir, dich von den Fesseln der Arbeit f\u00fcr einen Publisher zu befreien. Es nimmt den Publisher aus der Umsatzkette, so dass der Entwickler mehr Geld behalten kann, was wiederum dazu genutzt werden kann, ein besseres Spiel zu entwickeln, so wie es die Community und der Entwickler wollen. Keine verr\u00fcckten Notizen von Verlegern, die keine Spiele spielen, oder Marketingleitern, die dem flauschigen Einhorn des Sozialen hinterherlaufen wollen. Deshalb liebe ich die Finanzierung von Menschenmassen. Ich bin euch allen sehr dankbar, dass ich Star Citizen frei von der Einmischung eines Verlegers bauen darf. Ich werde ein besseres Spiel bauen, und ich spiele besser zugeschnitten auf das, was DU willst. Sein, warum ich versuche, irgendwelche meiner Gleichen zu unterst\u00fctzen, wenn ich die wilde und wollige Welt der Massenfinanzierung betrete. Ich denke, es ist ein gro\u00dfer Schub f\u00fcr die Zukunft des Game Making.\n\nIch kenne Chris schon lange und er ist einer der direktesten, aufrichtigsten und lustigsten Menschen, die du treffen wirst. Er ist ein echtes Vergn\u00fcgen, dabei zu sein und unglaublich talentiert. Wildman, ist ungef\u00e4hr so weit von einer Space Sim entfernt, wie man es nur bekommen kann, aber wenn Sie ein Fan von Chris Taylors Spielen sind, w\u00fcrde ich Sie ermutigen, es sich anzusehen, entweder auf Kickstarter oder auf ihrer speziellen Seite. Wie Star Citizen wird Wildman auf der DNA von Taylors fr\u00fcheren Spielen aufbauen, einschlie\u00dflich Echtzeitstrategie und Rollenspielelementen in einer bisher unerreichten Weise!\n\nIch unterst\u00fctze dich!\n\n-Chris","zh_CN":"I\u2019m excited to introduce a new feature at the Roberts Space Industries website: \u201cGame Changers!\u201c. Informal discussions with well-known game developers to give everyone an insight into the developer perspective, the things that excite or challenge and to talk a little about what they are up to. An insider\u2019s access to talented developers that have made games that both you and I love.\n\nMy sit down with Chris Taylor, located below, is the first of such pieces, and we shot it before Christmas before he launched his Wildman campaign. We talk about our shared history with Electronic Arts and Microsoft and Wildman. He\u2019s made many great games, such as Total Annihilation, Dungeon Siege and Supreme Commander and he never goes into something with less than 150% energy and enthusiasm.\n\nSo why Kickstarter for Chris and myself?\n\nIt really has to do with the publisher \/ developer relationship in today\u2019s world. A publisher will say;\n\n\u201cHere\u2019s $20M to make a game, I\u2019ll own the intellectual property and you\u2019ll have to pay me back that $20M from your royalties. Because I\u2019m advancing you so much your royalty rate is going to be only 20% of the net revenue.\u201d\n\nWhat this means is that the publisher will be making money for a long time before a developer will ever see a penny of profit from their hard work. This model comes from the recording industry, where it works better because the recording cost of the album is a lot less than the cost of selling it. In the old days of game development, when games cost just your own time and could be made quickly the model worked. But as the cost of development has gone up the advantage has irrevocably shifted to the publisher. They still pay the same to market and publish the game as they always did, but the developer side of the cost equation has gone way up. Originally something like 80% of the cost of selling a game was in packaging, sales and marketing and only 20% or less was in development. But now the cost of development is more like 50-60% of the overall investment but the share the developer gets has not increased. So pretty much all independent developers end up being indentured servants to whichever publisher they are working for. They almost never make enough money from any game to become independent and so are completely dependent on development contracts. These development contracts tend to be so tight that there are not more than a few months of extra \u201cburn\u201d in the bank, so if you don\u2019t land a new job pretty quickly, you are in trouble. Which is why you\u2019ve seen so many developers close over the past few years, especially as publishers have cut back on their external development to focus more and more on in-house sequels to \u201cfranchises\u201d like Call of Duty, FIFA or Battlefield.\n\nThis is why crowd funding and Kickstarter is so exciting for developers. Besides the awesomeness of connecting directly with people that love your games and engaging in a lot of fun conversations it allows you to free yourself from the shackles of working for a publisher. It takes the publisher out of the revenue chain, allowing the developer to keep more money, which in turn can be used to build a better game the way the community and the developer wants. No crazy notes from publishing executives that don\u2019t play games, or marketing executives wanting to chase the fluffy unicorn of social. That\u2019s why I love crowd funding. I\u2019m immensely grateful to all of you in allowing me to build Star Citizen free from the interference of a publisher. I will build a better game, and I game better tailored to what YOU want. Its why I try to support any of my peers in entering the wild and woolly world of crowd funding. I think it\u2019s a huge boost for the future of game making.\n\nI\u2019ve known Chris for a long time and he\u2019s one of the most straight shooting, forthcoming and funny people you will meet. He\u2019s a genuine pleasure to be around and incredibly talented. Wildman, is about as far from a Space Sim as you can get, but if you\u2019re a fan of any of Chris Taylor\u2019s games I would encourage you to check it out, either on Kickstarter or on their dedicated site. Like Star Citizen, Wildman will build on the DNA of Taylor\u2019s previous games, including both real time strategy and role playing elements in ways never before combined!\n\nI\u2019m backing!\n\n-Chris"},"links_count":3,"comment_count":82,"created_at":"2013-02-01T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-28 18:09:37","valid_relations":["images","links","translations"],"prev_id":12875,"next_id":12877}}