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Don’t Miss: How paying for content ratings can hurt indie devs

A few months back I was Skyping with Matthew Burns and Zach Barth about Zachtronics’ TIS-100 when Barth mentioned his frustration with PEGI, Europe’s self-regulating video game content ratings agency.

“We have to work with them, and they have some crazy policies that are not cool for indies,” he told me. “You can’t put your game on an Xbox or PlayStation without a PEGI rating, and they charge thousands of dollars.”

PEGI designed its licensing fee scheme for digital games based on how it’s been rating physical video game releases since 2003: with the expectation that publishers would foot the bill. But the rise of self-publishing has created situations where the biggest line item on a small developer’s budget may well be ratings board licensing fees.

Is that, in turn, putting pressure on indies not to release their games in Europe on platforms that require PEGI ratings, i.e. Xbox Games Store, Sony’s PSN and Nintendo’s eShop?

Indies are paying roughly $300-$1,000 per platform for a PEGI rating

Happion Labs, for example, released Sixty Second Shooter Prime on Xbox One last year through the ID@XBox program and reported the biggest expense was paying just over $2k in PEGI and USK fees so the game could release on the Xbox Games Store in Europe and Germany.

By comparison, getting the game ESRB-rated so the game could be sold in the U.S. cost nothing; the ESRB rolled out a free, streamlined voluntary rating service to digital platforms years ago.

“Removing the PEGI charge would obviously be great for developers, especially those operating at a smaller scale who might be worried about not making enough money in Europe.”

This week studio frontman Jamie Fristrom told me via email that paying for ratings ultimately proved worthwhile (“SSSP on Xbox One has been the most I’ve earned for time invested of anything I’ve done as an indie”) but that it does seem like PEGI’s fee scheme has a chilling effect on indies releasing games in Europe.

“It used to be that localization would have been the big expense to release in Europe, but the costs of loc. keep dropping and often indies can get it done for free by tapping their communities, so that PEGI license becomes the big cost of shipping in Europe,” wrote Fristrom.

PEGI knows this. It’s been taking fire on this front from members of the European game industry for some time (UK game industry trade body TIGA called on PEGI last year to reform what it called “unreasonably high and repetitious fees”) and when I sat down with agency communications manager Dirk Bosmans at Gamescom last month, he tried to offer both an explanation and the promise of a near future where no indie will have to pay for a rating on a Microsoft, Sony or Nintendo platform ever again.

But first, he acknowledged PEGI’s fees are an outdated relic of the way the video game industry used to operate. They’re also the primary thing keeping PEGI in business.

PEGI knows this is a problem, but it wants to maintain income

“Our money comes from fees that publishers pay to get a ratings license…that’s basically our only source of income,” Bosmans told me, estimating that PEGI has less than five full-time staffers. “When we were at the height of the console cycle, there were lots of games. That’s come down in the past few years, so obviously our income is shrinking.”

“A couple of years ago, if you’d asked me [whether PEGI fees have a chilling effect on European game releases], the answer probably would have been no, because in order to release a game in a box on a shelf you’d need a lot of funds,” said Bosman. “But because digital is so much more accessible, it’s much easier to release a game, but we still charge the same.”

The developers I spoke to typically paid (depending on exchange rates) between $300-$400 per platform for a PEGI rating if their game took up 450 megabytes or less when fully installed; rise above that size limit, and the fee rises to around $1,000 per platform.

Barth brought Infinifactory out of Early Access earlier this year, and plans to bring it to PlayStation 4 next

“So yeah, because Infinifactory is 3D it cost us three times as much to rate it,” Barth tells me. “That doesn’t make any sense! Our budget is not three times higher because the game is 3D. We totally cheaped out; the assets just happen to be kind of big on the disk.”

In Barth’s eyes, the whole thing is arbitrary. PEGI sets fees based on your total development budget and the size of your game install, but it recently raised that size limit from 250 MB to 450 MB — so why not raise it a bit higher, or just do away with the fee structure entirely and offer voluntary free ratings for digital games, like the ESRB does?

“A few years ago, yes, they suddenly decided to make everything digital, free. If we would do that, we’d basically destroy our income; we wouldn’t be able to continue our operations,” said Bosmans. “I understand that it’s difficult for the developers at the bottom, but at the same time, making exceptions for them is not fair to other developers either. So we can do low-budget fees, we can do casual fees, but if you are above that, we have to charge the same fee. We have to be straightforward in that.”

I should note here that PEGI uses the term “casual” to refer to digitally-distributed games that fall under its 450 size limit. The content doesn’t really matter, just the file size, so you can save a chunk of change by keeping your game small. However, even developers who squeak in under the limit are a bit frustrated with the process of getting PEGI-rated.

“Fortunately Axiom Verge is under 450 megabytes, so it arbitrarily classified as a ‘casual game’ with a cost of 260 euros for each platform…but that’s basically just due to my choice of pixel art, which compresses well; the same game with HD art would go over 450 megabytes and cost 2,100 euro plus 1,050 for each platform,” Axiom Verge developer Thomas Happ recently told me via email.

Axiom Verge was released on PlayStation 4 back in March, and is not my idea of “casual”

“Mainly for me it is just time-consuming and frustrating,” he added. “You also have to create a highlight reel showing all the most egregious blood/language/sexual content in the game, and it takes them a while to process the whole thing. Since I’m a solo dev it means all development stops as I’m doing it.”

Barth echoes these complaints about PEGI’s video reel submission requirements (“It takes forever, and it’s a pain in the ass”) and asks a question that has, in turn, been echoed by other developers I’ve corresponded with: Why can’t the process of age-rating your game for release in Europe be straightforward and free, like it is in the U.S. under the aegis of the ESRB?

“Simplifying this process would be extremely beneficial to small teams that would rather focus their time on developing and marketing their game,” Sportsfriends developer Ramiro Corbetta (maker of Hokra) tells me via email. “Removing the PEGI charge would obviously be great for developers, especially those operating at a smaller scale who might be worried about not making enough money in Europe.”

But is paying for PEGI ratings inhibiting indies from releasing games in Europe? Corbetta says no, not really — it’s just a painful but necessary reality of game development.

Dealing with ratings boards is never glamorous and it comes up at a point in development when you are least excited about filling out paperwork, but we always knew that it would be a necessary step to finish the game,” he told me. “While any costs can be painful for a small development team, we always assumed that European sales would be much, much larger than the cost of PEGI ratings, and now that we have sales numbers in front of us we know we were right.”

In the face of Infinifactory’s impending PlayStation 4 release, Barth isn’t so sanguine about the price.

“I’m always optimistic going into a new title. I really hope that Infinifactory sells a ton of copies,” he says. “But in all honesty, it’s probably not going to, and the PEGI cost is probably going to eat up a substantial amount of what we make in Europe. It’s not enough to not do it, but it hurts.”

IARC might (eventually) be the answer

Again, PEGI knows this, and Bosmans promises that things will change — soon.

“IARC should solve these issues,” he tells me. “If Nintendo, Microsoft and Sony are joining IARC, getting your game rated for ESRB, PEGI, USK and all the other ratings boards will be free. That’s our goal.”

Here’s the pitch: IARC (International Age Ratings Coalition) is a process whereby you fill out a questionnaire and receive an auto-generated content rating for all ratings boards participating in IARC (notably the ESRB, USK, and PEGI) every time you submit a game to a participating digital storefront.

It doesn’t take very long, and it’s completely free — IARC draws revenue from royalties paid by participating storefronts, and Bosmans says PEGI’s cut will allow it to stay in business in the absence of revenue from licensing digital games to use its ratings.

Earlier this year IARC was implemented in the Google Play Store, and Bosman expects it to come to Sony, Microsoft and Nintendo’s digital platforms at some point in the near future.

“I’ve just come out of two days of IARC meetings [we were speaking at Gamescom, remember] and it seems we’re in very, very good shape,” he told me. “I don’t have timeframes for you, but I do know that Nintendo, Microsoft and Sony are working on the implementation. So at some point in the future, I can say, those four will be using IARC.”

When that will happen, exactly, depends on how quickly the three companies integrate IARC into their platforms. When I press him about timelines — are we talking weeks, months, years? — Bosmans says any estimate would be misleading, because this is the biggest IARC rollout yet.

“It’s a gigantic operation. We thought when we knew that we could make an adoption by Google possible, that was going to be the biggest undertaking ever — it was very difficult,” he tells me. “But now, with three different platforms joining at the same time and possibly new ratings boards joining too [Japan’s CERO board recently expressed interest in joining IARC] it’s become a massive undertaking.”

“I’d love to see a timeline for that; it’s one thing for them to say that they’ve ‘committed’ but having it actually be a reality is the only thing that matters,” Barth responds.“We used IARC to rate a few of our Android games and it was exactly the amount of work (very little) and cost (free) that I’d expect. I still don’t think they have an excuse for charging us over $3,000 for what the ESRB can, right now in the exact same industry climate, do for free.”

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Get a job: Ghost Story Games is hiring an experienced Programmer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Westwood, Massachusetts

Our mission is simple: to create immersive, story-driven video games for people who love games that ask something of them.

WHAT WE’RE LOOKING FOR

Ghost Story Games (formerly known as Irrational Games), best known for the BioShock franchise, is seeking a highly experienced and talented Senior Programmer. In this role, you are directly responsible for creating efficient and effective code in support of our development and QA teams with a focus on QA automation & tools and game analytics. In this role, you will also be responsible for additional programming support, which may include general gameplay features, tools, graphics and rendering or other engine technologies.

WHAT WE OFFER

  • The opportunity to work on a creatively ambitious project in the immersive sim genre.
  • A world-class team. We are proud to be home to some of the most talented, smartest, nicest and hardest-working colleagues. We make mistakes sometimes, but we help each other by finding mistakes early and depending on each other to fix them quickly.
  • We are a core development team of just under 30 people and work closely with specialist outsource groups and contractors when necessary.
  • Open Communication: Our team members are welcome to join any meeting, and we have a flat structure. Do you have a question or a concern? Just walk up to anyone and ask! Team-based decision making is important to us, regardless of your position – every opinion counts and is considered.
  • Flexible Hours: We understand that sometimes people need to juggle work and family life, so we have flexible work hours and a support structure that allows people to work from home if needed. Every Friday is a default WFH day for us, so no meetings planned that day!                                           
  • The Space: We love our studio space and all the comfortable perks that come with it, such as a fully stocked kitchen (drinks, fruit, snacks, breakfast food), plenty of shops, restaurants and (urgent care) services within walking distance, a game room, a quiet room, outdoor deck, free parking, public transportation connections including the Amtrak train into Boston + NY and maybe, just maybe, we have a bathysphere whiskey bar.
  • Free Merchandise: Every new employee is welcomed with an onboarding swag package to make sure they blend right in. Additionally, each of our team members can expect to receive a new merchandise item every time one goes live in our fan store. For fans of other Take-Two studios, there is a discounted employee store where you can find the latest games and swag from our sister studios.
  • On-Site Support: Our world-class IT and Operations teams make sure that you get what you need to do what you do best. They keep us working, fed, hydrated and happy. Full team-catered lunches for new employee welcomes or significant team meetings? Receiving your online shopping orders? Getting you an aspirin when needed? They have your back!

Great Place to Work® has certified our workplace culture. At Ghost Story Games, 96 percent of employees say their workplace is great, which ties us for first spot in the games industry.

RESPONSIBILITIES

  • Support high quality and robust game features and systems, by gathering requirements, designing solutions, implementing efficient code, testing and debugging.
  • Implementing automation and other tools to streamline the QA process for a highly systemic game.
  • Support build automation processes as needed.
  • Support analytics backend development as needed.
  • Participate on development of low level systems like streaming, generic serialization, entity system and more.
  • Participate in group collaboration and utilize engineering best practices, such as code reviews.
  • Work with all departments to ensure we are using the most effective & efficient systems and tools needed to realize the vision of the game
  • Create efficient, scalable, optimized code while working with 3rd party libraries and tools.

WHAT WE’RE LOOKING FOR

  • 5+ years of experience in the game industry.
  • Has shipped at least one highly rated PC game (Metacritic rating of 85+)
  • Have architected (or significantly improved) build systems and systemic QA tools
  • Candidates with graphics and rendering experience strongly preferred.
  • Experience with C/C++ and C# skills.
  • Experience programming with Unreal 4 is a strong requirement.
  • Ability to quickly understand existing code and enhance/extend an existing architecture.
  • Experience with Perforce.
  • Ability to research, analyze and optimize code to meet performance requirements.
  • Ability to work within a schedule and deliver effectively to deadlines.
  • Self-motivated toward solving problems.
  • Must be eligible to work in the US and willing to relocate to Boston.
  • Deep knowledge of and experience with development of FPS/action/RPG/strategy/immersive sim titles.

ADDITIONAL REQUIREMENTS

  • Excellent communication, collaboration, interpersonal and organizational skills.
  • Commitment to code quality, documentation and thorough testing procedures.
  • Passion for narrative first-person shooters a plus.
  • Experience working with outsourcing a plus.

WHEN APPLYING FOR THIS POSITION

Please have played or at least be familiar with our legacy games, System Shock 2, BioShock, and BioShock Infinite.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Video: Devs share tips on creating immersive virtual reality worlds

One of the key selling points of virtual reality is its ability to make people feel transported to and immersed in a virtual space.

Pulling this off is critical to many VR projects, and at VRDC 2017 a panel of VR devs dissected the challenge and discussed what they’d learned about doing it right.

Panelists Will Smith (FOO Show), Chris Pruett (Oculus VR), Adam Orth (ADR1FT) and Dirk Van Welden (Space Pirate Trainer) shared their own lessons learned and highlighted other successful VR worlds, talking about major trends in the VR market and mulling over how VR devs can best prepare for the future.

This is the sort of talk you want to see if you’re at all interested or invested in making VR experiences, so don’t miss your chance to now watch the panel for free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Niantic is developing a Harry Potter AR game

Pokemon Go developer Niantic is working on a Harry Potter-themed game for release in 2018 that will, like its pocket monster predecessor, center around augmented reality.

This game marks Niantic’s first major project since Pokemon Go‘s own groundbreaking launch in 2016, and is likely to make use of some of the social features being developed through the company’s recent acquisition of the Evertoon development team.

The game itself is called Harry Potter: Wizards Unite and, like Pokemon Go, will be a mobile AR game with “significant influence” from the developer’s previous location-based game, Ingress. Niantic is teaming up with Warner Bros. Interactive to develop the title.

Additionally, the game’s announcement comes packaged with the reveal of Warner Bros. Interactive’s Portkey Games label, a new department solely dedicated to the creation of video games and mobile experiences inspired by the Harry Potter universe.

Update: Warner Bros Interactive has confirmed to Gamasutra that the pair is collaborating on Harry Potter: Wizards Unite, stating that “the game will use state-of-the-art AR mobile technology and allow players to go on adventures, learn and cast spells, discover mysterious artifacts, and encounter legendary beasts and iconic characters as they explore real-world neighborhoods and cities across the globe.”

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Launch to launch, Call of Duty: WWII saw double Infinite Warfare’s sales

Sledgehammer Games’ return-to-roots Call of Duty title, Call of Duty: WWII, earned as much as $500 million in sales during its three-day opening weekend, by publisher Activision’s own estimates.

Including both retail and digital sell-through in the mix, the company says Call of Duty: WWII nearly doubled the launch sales for 2016’s Call of Duty: Infinite Warfare as well, though no specific numbers on that previous release were provided.

A boost in sales from last year’s annual Call of Duty launch is hardly surprising given that Activision Publishing CEO Eric Hirschberg previously noted that the 2016 entry failed to resonate with players, but the series’ latest take on the WWII period seems to have rekindled the Call of Duty flame for many of those fans.

Beyond outselling the launch weekend of its predecessor, Activision also notes that WWII set a day-one record on PlayStation 4 for digital full game sales and likewise has set a Call of Duty series record for ‘highest total connected users’ between both current generation consoles and PC.

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Free for 48 Hours – Idle Champions of the Forgotten Realms Starter Pack

Idle Champions Starter Pack, DLC for Idle Champions of the Forgotten Realms is free for 48 hours!

The starter pack provides an entry-level boost to start your Idle Champions adventure with a piece of gear for Bruenor and two Gold Chests.

This pack includes:

Bruenor’s Shiny Level 1 Strong Shield
2 Gold Chests

Available for free until 9am Pacific on November 10th.

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Now Available on Steam – Battlerite

Battlerite is Now Available on Steam!

BATTLERITE​ ​is​ ​an​ ​action-packed​ ​team​ ​arena​ ​brawler.​ ​Experience​ ​the​ ​unique​ ​combination​ ​of​ top-down​ ​shooter​ meets​ ​fast-paced​ ​fighting​ ​game and challenge ​friends​ ​and​ foes​ ​in​ ​a​ ​battle​ ​of reaction. The Arena awaits!

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Fire Emblem Warriors software update coming soon

Fire Emblem Warriors software update coming soon

Fire Emblem Warriors offers a twist on the acclaimed Fire Emblem series by uniting fan-favorite characters from Fire Emblem history to participate in over-the-top battles focused on real-time, tactical action rather than turn-based strategy. In addition to the paid DLC that starts to roll out in December, a free software update is coming to the Nintendo Switch and New Nintendo 3DS* versions of the Fire Emblem Warriors game on Nov. 16.

After downloading the free software update, the following will be added to the game:

  • A new history map featuring main characters Rowan and Lianna
  • A new costume for Rowan and Lianna
  • Armor Strike, a new weapon attribute associated with destroying armor and causing a Broken Armor state
  • New Blessings to aid you in battle
  • The ability for the player to sell multiple weapons at once

Nintendo is committed to bringing new content to Fire Emblem Warriors, and this free software update is a fun (and free!) first step. Starting in December, the first of three paid DLC packs will launch for the game, with the second and third packs launching in February and March, respectively.

A Season Pass, which includes all three DLC packs as they become available, can be purchased for $19.99. By purchasing the Season Pass for either the Nintendo Switch or New Nintendo 3DS version, you will also receive a bridal costume for Lucina. (The bridal costume can only be received by purchasing the Season Pass.) Each DLC pack adds three new playable characters, three new history maps, additional costumes, additional support conversations and additional weapons, and can also be purchased individually for $8.99 each.

For more information about Fire Emblem Warriors, visit http://fireemblemwarriors.nintendo.com/.

Game Rated:

Suggestive Themes
Violence