One of the benefits of having the “non games” generating steady revenue is that when we release a new game, we don’t have to downscale after release.
Typically in the games industry (and really most any industry that has “launches”) there is the “staffing up” phase and then the “staffing down” phase. That’s because a lot of positions become semi-idle after launch.
One of the decisions we made early on here was that we didn’t want to do this. We wanted to have a stable company culture where people knew their job wasn’t going to just disappear post release. We did this by implementing the following 3 business strategies:
Multiple smaller projects
Traditionally, when a game comes close to be being released or shortly after you’ll get reports of layoffs. What they are doing is lowering “overhead” until those skills are needed for the next game when they will begin to “staff up”.
What we do instead is there’s always another project to do. That’s why Stardock, a relatively small company, has so many different products.
Let me give a few specifics. We write our own forum software here. Why? Well, for one thing, it does have some long-term benefits like being able to integrate in lots of game or software related functionality. But another reason is to ensure there’s plenty to do for the web team between major launches. There’s a lot of projects like this.
One point Five Game teams
When War of Magic was released, we knew pretty quickly that it was going to fall short financially by a good margin. At the time, we had been staffing up for two concurrent game teams. This was, it turned, out, a mistake because without the WOM revenue, the games unit wouldn’t have enough capital to tie it over until the next game release. So there was downsizing.
What we’ve employed instead is the concept of 1.5 teams (or someday 2.5 teams possibly). By doing that, the staff moves to the next project seamlessly. For most of 2012, the art team and game engine team had already moved off of Fallen Enchantress and onto Game X. With the game released, more people will move to Game X while some will work on follow-ups to FE.
R & D
This is a broad category but essentially people get assigned to various types of tasks of internal improvement. Trying out different CDNs, experimenting with different OSes, new tools, new marketing services, etc. Sometimes these don’t pan out. But quite regularly, we’ll end up with something that helps all the teams (a new source control or a new set of tools that increase productivity).
Why we do this
Having low turn-over is one of the biggest advantages Stardock has. We’re a very small company that is able to get a disproportionate amount of “stuff” out the door. Think of how much better you are at your job today than when you first started? The longer you can keep people, the better. There is a real morale cascade when people know that releasing a product doesn’t mean saying goodbye to friends.
I like your strategy. It really shortens the learning curve and maximizes staff productivity & job satisfaction. From my perspective one reason why it works for your company is because you are not a pure game developer. You release tools (I really like Start8 and Fences) and are the game publisher too.
As for project X, I wonder if it is an TOEE/X-COM RPG tactical game built on the the artwork/creatures/tools developed for FE?
game x - can it be demigod 2 please?
great to have a "family" and company that cherishes excellence and work..
a suggestion - how about releases on mac too?
I wish. I loved Demigod. One of my favorites. But that's a very tough market right now with League of Legends, DOTA 2, Sins of a Dark Age and all the others.
Plus, we didn't develop Demigod, that's a GPG title (And no, we didn't do the "net code" for it either contrary to odd Internet rumors). I'd like to work with GPG in the future on a Demigod 2 though but I think we'd need to rethink its market a bit.
Beg to differ. Game X actually is short for Game Unknown.
It's going to be a game Full of Unknowns, so therefore, for example:
o When playing, you'll never really know what you are doing;
o The AI will never really know what it's doing; and
o In the end, you'll never really know if you've won or lost ...
Unknown-i-nous (<---- I made up this word! ) taken to its logical extreme!
What a fantastic and enlightened attitude to staff and strategic planning. I hope the good ship Stardock navigates the sometimes rough commercial seas and always emerges into the sunshine of solid viability!
I wish I could work for such a company. What a dream that would be.
Cheers, Sword
Is it called SpaceChem?
Umm what could you possibly do with Gal Civ 3 that was not in Gal Civ 2 by the end? Just like Civ 5 was unnecessary so is Gal Civ 3.
Well Frog. I think you should have anticipated we would call you on what Game X is.
What I would enjoy the most would be a Sci-Fi RPG in the Gal Civ universe. Second choice is a squad based RPG in the Gal Civ universe. Think Fallout: Tactics or Final Fantasy tactics. Turn Based Strategy game, some kind of jobs system or way to have main people level up. Plus outfit them with cool looking gear. The other idea would be a unique take on X-Com. At the core game you have solid tactical squad combat, plus game play mechanics based on building and staffing and running the organization, and research or 'teching up'.
I gave you my ideas with your universes. There's many possibilities.
Awesome ! Thanks for posting Frogboy, I was really curious about this for a while, since I really like Stardock and I don't like to hear about employees being laid off (I know personally how hurtful it is)
I hope you'll continue all together as a great team for a very very long time, at least until the world ends (which will probably not happen so early )
I'd like to see SDs take on Breach.
But my guess would be some kind of RPGish endeavor.
I'm in agreement with whomever said GC3 is unnecessary, that niche feels a bit saturated at the moment, and unless there's some kind of revolution in game mechanics involved... setting/story only really matter so much in those space 4x games.
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