The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I've been thinking a lot lately about the financial future of developers.The supply chain for creative workTo go back a ways, back in 2006 I suggested that you could look at the winding path a piece of media takes to the public in this way:086260-rounded-glossy-black-icon-business-dollar-solidA funder of some sort ponies up the money so that a creative can eat while they work. Sometimes this is self-funding, sometimes it's an advance, sometimes it's patronage.020790-rounded-glossy-black-icon-symbols-shapes-thought-bubble-ps A creator actually makes the artwork.066167-rounded-glossy-black-icon-people-things-people-securityAn editor serves the role of gatekeeper and quality check, deciding what makes it further up the ladder. They serve in a curatorial role not just for the sake of gatekeeping but also to keep the overall market from being impossible to navigate, and to maximize the revenue from a given work.033343-rounded-glossy-black-icon-culture-castle-five-towersA publisher disseminates the work to the market under their name. A lot of folks might think this role doesn't matter, but there are huge economies of scale in aggregating work; there's boring tax. legal, and business reasons to do it; it serves brand identity, making the work easier, to market...002953-rounded-glossy-black-icon-media-loudspeaker1Marketing channels make it possible for the artwork to be seen by the public: reviews, trade magazines, ads. This is how the public finds out something even exists.040733-rounded-glossy-black-icon-transport-travel-z-truck25 Distributors actually convey the work to the store's hands. This role functions in the background, but it's absolutely critical. There's a lot of infrastructure required.086385-rounded-glossy-black-icon-business-tagStores then retail the packaged form of the artwork to the end customer. Stores have their own branding task, and likely serve as a curatorial and recommendation engine all over again, this time trying to find the right fit for the customer.020767-rounded-glossy-black-icon-symbols-shapes-smiley-face1The audience then gets to experience the work.009311-rounded-glossy-black-icon-arrows-arrow-circle-refreshRe-users then take the creation and restart the process in alternate forms; adaptations to movies, audiobooks, classic game packages, what have you.At different times, and for different media, different people have held ownership of chunks of this pathway. For example, an indie today handles both their self-funding and their creation. There are popular writers, like James Patterson or Robert K. Tanenbaum, who actually outsource the creative part. EA's big business initiative that led them to dominating the game landscape for quite a while was that they decided to build their own distribution network to retail long before anyone else (there used to be independent videogame distribution companies that sat between publishers and retail).Consolidation strikesAll of these roles still exist, and likely they will always exist. It's just that as the landscape changes, some people start to wear multiple hats, fulfilling more than one role.Let's take the Apple App Store as an example.You likely fund yourself.You like make the game yourself.The App Store acts as editor, though they have a much lighter hand than traditional editors have had.If you self-release, you're supposedly the publisher, but really, it's more like Apple is.Apple also controls the most important marketing channel, which is Apple's own front page, charts, and features.Apple is the distributor, as is the case with all App Stores.Apple is the storefront.The player is the player, hurray!Alas, the re-user is often a cloner.One consequence of the changes in the industry has been to consolidate more and more roles into the hands of fewer organizations. There are less publishers. Less distributors. Less marketing channels. Less stores. About the only thing there are more of is consoles, and that's because what we call "a console" isn't:Playstation 4 & VitaXBox OneWiiUNintendo 3DSOuyaAmazon Fire TViOS App StoreGoogle PlayFacebookSteam.These are all functionally the same, as far as a game developer is concerned. Today, a console is really just a hardware front end to a digital publisher/distribution network/storefront. Call it a "metaconsole." Even with this proliferation of ecosystems, we have a net loss in diversity and complexity of the overall landscape.Less, generally speaking, is bad. It means fewer outlets for a creative, and fewer choices for a consumer. It's great if you are one of the few. But in practice, market dynamics tend to clean up this sort of messy proliferation over time.Money wins outWhile the landscape is wild and crazy, creativity reigns. Wacky ideas get
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