True, video games are a hit driven business. Just like movies, books, music, etc. It is really hard to predict what will turn out to be a hit before its released - such is the nature of hit driven markets…

Coincidentally, I ran a 2-hour workshop at E3 on how to determine the hit-potential of a game, how to support original IP, how publishers manage risk, etc. (Notes from which I hope to post in the near future.) It became pretty evident that a lot of future decisions are made on past sales data - as many developers already know. And, aside from focus groups, there’s just not a lot of tools in the predict-a-hit toolbox. This is one of the major contributing factors to publishers’ collective risk aversion (ie, it becomes a real gamble to bet a $20million production budget on something you have no real ability to predict is going to sell well).

Anyway, that’s context for the fact that, more than ever, I’ve heard publishers say something to the effect of “I regret not signing that game”. In chatting with several publisher folks at this year’s E3, conversation invariably turned to what cool games were being shown. This, in many cases, has led to publishers admitting that they “had a chance” to sign a given game some time ago, but that they just didn’t think it had potential. But, under the bright lights of E3 (and many more months of development), now it appeared that said game had potential.

I got into that kind of discussion a lot.

There’s something deeper going on here. Is it a question of tools to predict hits? Is the fun factor simply too elusive? Or, are the wrong people making the decisions?