Brash: Not such a bad idea after all
(This is the eighth of eight posts going up throughout the holiday weekend tied to an article I have in the forthcoming weekly Variety that looks at the promise of Brash Entertainment, the first Hollywood videogame publisher, and the reasons it went from $400 million to out-of-business in a year and a half. The article and posts are all based on extensive interviews with nearly a dozen former employees, executives and developers who worked at or with Brash, most of whom understandably spoke only on background. The posts here on the Cut Scene will summarize and expand some of the key points from the Variety article and also provide some interesting details and anecdotes that didn't make print.
You can read the entire article here.
You can see all of my related posts, and get all the important background, on the Cut Scene's Brash category page.)
When other people, be they industry professionals, other journalists, or fans, talk to me about the demise of Brash, I often hear something like this: "Of course Brash failed. Videogames based on movies are always terrible. That's the worst idea for a business I ever heard."
By releasing just three games, all of which indeed were terrible, and going out of business quickly, Brash did a lot to reinforce this argument. But in fact I think it's not true. If I were going to invest start-up money in a videogame publisher, I think I'd like Brash's business plan.
I probably wouldn't want the leadership Brash had. Or the first few licenses they bought. But consider this: As a start-up publisher, you don't have any established franchises. Investing in new IP is very risky, as the vast majority don't succeed. When you start a new company focused entirely on original games, you're likely to have a string of failures and end up like Gamecock. The core of the business model of all successful videogame publishers like EA and Activision Blizzard are franchises. It's those regular sequels to brands like "Madden NFL," "Guitar Hero," " Call of Duty," etc. that provide the steady cash flow to support risks on fresh properties like "Mirror's Edge" or "Dead Space" (OK, Activision hasn't taken any risks on fresh IP recently, but that's a separate issue).
What's the next best provider of reliable revenue after franchise sequels? Movie licenses. Sure, the profit margins are slimmer, since you have to pay royalties to the licensor, but they tend to sell well if they're based on successful films. Even objectively terrible games like "Transformers" or, hell, Brash's "Alvin and the Chipmunks" can move units.
Brash's plan was to eventually start moving into original properties. Some said it should have happened sooner, but it was supposed to eventually get there. Theoretically, the steady revenue from licenses would be a great way to ease into that, rather than dive in and hope for some early hits to avoid bleeding cash.
Furthermore, there's a lot of room for improvement in movie-based games. They have a bad reputation that's largely deserved. There are some structural problems, mainly having to do with the relatively short amount of time to produce a AAA title if you can't start until the movie's greenlit and have to release it along with the film. But as games like "The Chronicles of Riddick: Escape from Butcher Bay" and a decent number of kid-focused properties have shown, it can be done.
Brash execs thought they'd be the one to prove that it could be done. Obviously they were wrong, since the titles they released displayed all the worst pathologies of movie-based videogame (low quality due to extremely short production schedules).
But if they had done things just a little differently, and if other factors -- some directly in their control, some having to do with the market -- hadn't worked against them, Brash might have proven movie-based games could be a little better and had a reliable stable of successful, if not hugely profitable, franchises with which to build the first successful private equity-funded videogame publisher. Makes plenty of sense to me.





Subscribe to this blog's feed

I think a key issue here is the management. As an example, to have a Chief Creative Officer whose background was in Artist Representation. While I respect the work Larry carried out in that field, there is a major difference between recognizing a great script for a movie versus a great GDD.
The reality is that the failure doesn't rest with Larry, it rest solely on Mitch. He has ZERO clue about the industry. Selling Microsoft a series of patents in the in-game advertising space doesn't make for a CEO for a Game Publisher.
No offense meant to the developers tied to the properties they "secured" but they all had very little invested emotionally in those projects, and none of them were top-tier developers. They were all looking for work-for-hire opportunities to keep burn covered...probably while a smaller internal team worked on their break-out opportunity.
While it is true that you will find a million industry vets that all say they predicted this from the moment Brash announced their entrance to the Publishing world...the reality is that many thought it might work. It still can, if the right folks are steering the ship...
Posted by: christian phillips | December 01, 2008 at 06:50 PM
Good job Ben! Brash was in too deep and did not know which way was up. Eubanks is a winner...when he left, I knew they were going down.
Posted by: Batman | December 01, 2008 at 03:07 PM
I have to say I disagree with Scott on one thing. Gamers not knowing the name of the publisher of their favorite games. I would say video game publishers are more well known in their business than maybe any other business out there. With EA, Blizzard, Rockstar, Bungie, and others gamers come to expect a certain quality level from a publisher standpoint then in any other industry. When a new movie comes out you don't see all the ads pointing out Columbia Pictures or Focus or whoever they talk about the actors and the director. In video games if its not a franchise the first thing you hear is that its a new game from Blizzard or Bungie or whoever. Publisher name recognition is a big deal in video games and underrated because of its uniqueness in the business world
Posted by: Kenny S | December 01, 2008 at 12:19 PM
its a shame they couldn't survive the downturn. i had heard good things about their portfolio for 2009 2010 2011.
particularly the games tied to legendary
Posted by: porthos | December 01, 2008 at 11:02 AM
First off, great series. I've been avidly reading it all weeked. As a game industry employee who had lots of coworkers go work at Brash you're hitting so many of the right points. I think also I lot of people got tee'd off because they announced the company in such a loud way (equivalently to "movie games are all shit and we're going to make the only good ones"). Many of the friends I had go there knew it was a losing proposition but Brash was offering significant promotions and raises that made it worth their while to try for a while. Though in the end it just looks like that just meant there were a lot of underqualified, overpaid people there.
As you mentioned Riddick being the only exception, movie games are next to impossible to do well given the timeframe allowed. Also Brash is handicapped from the start since most of the studios have first look deals with other publishers, meaning the licenses they do get have already been passed on by the Activision & EAs already.
Keep em coming
Posted by: Disco | November 30, 2008 at 05:28 PM
Yeah, if Brash had been run by different (non-movie-industry) people, adopted a model that actually acknowledged what was wrong with the typical approach to developing movie-licensed games in any way whatsoever instead of just throwing more money at them, and we lived in a universe where it was prudent for publishers to actively avoid trying to own their IP and therefore have any intrinsic value or control over their direction, it might just have worked.
Fair play to you for wringing a huge amount of articles out of this story, but I just don't think it's ever going to be as notable as a genuinely intriguing failure (e.g. Gizmondo) or an arguably undeserved one. Brash's failure hasn't robbed us of anything worthwhile.
Posted by: Robin | November 30, 2008 at 05:19 PM
I dont think quality of games would affect a publisher in terms of consumer confidence. Most customers would not be able to name the publisher of their favourite games, unless it is something like MADDEN.
As you mentioned in the article, and in a previous blog post, they probably would have been able to continue if economic conditions were not so poor. Maybe a publisher might emerge in a few years who can take that mantle.
Posted by: Scott | November 30, 2008 at 04:39 PM