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Originally Posted by KatieHal
"Egos" doesn't really cover why that would be a very difficult goal. There are a lot of complicated legal, business, financial, administrative, and creative details to trying to do something like that. "Too many cooks in the kitchen" comes to mind. Everyone could have a really great idea, but just deciding whose vision to go with would be a long and trying process. Then what role do the others play? How about what engine to use, what art style? Who do those tools belong to, ultimately? Whose site is this game hosted on? How is income from the sales split? Who answers to who?
These may seem like "ego" issues, and while that can play a role, it's really got a lot to do with coordination. We can idealize that everyone will get along and it'll all "sort itself out" but realistically, that won't happen. It's a lot of voices and you need only one or a few to be the one(s) leading the choir, here.
Impossible? No. But I'm just saying it would be a difficult and complicated task that goes far beyond the potential clash of "ego".
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I think all the issues you mention could be settled with meetings. I really think, in terms of the long run, a joined company of sorts would not only be good for the adventure genre--as all the companies that would (ideally) be involved are INCREDIBLY talented (POS, IA, AGDI)--but you wouldn't be working on just one game. In the long run, with shared resources at your disposal, each studio could work harder, with larger budgets and more tools, to create better games.
Let me draft out a basic idea, to address some of your concerns:
1) Each company would form one joint company, but all companies would retain both their creative autonomy as well as their individual brands, IE Phoenix Online would still be Phoenix Online, IA would still be IA. All that would be shared are production resources and distribution, as well as possibly an R&D department and if it was wanted, a shared PR department. Only "functional" departments would be shared--not creative departments.
2) All of the company heads would form a sort of "Board of Directors." Each with equal say. Every year or so, this Board could convene to elect a Chairman, who would act basically as an "overseer" of sorts. A majority of the board, or a 2/3rds majority, would have to elect the Chairman. This Board would NOT make any creative decisions for the individual studios. It would only address "big" issues--Like for example, the addition of another company to the corporation, which would be voted on. It would be very loose sort of oversight.
Alternatively, this Board could elect, in the same fashion, someone OUTSIDE of the company--think a CEO or someone from some other company, someone respected by the majority with more experience--who the majority agreed on. For example, the Board could hire someone like Ken Williams or an ex-Sierra person to act as the Chairman. Something along those lines, electing someone outside of the Board so there's no domination by one company over the other or any conflict of interests.
3) Each company would follow it's own creative vision. None of the joint companies would have any influence over any one company's creative direction--Unless one company wanted help or guidance from another. Once again, only non-creative functions are shared. You'd all use your own art styles, engine, etc. Just like while being a subsidiary of Sierra, Dynamix used it's own engines, so did Papyrus, etc.
4) As for site--each individual company would retain it's own site. The joint company would have it's own, separate site.
5) Income from sales could be divided based on resources shared and allocated.
6) Department heads of each company would answer to their respective CEOs and/or Presidents.
7) Some core members from EACH company would work as employees of the joint company. A headquarters of sorts.
The idea is very rough and requires refinement of course--I am no expert in these matters. What I would do is look at the business model and financial set up Sierra had at it's peak. Between 1990 and 1995, Sierra acquired around 12 different companies. Each company functioned as a studio of Sierra--"Part of the Sierra Family." Yet despite being subsidiaries, each company retained it's creative autonomy, it's own branding and marketing, it's own physical location, and it's own management. All that was shared was sales, resources and distribution.
If any of you ever did consider any idea like this, I'd consult Ken Williams. He's great at this kind of stuff--Joint companies, mergers, etc--Making one company into a "Family" of companies. Think of the company culture and structure of Sierra prior to 1996.
I'm just thinking long term here. All of the fan groups have in common the fact that they are all inspired directly by Sierra, all of them love Sierra style adventure games. The various groups all could do something better together, could create something lasting in the long run, could really grow and become a big time player in the game industry, especially in the adventure game corner of the industry.
A big joint company could also, if they ever wanted to, negotiate easier with Activision. Rather than ten tiny fan groups all equally wanting the KQ license, for example, one moderately sized joint company with strong resources and connections, could be in a better position to negotiate.