Creative State 2020+ Submission to Victoria's consultation on - September 2019 - iGEA
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Submission to Victoria’s consultation on Creative State 2020+ September 2019 www.igea.net Interactive Games & @igea /igea.net Entertainment Association
E x ecuti v e S u mma r y a n d R e com m end a t io n s Executive Summary and Recommendations The Interactive Games & Entertainment •V ictoria’s current policy settings for the Association appreciates the opportunity games industry are working. Building to contribute to this important consultation an industry takes years and it is vital on Creative State 2020+. This submission that existing support mechanisms provides an overview of Victoria’s game remain in place to support the long-term development sector and reflects on success and sustainability of Victorian what Victoria has been able to achieve, games businesses. from successful and growing games businesses to the two globally renowned •O f all of Australia’s jurisdictions, Victoria events of Melbourne International Games has an opportunity to turn its ambitious Week and the Melbourne Esports Open. but still maturing games industry into an Asia-Pacific equivalent of the kind of Our paper highlights why there remains industry that exists in the UK or Canada. a vital need to continue investing in the What’s needed is an expenditure- games sector and the many diverse and based incentive such as a rebate – an unique benefits that the industry provides initiative that is significant but proven, to the state – from growth and foreign necessary and transformative. investment to productivity and jobs – while highlighting some current challenges and •T he process for developing Creative risks. State 2020+ can also look broadly at the range of alternative or additional Our submission also seeks to illustrate policies that have been successfully a vision for what the games industry adopted elsewhere in Australia and the can achieve through the many practical world. The submission outlines some examples of countries and regions key support mechanisms that could analogous to Victoria in population also be considered, including attraction size and economic progress where funding to encourage other major studios governments have worked closely with to Australia and a payroll tax rebate to industry to build, in many cases, billion- encourage studios to hire and grow. dollar industries that hire and upskill thousands of workers. The second half of our submission provides our views on this consultation holistically, including providing our support for the guiding principles and our perspectives on the discussion themes. Our submission finally outlines our three key messages for policymakers in the context of Creative State 2020+: 2 Submission to Victoria’s consultation on Creative State 2020+
I ntrod ucti on The Interactive Games & Entertainment Together with our fellow creative sectors, Association (IGEA) is the peak industry we would like to take this opportunity to association representing the business and applaud Victoria’s long-term focus on public policy interests of Australian and creativity, recognising that building a New Zealand companies in the interactive creative state also creates a state that games industry. Our members develop, has an ambitious economy, innovative publish, market and distribute interactive businesses and a talented workforce games and entertainment content and and communities. We are particularly related hardware. We proudly represent appreciative of the Minister for Creative a number of influential Victorian-based Industries Martin Foley MP, Creative games businesses, including Australia’s Victoria and Film Victoria for their largest game studio Firemonkeys, recognition of video games as both a development industry leaders Big Ant creative artform and business-minded Studios and Wicked Witch, the successful industry. Through Creative State 2016-20, and celebrated Hipster Whale, the ‘AAA’ they have supported the game studios that Introduction satellite studio Sledgehammer Games and call the state home and have shared in the of course Nintendo Australia which has its celebration of our many successes. We headquarters in Melbourne. appreciate the opportunity to participate in the Victorian Government’s consultation on Creative State 2020+ and are pleased to be able to provide this submission. Florence by Mountains Studio includes loving nods to Melbourne Submission to Victoria’s consultation on Creative State 2020+ 3
T he s tate of Vic t o r ia ’s g am es s ect o r More Australian game development •L eague of Geeks, a major Melbourne- studios continue to call Victoria home than based game development collective any other state. These are studios who whose meticulously maintained debut are hiring and training game developers, game Armello continues to strengthen its producers and designers and creating fan base year after year. games that are enjoyed not only in Australia, but (mostly) elsewhere around • Mighty Games, another significant the world. According to our research, there Victorian independent game studio with were 46 Victorian game studios in 2017, a talent for designing and developing located not only in Melbourne but also creative and appealing social games like in regional areas. Considering that our Shooty Skies, which was downloaded 5 research only measured ASIC-registered million times in its first few months. businesses and relied upon voluntary survey responses, it is likely that this figure • Mountains Studio, whose first game is conservative. Florence, launched in 2018, won several international awards for Best Mobile Victoria is home to some of Australia’s Game, including at the Game Awards, most significant and successful games Game Developers Choice Awards and titles and studios and we would like to start British Academy Games Awards. our submission by highlighting just a few of them: • Opaque Media, an innovative studio that developed a Virtual Reality Earthlight ig Ant Studios, a leader of Victoria’s •B spacewalking simulator for NASA and games sector and one of its most the Virtual Dementia Experience for Alzheimer’s Australia Victoria. The state of Victoria’s games sector influential studios which has created, among many other titles, games with distinctly Australian character like Rugby • Paper House, whose first game League Live 4, Cricket 19 and Big Bash Paperbark, developed in partnership Boom. with League of Geeks, follows a wombat in a beautifully rendered Victorian bush, • Firemonkeys, Australia’s largest game deservedly winning awards and acclaim studio, owned by the global video for its design and artistry. games giant Electronic Arts (EA), which continues to develop and support a • Sledgehammer Games, the Australian range of globally popular titles, including satellite studio of the acclaimed games for EA’s acclaimed The Sims and developer of the ‘AAA’ Call of Duty Need for Speed franchises. games, one of the greatest video games franchises of all time, and part of the • Hipster Whale, one of Australia’s most global video games giant Activision successful game studios of the past Blizzard. decade, who have turned their success with Crossy Road, which has been played by over 200 million players, into a collaboration with Disney and other successful titles. 4 Submission to Victoria’s consultation on Creative State 2020+
• Tantalus, one of Victoria’s oldest game celebration anywhere in the Asia-Pacific development studios with a 25-year region, with its centrepiece event PAX history of working with publishers Australia welcoming more attendees and around the world and honing their hosting more panels in 2018 than ever specialist expertise in performing in its history. In 2018 IGEA ran a booth licensed platform conversions for global to collect stories on the power of games partners, including with Microsoft on their for our Digital Australia 2020 research. acclaimed Age of Empires series. We heard stories from many Victorians (including young people from regional • Tin Man Games, a major Melbourne- Victoria who had travelled for hours to get based game studio that has published there) as well as fellow Australians from over 35 titles, achieving particular all states who told us about how important success and acclaim with their MIGW was to help them connect with the Gamebook Adventures series. They industry and artform that they love. also published Miss Fisher and the Deadly Maze, bringing another beloved Melbourne also hosted the inaugural Australian character to the interactive Melbourne Esports Open (MEO) in 2018, screen and to new audiences in Australia arguably the biggest esports festival in and abroad. Asia-Pacific region, marrying Victoria’s quadruple loves of creativity, sport, culture • The Voxel Agents, a studio founded in and entertainment. The first MEO pulled 2009 that has produced internationally in over 12,000 fans into Melbourne Park popular games played by millions of and was watched by millions around the people and whose latest game, The world while the second MEO fitting took Gardens Between, won Game of The place during the consultation period. Year at the Australian Game Developers Given the continued rise of esports and Awards award among other local and the unprecedented popularity of gameplay global accolades. spectatorship in Australia and around the world, whether it is watching international • Torus Games, another longstanding gaming competitions or online streamers Victoria studio that has operated for showcasing indie games, it is clear how The state of Victoria’s games sector 25 years focusing on both original and influential video games are as a cultural licensed titles and a string of games and force. franchises that have sold in the millions. Finally, our submission would like to • Wicked Witch, a significant and influential highlight the Australian Centre for the Victorian studio with a long history of Moving Image (ACMI) in Melbourne as one success over almost two decades, from of the best cultural institutions in the world original games like Puzzle Wiz to distinctly that gives homage to video games and Australian rugby, AFL and cricket games. is another example of Victoria’s special Wicked Witch is also working with relationship with games. As an industry, we Microsoft on Age of Empires II. are already in conversations with ACMI on ways to collaborate ahead of its reopening Of course, Victoria’s connection with in 2020. The recognition of games in the video games goes well beyond just its Victorian Government’s creative industries development industry and the state strategy is justified, visible and – most has had a major impact on connecting importantly – working. Australian and international game players culturally. Melbourne International Games Week (MIGW) remains the largest games Submission to Victoria’s consultation on Creative State 2020+ 5
Vi ctor i a’s g a me d e ve lo p me n t i n d us tr y m a t t e r s Victoria’s game development industry matters While it is already well understood Based on our Digital Australia 2020 by Victoria, we would like to use this research, just under two out of three submission to again highlight the Victorians played video games in 2018, economic, cultural and social importance almost three quarters of Victorian game and opportunities of video games as a players were adults and games were creative sector that should be nurtured roughly equally played by men and and supported. women alike. Mirroring national trends, 89 per cent of Victorian households had at Australians and Victorians least one gaming device. The ability for love video games games to project Australian stories and voices to audiences at home and abroad Video games have amongst the largest are therefore profound from a cultural and support base of any creative industry, economic perspective, although given the with well over 2 billion gamers in the world fact that Australian games are only a small including over a billion in our region alone. drop in the global ocean, we are not yet Australians spent over $4 billion on video close to fully leveraging this opportunity. games and games hardware in 2018, a 25 per cent increase from 2017. This means Victorians care about Australians spend more on games than making games they spend on films, streaming services, pay TV, music, books or likely any other Victorians don’t just love to play games, creative or entertainment activity. they also believe in the importance of games and in the artistry and industry Cricket 19 by Big Ant Studios, the official game of the 2019 Ashes 6 Submission to Victoria’s consultation on Creative State 2020+
of making video games too. According Game studios allow creative to our research, two thirds of Victorians people to express themselves believe that making games in Australia is important for the economy, and even Perceptions that game developers are more believe that the games industry is exclusively software developers and Victoria’s game development industry matters important for Australia. Victorians have engineers are untrue and thankfully also recognised the importance of games dated. While video games are of course outside of pure entertainment, with a third technology-driven and continue to draw of Victorians having already used games Victorians into the ICT sector, game at work for learning, over half of Victorian studios are also training up and giving parents saying that their children have opportunities to a diverse next generation used games at school and almost a third of Victorian creatives, from digital and saying their children have learned some visual artists to writers, actresses and coding at school. actors, composers and musicians, sound engineers and directors. According to the same research, a significant number of Victorians also Game businesses are therefore providing said that they were interested in a career increasingly important work opportunities in games, had studied coding or had to creative professionals in the wider film, even tried making games themselves. TV and print sectors that are experiencing According to our analysis, Victoria has limited growth by comparison. The more universities and colleges teaching games industry is also developing deep tertiary-level courses in various aspects synergies with Victoria’s vibrant post- of game development than any other production, digital and visual effects jurisdiction, reflecting the strong interest (PDV) sector. Based on conversations among the next generation of Victoria’s with our members, there has a been workforce in this industry. a deepening of relationships between businesses across both sectors including Game development is an increased collaboration on projects and important creative output transferability of workers, particularly as games engines become more important to Video games are an artform that is animation and filmmaking. In the future we arguably more unique, diverse and expect our industries to draw even closer. impactful than any other creative output. Games create striking visuals like film or Bridging the creative and TV and deliver narratives like literature technology industries and theatre. They convey emotion through sound like recorded and live music The games sector has a unique position and display colour and movement like in the Australian economy in that video dance and visual art. And unlike those game businesses are often both creative other artistic mediums, they are deeply businesses as well as technology interactive and therefore particularly businesses and video game practitioners compelling and engaging. Whether we are often have skills that are highly sought- talking about atmospheric and immersive after in industries well beyond games. platformers like The Gardens Between, Video games are at their heart technology moving and personal interactive stories products and services and are often like Florence, or gorgeously stylised among the most complex, detailed and games like Crossy Road, it’s clear that interconnected kinds of software that exist. Victorians are particularly creative and While video games continue to be popular talented auteurs in game design and as entertainment for people of all ages development. across the world, games are also finding Submission to Victoria’s consultation on Creative State 2020+ 7
‘serious’ applications, including in the As Creative State 2016-20 highlighted, education, healthcare, defence, business, more than 90 per cent of Victorian digital research and community sectors. games are already developed for a global audience. Australian games are already Melbourne Metro Trains’ Dumb Ways to popular in English-speaking and European Victoria’s game development industry matters Die game, based on the viral public safety countries and our proximity to Asia means video, remains to this day one of the that we are on the doorstep of the region best examples of gamified government of the world where digital games are most messaging in the world. Showing a popular. Also, unlike many other kinds different side of games, Victorian studio of Australian exports, including other Big Ant Studios has developed simulation digital exports, individual games have the software for law enforcement, while former potential to provide a long revenue tail Victorian studio Well Placed Cactus’s and generate sustained wealth through B2B capabilities were regarded so highly ongoing content that capture and grow that the studio was acquired by Deloitte. player bases and leverage diverse income Reflecting innovation like this, Australian streams. game businesses that specialise in ‘gamification’ or ‘serious games’ are in Contributing to Victoria’s high demand. Game developers also economy and society often have highly transferrable skills, while practitioners of game engines and those Wildly successful and globally popular as the forefront of emerging technologies Victorian video games are some of, if not like AI and virtual, augmented and mixed most of, Victoria’s most successful creative reality are among the most in-demand exports that have brought in significant professionals in the entire technology levels of investment, tax revenues and industry. jobs into the state. A typical 50-person studio might spend approximately $7 Video games are the ideal million each year on staffing, expenses, creative export investments and development costs. Many Victorian-made games are built on original Games are a high potential export intellectual property, meaning that export industry for Victoria given that they profits flow through to proud Victorian are increasingly digital and therefore businesses who re-invest these profits into exported instantaneously around the building even more and better products world without transportation costs or to export. Victoria’s pool of (English- significant environmental footprint. Unlike speaking) talent is highly regarded and many other kinds of Australian products Victoria’s advantageous time zone also that may only have viable or sustainable makes our game development businesses export markets in certain parts of the ideal candidates for collaborative or world, the global digital games market is joint projects with overseas partners. the entirety of the billions of game players For example, the global positioning of across six continents. The ability of video Melbourne’s Sledgehammer Games games to transcend language and cultural studio helps it to contribute to a 24/7 barriers by focussing on interactive user cycle of development on Call of Duty engagement, visual communication, games. Australia’s small, but advanced universal themes and fantasy worlds and sheltered consumer market makes gives our medium an automatic edge in it an attractive testbed for trialling new universal exportability over Australian technologies including innovative gaming films, TV programs and books. products and services, further enhancing the attractiveness of our businesses globally. 8 Submission to Victoria’s consultation on Creative State 2020+
C u r rent and f u t u re c hal l eng es f o r Vic t o r ia However, moving forward, Victoria’s game around the world (which is discussed development industry is not without its further in this paper). There is a brain challenges. Our 2017 industry survey drain occurring where many of our most tells us that despite the numerous success talented and ambitious game developers stories and undeniable talent in our – meaning many of our most talented industry, it remains small, employing just and ambitious creatives and technology 928 workers in Australia with around half practitioners – have left and are continuing of that figure based in Victoria. This simply to leave Victoria and Australia to use is not reaching the potential that Australia their talents. This also means Australia Current and future challenges for Victoria and Victoria can and should have the is missing out on tens, if not hundreds of capability to achieve. The preparation of millions, in foreign investment as video Creative State 2020+ must be considered game publishers set up new studios or in this context and we urge policymakers ply capital into existing studios almost to ask frank and bold questions about everywhere around the world except for what needs to be done to bridge the gap Australia. By way of example, just one of between where we are now and where our members alone has invested well over we want to be. We will also shortly be $20 million into its studio here. The recent conducting our next industry survey and Interactive Aotearoa report developed look forward to sharing and discussing the by the New Zealand Game Developers results with the Victorian Government. Association, which we were a research partner of, noted that the emergence of As we outlined in our Building a thriving significant new studios in the country game development industry paper that had slowed in recent years.1 We worry we released in December 2018, Australia’s that Australia and Victoria has been game development industry is being experiencing the same and if so, growth outpaced year-on-year by countries all 1 NZGDA, Interactive Aotearoa, 2019, p. 8 Paperbark by Paper House, set in the beautiful Victorian bush Submission to Victoria’s consultation on Creative State 2020+ 9
needs to be reignited lest the industry drift particularly if the forward-looking policy into stagnation. recommendations from Interactive Aotearoa are implemented. While these challenges to Australia’s game development industry are holistic, Our key overarching message for the Victoria is arguably most at risk given the development of Creative State 2020+ is for relative size and position of the state’s Victoria to focus on keeping its competitive games sector. Victoria is also facing the edge and to be intrepid and strategic added challenge of the fact that other in how it designs its policy framework states are increasingly appreciating for the next critical few years so that it and understanding the opportunities can continue to charge its high-potential from supporting game development games industry in Melbourne and across and taking action. In recent months, regional areas. The relentless growth of Western Australia has launched a games the video games market, worth $4 billion fund while Queensland has expanded in Australia and $200 billion globally, as Current and future challenges for Victoria its sqhub working space to the Gold well as the continued growth of game Coast. During the Creative State 2020+ development as a global industry where consultation process alone, South there are likely tens of billions of dollars Australia has announced a new $300,000 of development work underway at any games innovation fund as well as coup one time, means that there is no creative in bringing a new Sony Interactive industry worth investing in more than game Entertainment engineering office to development. What this means is that the Adelaide. Victorian Government can realistically aim to grow the state’s independent Policies like these are helping to studios into self-sustaining, successful accelerate the growth of the games sector and renowned small and medium sized outside of Victoria, with many of Australia’s businesses, focussed on original and largest and most successful studios like valuable intellectual property, and for the Mighty Kingdom, Gameloft, Wargaming, industry leaders to grow to companies SMG Studio, Blowfish Studios and Team that employ hundreds and eventually Cherry thriving and growing in Sydney, thousands like they do overseas. What Brisbane and Adelaide. Furthermore, the we should aim to achieve is realistic and relative strength of New Zealand’s game achievable because it already exists development industry, arguably Victoria’s elsewhere, as is discussed in the following most significant rival in the oceanic section. region, will provide a further challenge, Necrobarista by Route 59, an upcoming game set in a Melbourne café 10 Submission to Victoria’s consultation on Creative State 2020+
A l ong- ter m g o a l f o r Vic t o r ia ’s g am e d ev el o p me n t in d u st r y We now turn to the heights that Victoria United Kingdom should aspire to. While Victoria continues to grow and remains a leading driver of The successes of Canada are likewise Australia’s broader game development echoed in the UK. The UK game sector, both have yet to reach their development industry achieved revenues potential and continue to be outperformed of AUD $3.23 billion in 2018, having almost by almost every other developed economy tripled in value from 2013 figures, and around the world with a games sector. employed 16,532 workers, up from 9,400 When Victoria and other Australian in 2013.2 As of 2018 there were 2,261 governments consider what can be active games companies in the UK, two of achieved within our shores, these other which being Rockstar North and Rockstar countries shine a light for us, but industries Games which developed Grand Theft of their scale cannot be achieved Auto V, the most financially successful without investment and thoughtful, entertainment product of all time. long-term planning and support. As we will identify later in this paper – the United States common denominator for this success are government tax incentives to encourage Giving a detailed analysis of the US investment, jobs and game production. industry in this submission would not provide a helpful comparison to Australia, Canada with the US industry dwarfing even the most significant countries in this list. There Despite roughly similar populations are a number of reasons why the US and economic size, there is sadly no games industry has the scale that it does, defensible comparison between the but like most other countries in this list, tax scale of Victoria or Australia’s industry incentives are a common denominator with and Canada’s industry. While Australian close to half of all US states having them. game developers achieved revenues of For example, even a state like Georgia, A long-term goal for Victoria’s $118.5 million and employed 928 workers which is far from the most significant game development industry in 2017, Canadian game developers US state for video game development achieved revenues of AUD $3.5 billion but is supported by an attractive game and employed 21,700 workers.1 There are development tax credit, has 160 gaming 3,500 workers in one studio alone (Ubisoft companies.3 One studio in Georgia alone, Montreal – just one of five studios that Hi-Rez, employs over 450 programmers, Ubisoft has in Canada), well over three digital artists and designers – or around times more than in the entire Australian the same number of video game workers industry. Although it is well known and as the whole of Victoria. often joked about within the industry that American and Canadian studios currently employ many Australians and benefit from their talent and creativity, the loss of this talent from our shores is no laughing matter. 2 TIGA, Making Games in the UK Today, 2019 1 ESA Canada, 6 Essential facts about the Canadian video 3 https://www.georgia.org/industries/film-entertainment/ game industry, 2018 digital-entertainment Submission to Victoria’s consultation on Creative State 2020+ 11
France the region and this paper has included it as a marker of what is happening all France is another successful environment across Europe, from Spain and Portugal to for video game developers, where the Romania and the Czech Republic, where industry achieved revenues of AUD $8 innovative and successful game studios billion and employed over 5,000 people in are taking root, often hastened through tax 2018, making it France’s second largest incentives to encourage investment and cultural industry behind books.4 The entrepreneurship. French video game business Ubisoft is one of the largest video game companies New Zealand in the world and the publishers of globally successful games like the Tom Clancy While New Zealand’s industry does not and Assassin’s Creed franchises, although have the scale of most of the economies many of these are made in the many listed above, it still outperforms Australia studios they have established around the on many metrics. New Zealand’s game world. development industry achieved revenues of AUD $135 million in 20187 – greater than Finland the entirety of Australia’s industry – despite having a significantly smaller population People familiar with the Finnish game than even Victoria. The industry across development industry will not be surprised the Tasman also employed 550 workers, that the sector achieved revenues of AUD approximately three times as many per $3.44 billion and employed 3,200 workers capita as Australia. Like Australia, New in 2018.5 What is more surprising is that Zealand game developers have a strong they have achieved this with a population export focus and in 2018, Auckland-based less than the population of Victoria. The studio Grinding Gear Games was acquired Finnish Government’s support for the by Tencent for over NZD $100 million in industry has helped to grow companies one of the country’s largest ever deals not like Rovio and Supercell that have created only in games, but in the whole technology some of the most internationally popular sector.8 and successful mobile games of the decade. Similar to Australia, New Zealand’s game industry has largely operated with Poland limited government support compared A long-term goal for Victoria’s to our respective film and TV industries. game development industry The total value of the Polish game We are already aware of Victorian development industry reached AUD $837 game developers who have moved to million in 2018.6 While total employment New Zealand and should the country numbers are unclear, there are understood adopt even some of its policies from the to be around 400 active studios operating Interactive Aotearoa report, noting that its in the country. The Polish game studio CD Government wrote the report’s foreword, Projekt created The Witcher, based on a the gap between our industries is likely to Polish novel and regarded as one of the increase even further. greatest game series of all time, and is working on Cyberpunk 2077, potentially the most anticipated game of 2020. Poland is not even particularly unique in 4 https://www.thelocal.fr/20190704/join-the-game-france- makes-new-bid-to-woo-british-workers-after-brexit 5 NeoGames Finland, The Finnish Games Industry Report 2018, 2019, p. 10-11 7 NZGDA, p. 10 6 Research and Markets, Poland Animation, VFX & Games Industry: Strategies, Trends & Opportunities, 2019 8 NZGDA, p. 17 12 Submission to Victoria’s consultation on Creative State 2020+
T he Creati v e S t a t e 2 0 2 0 + a s a hol i s ti c f r a me w o r k The Creative State 2020+ as Before our analysis of specific policy the technology industry – including a holistic framework recommendations to support the video the video games industry – and young games industry, we have reviewed and are people in regional Victoria with a focus wholly supportive of both the overarching on Indigenous communities should be guiding principles and discussion themes supported and celebrated. for the Creative State 2020+ consultation. We have tried to incorporate these We similarly support the proposed throughout our submission but have whole of state focus for Creative State provided some specific further comments 2020+. Providing creative employment below. opportunities to Victorians outside of metropolitan areas is vitally important not Guiding principles only for the vibrancy and sustainability of those communities but for Victoria’s We support the proposed guiding creative industries themselves. A holistic principles that will help to shape Victoria’s strategy will help creative young Victorians next creative industries strategy. We to find self-actualisation no matter where particularly support deep and wide they are, while creative organisations can consultations with Victoria’s First Peoples find the best talent across the state to fill to ensure that their perspectives and key roles and find the next generation priorities are central to the drafting and of content creators and leaders. Game direction of Creative State 2020+. Video development is unique in that it can occur games provide a wonderful opportunity in any location that has a strong internet to preserve and tell Indigenous stories capability and often remotely through and organisations like Luggarrah that teams that may have members located are seeking to foster links between hundreds of kilometres away from each Hyper Jam by Bit Dragon was supported by Film Victoria Submission to Victoria’s consultation on Creative State 2020+ 13
other. It has often been celebrated how We look forward to working more closely Crossy Road was developed partly in with Creative Victoria to further track, regional Victoria, and policies should encourage and celebrate diversity ensure that game developers in regional reflected in games. Finally, we would Victoria are given every chance to recreate support policies that help to provide The Creative State 2020+ as that success. Victorians with even greater access to programs that teach game development a holistic framework Finally, we also support a whole of and design, such as through collaborative ecosystem approach and Creative State initiatives between the government, 2020+ should focus on recognising both educational institutions and industry that the increasingly interconnected and could potentially be considered. decreasingly ‘siloed’ nature of creative industries, as well as the importance of Building sustainability must also be a continually building links between various priority for Victoria’s creative industries and creative industries as the edges between the video games sector has a particularly artforms and forms of entertainment blur. promising potential to succeed. Wildly The strategy should consider how to successful and globally popular Victorian improve the way that creative practitioners video games are some of, if not most of, find opportunities to work with one Victoria’s most successful creative exports another, support each other, achieve that have brought in significant levels of common objectives and, if possible, investment, tax revenues and jobs into the build transferable skills. For video game state. Given that more than 90 per cent companies, this would lead to greater of Victorian digital games are developed dialogue and collaboration with the film for a global audience, the opportunities and TV sectors, publishing, music and for digital import revenue and foreign visual arts in particular. To quote from the investments for the coming decade must Guiding Principles for Creative State 2020, not be wasted. this is how Victoria can “create a whole that is stronger than the sum of its parts”. The size and ongoing growth of the Australian and international video Discussion themes games market means that the Victorian Government can realistically aim to Equality of access and diversity at grow the state’s emerging independent all levels are key priorities for the video studios into self-sustaining, successful games industry. The diversity of video and renowned small and medium games as an artform and their digital form sized businesses, focussed on original means that there is nowhere in the state intellectual property and commercial where video games cannot be enjoyed partnerships, and for the industry leaders and given the growth of the mobile games to grow to companies that take up whole sector, thousands of games including buildings and rejuvenate precincts. While many Australian-made games have no existing policies like grants have helped cost barrier to play. We also believe Victoria’s industry become what it is today, video games are particularly advantaged they often provide little support to the in their ability to tell diverse Australian larger studios that the eco-system needs stories – such as Victorian-made games to hire workers, engage small studios that have culturally-diverse characters like for support, attract foreign investment Florence or explore LGBTQIA+ issues like and raise the industry’s profile and Australian Game Developer Award winner attractiveness internationally. This is That Boy Is a Monstr. where an expenditure-based incentive, discussed later in this submission, becomes essential. 14 Submission to Victoria’s consultation on Creative State 2020+
This submission has already discussed the global focus of Australian-made games as an export product, games as an intersection of creativity and technology and the massive local and global market of game players. Therefore, it is no surprise that we wholly support the three remaining discussion themes of engaging globally, technology and its impacts and growing audience and markets. On the last point, we note the commentary on the consultation website that “there are too few occasions … where a new digital game finds its biggest audience”. While we would argue that Victorian-made games have achieved a greater audience and market than any other creative output from the state, we do agree that more should be done to support local studios market their games and find channels to players so that the industry can realise its full potential. S upp or ti ng e xist in g g a me s p ol i ci es b ey o n d 2 0 2 0 + Supporting existing games None of the diverse and wildly successful and business development support to policies beyond 2020+ video games industries that we’ve the next generation of game developers already discussed in this paper were built among other creatives. We wholeheartedly overnight. Countries like Canada and support the continuation of these the UK have slowly but surely built their programs. billion-dollar industries that employ many thousands of high paying workers through However, one of the key reasons for a farsighted vision and commitment to a Victoria’s dynamic and forward-looking range of long-term policies. This is the games industry – apart from the talent and trajectory that Victoria is moving towards creativity of Victorians themselves – is the and there is no doubt that Creative State support that the Victorian Government has 2016-20 has been achieving results provided to help promising projects get by supporting creative Victorian game off the ground and for studios to establish, developers do what they strive to do and grow and find success. In particular, the helping them to participate, engage, grow Assigned Production Investment – and achieve success. Games and Games Release programs have been pivotal to Victoria’s reputation We believe there are significant merits and legacy in leading Australia’s game to the current approach, articulated in development industry. The continuation Creative State 2016-20 of supporting of the programs past 2020 as industry the game development industry through investment is vital to the long-term growth initiatives that support different segments and sustainability of Victoria’s game and levels of the sector. For example, development sector, particularly at a time the Creators Fund provides a means when other states are recognising the for independent creatives including benefits of supporting games and are burgeoning game developers to focus competing with Victoria to land projects on projects and gain the experience and studios. Based on our conversations to bring these projects into fruition and with the industry, the scope and design of into the next stage of their careers. these funds are still working well and some Foundry658 serves a similar part of the have told us how important funds like creative sector by providing seed funding these have been to their success, allowing Submission to Victoria’s consultation on Creative State 2020+ 15
them to not only transform ideas into Government-industry collaboration that successfully shipped games, but to give have provided so many Victorian game them a leg up to attract private investment developers exposure to both public and enterprise loans, thus giving these audiences as well as publishers and funds a type of ‘multiplier effect’ well investors – exactly the kind of benefit that beyond their face value. We also believe Creative State 2020+ should continue to the funds are being administered cultivate. We are proud to be members of particularly well by Film Victoria, who the MIGW Steering Committee and hope continue to show a determination for the to see the state’s involvement in the week industry to succeed. and commitment to investing in its success continue for many years to come. Likewise, the Games Company Placement program helps studios and Finally, we recognise the support that talent find and support each other and Creative Victoria in particular has provided plays a vital role in the policy eco-system. to the state’s game developers through We would also urge consideration of an trade missions to help them show their expansion of this program to better link wonderful games to the wider world. These industry, games colleges and students, include recent missions to the Game similar to what is being trialled in other Developers Conference (GDC) in San states. In the next section we recommend Francisco and Gamescom in Germany. We Supporting existing games a new expenditure-based incentive that have heard from our members and other policies beyond 2020+ could have a traineeship component Victorian developers how important trade attached. missions have been to showcase their games to consumers, but particularly to Melbourne International Games Week industry and how they have helped them has grown from strength to strength find publishers, investors and clients. since its start and Victoria’s support for Despite the increasingly diverse ways in Game Connect Asia Pacific (GCAP) and which games businesses around the world PAX Australia has been central to this. are now connecting with one another, MIGW brings a vibrancy to Victoria and physical trade shows are often still where particularly Melbourne’s creative sector deals are made and relationships forged. that has an ongoing influence extending We urge Creative Victoria to continue this well beyond the week and beyond even support and work closely with Austrade video games. Creative Victoria’s Pax and industry to maximise the opportunities Rising Grants is an ideal example of for the local industry abroad. Fly as a bird in the stunning game Feather by Samurai Punk 16 Submission to Victoria’s consultation on Creative State 2020+
T he cas e for a n e w e x pend i ture - b a se d in c e n t ive expenditure-based incentive In preparing Creative State 2020+, the One of the goals that Australia (and Victorian Government is surely seeking Victoria) must adopt is to increase the The case for a new the answer one question above all others number of game development companies about its video games sector: how do they with 50+ workers, which we just don’t now take it to the next level? have enough of and which are often the least supported. These larger studios The answer, we believe, is simple and are vital to the ecosystem as they often is the reason why Australia and Victoria provide the lion’s share of the industry’s lags behind almost all other developed employment opportunities, can support a regions with their games sector by such variety of projects and can collaborate with a significant margin. Coincidentally, the smaller studios. Clusters of larger studios answer is also why Victoria and Australia also help to create an attractive eco- have been able to become global leaders system, with many talented foreign and in the adjacent PDV sector. expatriate Australian game developers (and particularly those with families) often The answer is the establishment of an reluctant to come to Victoria because expenditure-base incentive such as a of a perceived lack of ‘safety net’ job percentage offset, credit, refund or rebate opportunities. Clusters of larger studios for game development similar to Australia’s also help to increase competition for talent 30 per cent PDV offset for film (uplifted by and increase overall salaries, and while we an additional 10 per cent state incentive acknowledge this can lead to difficulties in some jurisdictions). An expenditure- obtaining high-demand talent in the short based incentive has worked to encourage term, particularly for smaller studios, over investment in game development the longer term it will lead to a much larger everywhere around the world it has been and more successful and sustainable implemented in, and it has worked here workforce and industry. to build up Australia and Victoria’s PDV sector in a relatively short period of time. While Australia has wonderful examples As a policy solution, it has proven time and of independent, homegrown 50+ worker time again to work – and it’s needed. studios, such as Mighty Kingdom in South Australia that has scaled up Objective and rationale significantly over the past two years, they are unfortunately still few and far between. As outlined in our policy paper, Building An expenditure-based incentive would a thriving game development industry, give our 10-30 person studios in Victoria percentage-based expenditure incentives that develop high quality games every work because they complete the missing opportunity to scale up into larger studios. piece of the policy framework. While the It would also create the right environment existing grant schemes help enterprising to turn existing studios into investment developers turn into studios, and emerging opportunities and trigger the establishment studios into growing small businesses, or acquisition of studios by global expenditure-based incentives help small- publishers, who are vital to the industry. to-medium sized studios grow into industry leaders while simultaneously attracting Australia’s three largest studios the largest game developers in the world Firemonkeys, Wargaming and Gameloft, to either invest heavily to grow existing who were all either newly established or studios or set up brand new studios of acquired studios, have together brought their own here. a pipeline of work, jobs and millions Submission to Victoria’s consultation on Creative State 2020+ 17
in investment with them and it is no publishers, including the parent publishers coincidence that they also happen to of some IGEA members, actively and be the three largest studios in Australia. seriously scoping opportunities to set However, these larger studios are currently up studios in Victoria or elsewhere in experiencing a range of challenges – Australia. While our talent and a low dollar including higher development costs are keeping Australia in the game, our expenditure-based incentive compared to overseas territories and worry is that a lack of the same kind of difficulties finding talent at home – and expenditure-based incentives that exist it cannot be taken for granted that in the in the US, Canada, UK and Europe will The case for a new future they will continue to grow or even again mean that those studios are instead stay in Australia at all in the long run. established in those countries that already have an embarrassing number of studios. Impact and benefits And unlike the fleeting international footloose film and TV productions that are An expenditure-based incentive would receiving significant portions of Victoria help turn Victoria into an affordable and and Australia’s screen industry incentives, cost-effective place to do business and these game studios will be invested in allow Victorian studios to compete on a for the long term, establishing a footprint more level playing field. Every year there via bricks and mortar studios, thereby are tens of billions of dollars of game attracting other studios and talent to development investment being spent on Victoria. projects, contracts and studios everywhere else around the world where conditions are The fact that these other regions continue more attractive, and it is time that we give to implement their expenditure-based our studios the ability to compete based incentives year after year, and subject on their talents and creativity – because them to exhaustive analysis, shows that they will win. they work. For example, research identified that across the UK in 2016, £78 million of A percentage-based model works tax offsets helped generated £390 million because unlike a contestable grant (which in game development expenditure.1 It predominantly supports studios in their also provided £294 million in Gross Value initial growth stages for a limited period of Added and directly supported 4,640 time) it reduces costs, leads to sustainable full-time jobs.2 All of this benefits the state growth, promotes healthy risk-taking and through economic growth – through the attracts commitment from private investors games sector and flow-on effects on other over the long term. This has a number industries – and increased tax revenue. of flow-on effects, including supporting Analysis showed that the same £78 million Australian studios to create and leverage in offsets helped to generate £156 million original intellectual property and make in tax revenues through the video games them attractive providers of commission- sector.3 Analysis of France’s incentive based and ‘fee-for-service’ development likewise identified similar results, with each work to the global industry. €1 of support providing €8 of additional investment and €1.80 of additional taxation It will also reduce the cost to global game revenue.4 publishers of locating game production activity in Australia, encouraging them to create substantial studios here that have 1 British Film Institute, Screen Business: How screen sector the creative and financial freedom to tax reliefs power economic growth across the UK, October 2018, https://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/ develop their own projects and contribute screen-business-full-report-2018-10-08.pdf, p. 90 to or even lead ‘AAA’ projects. These 2 British Film Institute, p. 77 are not just hypothetical opportunities. 3 British Film Institute, p. 89 As Creative Victoria and Invest Victoria 4 NZGDA, p. 31, citing Deutscher Games Fonds, Ernst & already know, there are currently global Young analysis of Fonds d’Aide au Jeu Vidéo for Game, the German Games Industry Association, 2018 18 Submission to Victoria’s consultation on Creative State 2020+
What would an expenditure- based incentive look like? Offsets and credits requirements, type of expenditure around the world covered, minimum expenditure thresholds, maximum rebate available and other To show what an expenditure-based criteria. Many of these measures also exist incentive could look like, the below alongside separate grant-based incentives table provides examples of just some and many regions have multiple layers of the offsets, credits or rebates of incentives, such as in Canada and the currently available around the world. UK which has both federal and provincial/ Please note that the table is indicative country incentives, and in the European What would an expenditure-based only and individual incentives may Union which has EU and national (and differ significantly in terms of eligibility sometimes regional) incentives. incentive look like? Country, state or province (alphabetical) Per cent of eligible production / labour costs refunded British Columbia (Canada) 17.5 per cent Colorado (US) 20 per cent France 30 per cent Georgia (US) 20 per cent Louisiana (US) 15-20 per cent Ontario (Canada) 35 per cent Manitoba (Canada) 35-40 per cent Nevada (US) 15-25 per cent New Jersey (US) 30-35 per cent New Mexico (US) 25 per cent Nova Scotia (Canada) 25 – 50 per cent Poland 19 per cent (proposed) Prince Edward Island (Canada) 25 per cent Quebec (Canada) 30 per cent Singapore 40 per cent Tennessee (US) 25 per cent Texas (US) 22.5 per cent United Kingdom 20 per cent Submission to Victoria’s consultation on Creative State 2020+ 19
Recommendation Designing an incentive While it would undoubtedly be a significant As part of this investigation, we note that a policy, a percentage-based expenditure percentage-based expenditure incentive incentive is necessary if Victoria is can be designed strategically and flexibly committed to moving its sector from a to ensure support is deployed efficiently creative and ambitious, but undersized and to address budgetary constraints ecosystem of largely small and medium and specific policy priorities. Examples sized studios, to one that hires thousands, include: attracts tens or hundreds of millions in investment and work and competes for • Capping the rebate, with the French tax attention globally. It is therefore the one credit capped at £6 million for instance key policy that we recommend must be seriously considered for implementation as • Scaling or ‘stepping’ the rebate a part of Creative State 2020+. depending on budget, such as in What would an expenditure-based Germany where the rebate is set at 50 We note that one of the most significant per cent for smaller projects and 25 per challenges for Victoria’s games industry cent for larger projects incentive look like? and policymakers is the lack of support currently available at the federal level. • Providing qualified rebate levels, such We note that unlike Canada and the as in Nova Scotia where developers are US, where screen incentives are heavily eligible for the lesser of a 50 per cent weighted towards provincial/state rebate for labour expenditure or a 25 per policies, Australian screen policies have cent rebate for total expenditure traditionally followed a complementary national model that emphasises federal • Different rebate levels depending on the grants and offsets, with state-based grants level of investment in the state, such as and offsets often in a supporting role. in Manitoba which pays a higher rebate if For example, the Australian Government more than a quarter of salaries are paid provides a 30 per cent PDV offsets with to state residents South Australia, Queensland and most • Specific eligibility criteria for larger game recently New South Wales now offering an studios, such as in Ontario where special additional 10 per cent ‘top-up’ to create 40 rules apply to large multinational-owned per cent incentives for PDV work in those studios to encourage them into the states. province IGEA has called on the Australian • Increased rebate for production in Government to adopt a similar 30 per regional areas, with Nevada for instance cent offset for game development and offering an additional 5 per cent bonus we will continue to advocate on behalf of for production in a rural county the industry every day until there is one. However, Victoria must urgently consider • Lower threshold for expenditure in whether it can afford to wait for federal regional areas, such as Tennessee’s action, or whether it is timely to move policy of a reduced minimum spend for forward and proactively introduce its own music scoring work outside of the capital expenditure-based incentive in the 10-30 per cent range either in anticipation of a • The inclusion of a cultural threshold for federal offset or in lieu of one. We therefore eligibility to ensure there is a sufficient call on the Victorian Government to Australian connection, such as the UK’s investigate such an incentive as part of its cultural test which measures, personnel, preparation of Creative State 2020+. facilities, cultural contribution and content 20 Submission to Victoria’s consultation on Creative State 2020+
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