Update On Former ‘Killzone’ Developer’s Games For Charity Plan

You wouldn’t normally associate games with charity, but Martin de Ronde wants to change that.

De Ronde, once part of “Killzone” developer Guerilla Games before the studio was sold to Sony, has spent the last year and a half quietly preparing his next move.

It’s called One Big Game. They intend to publish games and donate the profits to children’s charities. “We’re hoping it’s going to do well simply because it’s going to do good for the world,” de Ronde told me last month over the phone.

Stephen Totilo spoke with de Ronde about One Big Game a little over a year ago. De Ronde gave me an update on what’s changed since then.

Sometime before the end of the year, One Big Game will launch a web-based portal to deliver their charity-driven games. These games won’t, however, be developed by de Ronde or anyone else working at the One Big Game initiative. It’s all outsourced. When One Big Game was announced at the Game Developers Conference last year, it was all talk. De Ronde has spent the last 12 months making his ideas a reality.

“We have focused initially on independent developers. It’s easier to approach them.”

“We’ve used the time in-between last year’s GDC and now to recruit all the developers formally,” he said. “We’ve used the past 12 months to convert that initial interest and enthusiasm into hard commitments from developer, even contractual commitments. Production has already started with some games. That’s the big difference.”

As for who those developers are, de Ronde isn’t telling, but said an announcement isn’t far off. He teased we can expect games from the “usual suspects” of indie development. Getting the bigger players on board — like Bungie Studios or designer Will Wright — is something they’re hoping for down the line.

“The thing is, obviously, with the big, most famous names, they’ve all been snapped up by publishers,” he laughed. “We have focused initially on independent developers. It’s easier to approach them, easier to make a decision. There’s no corporate policy involved or a lot of red tape.”

But that doesn’t mean he isn’t actively pursuing the bigger names. “We have already spoken to some internal studios and some big names in those internal studios,” he said.

The obstacle in getting someone like Wright involved has more to do with the publisher than it does the creator, said de Ronde. And once One Big Games’ portal launches and the initiative proves itself, de Ronde hopes more publishers will open their doors. He wants them to come to him, not the other way around.

“We’re proactively going after people,” he said. “Hopefully that’s going to change [and] people are going to approach us once they see it’s a viable platform and a great way to help solve problems with some kids.”

Convincing publishers will mean generating notable profits to be donated to charities. De Monde said One Big Game has worked out a number of different scenarios for monetizing their games. One, they simply slap a price tag on the game, like most services. Two, the game is free but supported by ads. The third option is what de Ronde called becoming a “donor.”

“I don’t want to use the word subscriber,” he said. “You become a gold member of One Big Game. You donate $25/month and for that money, you get to play all the games for free. You obviously can already play the free games for free, but all the downloadable games, [too]. You pay a fixed amount. You become a donor of One Big Game.”

While One Big Game is certainly a noble cause, its success ultimately relies on the quality of the games, the names it can attract and opened wallets. We’ll know more later this summer when de Ronde reveals the first wave of One Big Game titles.