I'm not really sure I follow your reasoning on this one. If a game costs $1 Million dollars to make, and a company get $1.1 Million in sales, it made $100,000. Now, they have made back their initial $1 Million, and unfortunately, that means they don't have much more to work with on their next project, but they recouped the cost of the initial release.ZippyDSMlee said:Well it costs the dev 20-40M to make a "AAA" game they get about 20-30$ for every 60$ game sold so 1M comes in close to paying off the debt incured to make the game, FYI whatever the publisher makes selling the game dose not go to paying off what debt the game has.
Regardless for anything that comes close to a normal modern 3D game you are going to need to sell nearly a million to make a profit.
Sgt. Dante said:Therumancer said:To be honest though, the thing is that the industry is claiming failure when they didn't have it. Granted, making a million bucks or so over costs on a twenty million dollar investment is not a huge return, but at the same time it's not a loss either. They covered all their costs, everyone involved got paid, and the producer made more money than he put in. It's a win, just not the massive success they hoped for.Sgt. Dante said:I do see what you mean and i was exaggerating the point as it seemed over simplified. Yes coke costs 10p and sells for £1 meaning 90p profit, but that speaks nothing of the other usually hidden costs and obligations to the process.vansau said:/snip
And altough the game industry seems more and more interested in getting it's money back on a title, wouldn't you be? If you invested $100 Million in a game and ended up making $10 million profit would you see it as worth your while? (Cut off the millions if you want a more, 'indie' level budget) And a lot of companies don't see that kind of return.
As Enslaved seems to be the popular example here lets look at some numbers; (if you'll indulge me)
(x)Cost to make; Uncomfirmed, estimated between $20-30 million
Copies Sold; 460,000
(z)Price New; $60
Now hopefully y*z>x
460,000*60 = $27,600,000
So if every copy was sold at full retail it would hopefully make about $7.6Mil. however harldy a month after release it was selling for £20 here (approx $32)
So looking at the figures if a generous half sold at $60 and the other half sold at $35 (not very accurate i know but this should account roughly for the numbers that sold between these marks) then
(230,000*35)+(230,000*60) =
8,050,000 + 13,800,000 = $21,850,000 Approx
So to look at the tl;dr it made somewhere around $1.85 million profit. For a presumed $20million budget. About 8% profit on thier investment. And that's before you consider how much of the selling value the publisher actually see's, a game selling at $60 will not make the publisher $60, not even close.
Now again, to consider this from a small buisness point of veiw imagine that for every $20,000 you invested in a buisness you could make $1,850 profit. But you were limited to this amount once a year, at best. Would you consider this a successful buisness venture? Yes it's a profit, but it hardly seems worthwhile when you consider that black ops wouldn't have cost significantly more to make but has SO FAR pulled in £360 million dollars, that's over 10x the investment or 1000% compared to enslaved's 8%.
And yes that kind of sucess is limited to exceptionally few games and isn't to be expected from many titles, but whatever Modren Warfare is doing you can be damned sure that other companies in the buisness would like to do as well. And yes this can lead to stagnation in the market with too many games being released in a hurry that are too similar to the status quo and that don't innovate and whatever. But whatever game is popular will dictate the trends in gaming today. When a game does come out that can match Modren warfare's sales figures you can be damned sure that other publishers aren't going to want to chase a 8% return when there is a potential 1000% they could be making. It just doesn't make sense. They will almost alwasy go for a 'safe' option rather than risk losing out on a much higher profit margain, and i think that is probably the reason the games market seems so stagnent at the moment. In a risk/reward enviroment, especially coming out of a recession the lower the risk (whilst retaining the potential reward) the safer the investment.
Along with everything else, I think the industry is also too hung up on what other people are doing and getting. The success of a "Modern Warfare" is a good example, but as far as gaming goes you also see it with consoles. People, including those from Sony, act like the PSP is some kind of failure simply because it's not doing as well as the DS, yet it's still got millions of units out there and has been making major bank. It's pretty much an attitude where being the best, or seeing a ridiculously massive return is the only success, and anything short of that is a huge failure.
I'll also be honest in saying that I think part of the problem is that the industry's corruption is it's own undoing. Simply put the way most games are reviewed nowadays amounts to advertising. The sites/critics that are supposed to be critical of games tend to wind up singing their praises and generating hype based on the money they receive. This kind of came to a head with the whole Gerstmann/Kane and Lynch fiasco. The problem with this is that one o the biggest safeguards for the industry itself is gone. When money largely determines what people are going to say and tell you about your product, it means that nobody is going to call a turd a turd when the checks arrive. I mean nobody cares what the product is like if they are getting paid off of it, and three months after release you'll have already hyped a couple of other games and few people are going to really care or even remember what you were saying about the last games unless they REALLY follow things, and anyone who calls them on it is usually pressured right down.
I think "Enslaved" was one of those projects where I'm surprised they made money off of it, and that's probably due to the advertising. While it sounded like it might have had some interesting ideas, the basic concept seemed both contrieved and retarded. It was also trying to make a loose connection to a literary classic that has been sort of beaten into the ground over the last decade or so. I mean it was kind of "cool" when you find out that Dragonball Z's "Goku" is loosely based on the character from that novel (especially in the regular "Dragonball"), then of course you had Saiyuki which did pretty well for anime, and of course "Soul Hunter". The fandom community overlaps and most people who would be drawn to the idea have probably already seen variations on the premise up the wazoo. Heck, even David Carridine did a movie called "The Iron Circle" based on this. So basically it's drawing from a fringe source (in the western market) that has been oversaturated among those to whom it would matter, it features a pretty weak and contrived premise, some generally unappealing characters, and it's major point of discussion has been gender politics due to the whole idea of a girl forcing a guy into slavery as her personal war-mook.
The point here being that it's not innovative despite what they were trying to claim, and it was just a ridiculous mess. Many years ago, impartial reviewers and critics probably would have said "this is stupid" as it was being developed and saved them a lot of trouble. In comparison what actually happened was you had reviewers doing the usual "Oh yeaaah, I'm really looking forward to this innovative new game called "Enslaved" coming out in a few months. It just absolutly oozes awesome and style" (counts money), that did cause the thing to more than recoup it's costs, but at the same time I think whomever expected that to be a huge success was fooling themselves the whole time, and really needed to be called on it.
Basically the game industry's own profiteering and information control seems to do damage along with it helping.
Of course then again since I'm not a troll, I generally don't go around saying games under development look retarded since as one of the masses that generally isn't well received (even if that's what I think). Occasionally I think about doing it, but resist the temptation.
Thanks. I just figured it was an error. Corrected.sooperman said:It's not crazy to think that The Conduit is getting a sequel, but it's a bit of a surprise every time I hear it. It wasn't an awful game, but sales were underwhelming. Here's hoping they clean up the multiplayer.
Oh and Mike, it's "Conduit 2." They dropped "The," for some reason. FYI.
You are of course talking about R&D, and that can be included in budget. Think about it in these terms: A company decides it wants to try out a new product before releasing the final product, so it puts together a team to get random groups and of people to try it out. They knew that they were going to try to put out a new brand of soda for example. So, they make a cola flavor, a cherry flavor, a lemon lime flavor, and a dog crap flavor. And they test it out to the groups to see who likes what flavor. This is kind of the equivalent to Alpha testing and is included in the budget. In video games for example, you employ a staff of people that do this, so they are included in my previous $30 million budget.The Random One said:Okay, but, the thing is, even though the bottle costs 10 pence worth of material and is bought by a pound, it took a long time trying different flavours to figure out what is the right amount of the 10 pence worth of stuff that will taste the best. In fact, let's say it cost, say, 100 pounds to figure that out. So even though technically you make a 90 pence profit on each bottle, you'll only get your money back when you sell 100 bottles (well, if my math serves me 110 when you factor in the cost of the material). That is why people usually say that. If not, well, this is a magical bottle that you can put on the internet for virtually no cost; if any sale was a profit you could just sell it for a penny and watch yourself get rich.
Because at the top, the Publishers are gauging long-term investment potential whenever they publish a title.Wicky_42 said:I'd always wondered why it wasn't based on profit rather than numbers... would make more sense, imo. After all, if you sell millions of copies it's counter productive if they were all at a loss, right?
Atmos Duality said:Because at the top, the Publishers are gauging long-term investment potential whenever they publish a title.Wicky_42 said:I'd always wondered why it wasn't based on profit rather than numbers... would make more sense, imo. After all, if you sell millions of copies it's counter productive if they were all at a loss, right?
In plain words, I can summarize the practice as "Not profitable enough", but in Economics, there are two separate types of profit.
"Accounting Profit" (which is what you're referring to) and "Economic Profit", which is how much money you made compared to what you could have made; in the long term it's a measurement of how well your company is performing compared to your competition.
In extreme cases (like Microsoft in the 90s) it can become a measure of how much of the market you are gaining/losing control over. This is especially noticeable in the cases for Oligopolies and Monopolies (the mainstream gaming market would definitely fall under the former category).
Let me use an older, real life gaming example.
Back in the mid to late 90s, there was this company called "Westwood". They made this little series called "Command & Conquer". They made profits; enough to continue to make more titles.
However, their economic profit was not strong enough to keep them from being bought out by EA; they were turning a profit, but EA was turning more, and they wanted to bring Westwood's profit-potential into their fold.
If you want a direct "Oranges-Oranges" comparison, then I offer up the late Sierra Entertainment as another example. Vivendi Universal picked them up around 2003 and acquired all of their intellectual properties. Today, Sierra is effectively dead, and their IPs went to Activision.
Why? "Not Profitable Enough". They got bought out, dissected, and ultimately dissolved for business reasons.
That's the mindset these investors are seeing their projects from. Once you break into the AAA publisher territory, you do not have a choice. It's "Eat or be eaten."
Ideally, developers would make enough money to self-publish (and so they would have actual control over their IP rather than having to beg their superiors into let them use something they created) but that obviously isn't the case and barring most of the smaller indie-games market, it never will be.
In my opinion, the business side of the gaming market has expanded the market, but will ultimately choke to death on its own bloat. (That's precisely the driving force behind today's Sequel/Remake-Exploitation. It's no coincidence that we're seeing knock-offs and sequels greatly outnumber new IPs.) No market can expand forever, and heads will eventually roll. Sadly, I can see 2-3 publishers owning most of the gaming market in 10 years (probably Activision-Blizzard).
Just as a final word on the article; I agree with the sentiment wholeheartedly (the 1 million unit mark is completely unreasonable; niche markets rarely hit that number even today), but at the same time I also understand the business side of things.
Sgt. Dante said:Therumancer said:FYI the 3rd party Publishers only get about $16 for every game sold, as they sell the discs to the retailers/middle-men for about $30 each but each disc has costs:Sgt. Dante said:I do see what you mean and i was exaggerating the point as it seemed over simplified. Yes coke costs 10p and sells for £1 meaning 90p profit, but that speaks nothing of the other usually hidden costs and obligations to the process.vansau said:/snip
And altough the game industry seems more and more interested in getting it's money back on a title, wouldn't you be? If you invested $100 Million in a game and ended up making $10 million profit would you see it as worth your while? (Cut off the millions if you want a more, 'indie' level budget) And a lot of companies don't see that kind of return.
As Enslaved seems to be the popular example here lets look at some numbers; (if you'll indulge me)
(x)Cost to make; Uncomfirmed, estimated between $20-30 million
Copies Sold; 460,000
(z)Price New; $60
Now hopefully y*z>x
460,000*60 = $27,600,000
So if every copy was sold at full retail it would hopefully make about $7.6Mil. however harldy a month after release it was selling for £20 here (approx $32)
So looking at the figures if a generous half sold at $60 and the other half sold at $35 (not very accurate i know but this should account roughly for the numbers that sold between these marks) then
(230,000*35)+(230,000*60) =
8,050,000 + 13,800,000 = $21,850,000 Approx
So to look at the tl;dr it made somewhere around $1.85 million profit. For a presumed $20million budget. About 8% profit on thier investment. And that's before you consider how much of the selling value the publisher actually see's, a game selling at $60 will not make the publisher $60, not even close.
-packaging/disc
-console manufacturer licence fee
-Royalties of other licensing (music talent etc)
http://vgsales.wikia.com/wiki/Video_game_costs
So with Enslaved selling 450'000 global that works out to effective income as $7'200'000 to offset all the lump costs of development and marketing.
IF they spent $20 million on this game (I doubt) then they made a significant loss. More likely this game cost closer to $10 million, there certainly was very little spent on marketing as everyone seemed to miss it entirely and for reference Killzone 2 was made for about $20 million.
BUT it's not game-over yet as Enslaved has only been out for 4 months, there is a long tail on this and DLC and Ports to be factored. DLC on PSN/XBL sells with 30% of selling price going to Microsoft/Sony respectively, so they can actually make almost as much per DLC pack as from the full retail disc!
There is also the ongoing likelihood of a PC-port, where in store they get a much higher cut (less licensing costs) and on Steam there is the same 70%-30% profit deal, so selling the game for $30 they'll take home $21 per game. Even if it was cut down to $10 in a Steam sale (where I suspect Valve takes a smaller cut of the price) they'd be taking home a lot. Oh before you ask, PC ports are relatively cheap, studios usually do it for a couple 100k if the game has been co-developed on PS3 and 360 as then you have central assets that can be compiled for any system.
And lets not forget the most important thing that this can be used as a springboard for later works, either sequels or "from the team who made the critically acclaimed..." for another non-sequel. If everyone game up at the first hurdle no one would achieve anything. I hope Namco realises that they are more likely to have success continuing with Ninja Theory than sending this horse to the glue factory.
I get that, but not why unit number rather than total profit is the big published figure. Sure, it's great to sell a million units, but if someone's managed to sell just 200,000 at ten times your profit I'd say that they're doing better. That doesn't show if the only comparison we're having is on units shifted, rather than profits over all - and arguably over-all profits should be more important to a business.Atmos Duality said:Wicky_42 said:I'd always wondered why it wasn't based on profit rather than numbers... would make more sense, imo. After all, if you sell millions of copies it's counter productive if they were all at a loss, right?Because at the top, the Publishers are gauging long-term investment potential whenever they publish a title.
In plain words, I can summarize the practice as "Not profitable enough", but in Economics, there are two separate types of profit.
"Accounting Profit" (which is what you're referring to) and "Economic Profit", which is how much money you made compared to what you could have made; in the long term it's a measurement of how well your company is performing compared to your competition.
In extreme cases (like Microsoft in the 90s) it can become a measure of how much of the market you are gaining/losing control over. This is especially noticeable in the cases for Oligopolies and Monopolies (the mainstream gaming market would definitely fall under the former category).
Let me use an older, real life gaming example.
Back in the mid to late 90s, there was this company called "Westwood". They made this little series called "Command & Conquer". They made profits; enough to continue to make more titles.
However, their economic profit was not strong enough to keep them from being bought out by EA; they were turning a profit, but EA was turning more, and they wanted to bring Westwood's profit-potential into their fold.
If you want a direct "Oranges-Oranges" comparison, then I offer up the late Sierra Entertainment as another example. Vivendi Universal picked them up around 2003 and acquired all of their intellectual properties. Today, Sierra is effectively dead, and their IPs went to Activision.
Why? "Not Profitable Enough". They got bought out, dissected, and ultimately dissolved for business reasons.
That's the mindset these investors are seeing their projects from. Once you break into the AAA publisher territory, you do not have a choice. It's "Eat or be eaten."
Ideally, developers would make enough money to self-publish (and so they would have actual control over their IP rather than having to beg their superiors into let them use something they created) but that obviously isn't the case and barring most of the smaller indie-games market, it never will be.
In my opinion, the business side of the gaming market has expanded the market, but will ultimately choke to death on its own bloat. (That's precisely the driving force behind today's Sequel/Remake-Exploitation. It's no coincidence that we're seeing knock-offs and sequels greatly outnumber new IPs.) No market can expand forever, and heads will eventually roll. Sadly, I can see 2-3 publishers owning most of the gaming market in 10 years (probably Activision-Blizzard).
Just as a final word on the article; I agree with the sentiment wholeheartedly (the 1 million unit mark is completely unreasonable; niche markets rarely hit that number even today), but at the same time I also understand the business side of things.
"Economic Profit" is no theory of mine; it's a textbook definition from Economics itself; and it's more firmly rooted in Capitalism than Accounting Profit.Treblaine said:But Atmos' theory on "Economic Profit" is disturbing as if the company is broken up for not making ENOUGH Profit then it will make even less profit or suffer a loss! What sense does that make? Surely that goes against the very principals of Capitalism that it must be profit based, as in follow the profit.
Every investment; every single one of them has risk associated.Atmos, you have described it but you have not explained WHY any investor would ever want this. EA made a huge loss from the way they handled Westwood, their drive to "maximise profits" did the EXACT OPPOSITE!
Ahh, but economic profit is a definition of who made the MOST. By simple logic, whoever gained the most in your specific market sets the bar (think margins, not raw numbers). If you had invested in Activision compared to EA in the last 3 years for example, you would be making economic profit.My issue is how can anyone know how much a game "could have made" that sounds like baseless speculation on the part of the executives, the market is incredibly large, complex and unpredictable. Surely the only way to know what is the maximum amount of profit you could have made is all the profit you did ACTUALLY make.
I completely agree with that statement. You describe one balance of risk vs investment, again, stressing that nothing is guaranteed.Sure a Publisher Executive can ASSUME if a game had released a few months sooner it might have made more money, but changing that variable would have compromised the game quality.
NOTE: The rest of this is just my personal thoughts, sans pure capitalism, since I've already addressed that.This seems like asinine and simplistic logic that shows zero understanding of games that doesn't appreciate the reason people bought the games in the first place.
Overall profits are part of economic profits. It's a direct factor.Wicky_42 said:I get that, but not why unit number rather than total profit is the big published figure. Sure, it's great to sell a million units, but if someone's managed to sell just 200,000 at ten times your profit I'd say that they're doing better. That doesn't show if the only comparison we're having is on units shifted, rather than profits over all - and arguably over-all profits should be more important to a business.
Er no I am talking about AAA tiles sold in retail stores, the dev gets are best 30% that 60$ the retailer gets around 6-10$ the pub gets the rest. Its its a more indie game they get most of the final price.Baresark said:I'm not really sure I follow your reasoning on this one. If a game costs $1 Million dollars to make, and a company get $1.1 Million in sales, it made $100,000. Now, they have made back their initial $1 Million, and unfortunately, that means they don't have much more to work with on their next project, but they recouped the cost of the initial release.ZippyDSMlee said:Well it costs the dev 20-40M to make a "AAA" game they get about 20-30$ for every 60$ game sold so 1M comes in close to paying off the debt incured to make the game, FYI whatever the publisher makes selling the game dose not go to paying off what debt the game has.
Regardless for anything that comes close to a normal modern 3D game you are going to need to sell nearly a million to make a profit.
Then we have to take into account long term sales of a game. Most people only track what a game does for the first month or possibly two, but the reality of it is that a game still sells for a long while after that. I personally just bought Wrath of the Lich King for the first time. I was out of WoW for a while, then I had friends who got into it, so started playing again, then when I hit 70, I needed Wrath. They don't give a crap about Wrath sales, but the game still needs to be bought in order to enjoy what Cataclysm has to offer down the road. Take into account new WoW players. Someone who was amazed by the ridiculous ad campaign of Cataclysm, but has never invested in it before, has to purchase all other expansions before they can get Cataclysm. They aren't tracking these numbers, but they are selling these products again.
Edit: Basic Math - If you spend $30 million dollars on a game (this of course includes digital production, physical production and advertising), you need to sell 500K copies at $60 each to break even. And none of this breaking it down stuff to decide who gets what. If you spent $30 Million on this game, that is all included into the initial cost of the game. If you follow my reasoning, at 500k units, you have recouped the cost of the game, and you can use it on the next project. It doesn't look good on paper though. The company is in the same spot as if it did nothing at all. But, in real terms, the company has done something. It has produced a piece of software that 500k people have bought. In the future, they want to do better, but if they did not, they are not worse off, and they have lost no money. But on paper and in terms of stock value, it hasn't done anything. In business this is undesirable, in art, this is GREAT. Haha, now people just need to decide what they think the medium is supposed to be.
I understand what your saying, but that is not how business works. A developer either picks up a contract or creates an original IP and sells it to the publisher for a set price. So, what happens is by the time a game gets released, the developers have already been paid. All the programmers, artists, sound guys, etc., are already paid what they are paid. The development studio has been paid by the publisher. That is why when a game does excessively well there is all kinds of griping about how the publisher gets everything and devs don't get shit.... well they don't get shit because the developers signed a contract to do it for so much money. The only time this model changes is when a developer publishes it's own games. Business in this sense is all about risks. The publisher assumes the largest risk, so it reaps the most benefits.ZippyDSMlee said:Er no I am talking about AAA tiles sold in retail stores, the dev gets are best 30% that 60$ the retailer gets around 6-10$ the pub gets the rest. Its its a more indie game they get most of the final price.Baresark said:I'm not really sure I follow your reasoning on this one. If a game costs $1 Million dollars to make, and a company get $1.1 Million in sales, it made $100,000. Now, they have made back their initial $1 Million, and unfortunately, that means they don't have much more to work with on their next project, but they recouped the cost of the initial release.ZippyDSMlee said:Well it costs the dev 20-40M to make a "AAA" game they get about 20-30$ for every 60$ game sold so 1M comes in close to paying off the debt incured to make the game, FYI whatever the publisher makes selling the game dose not go to paying off what debt the game has.
Regardless for anything that comes close to a normal modern 3D game you are going to need to sell nearly a million to make a profit.
Then we have to take into account long term sales of a game. Most people only track what a game does for the first month or possibly two, but the reality of it is that a game still sells for a long while after that. I personally just bought Wrath of the Lich King for the first time. I was out of WoW for a while, then I had friends who got into it, so started playing again, then when I hit 70, I needed Wrath. They don't give a crap about Wrath sales, but the game still needs to be bought in order to enjoy what Cataclysm has to offer down the road. Take into account new WoW players. Someone who was amazed by the ridiculous ad campaign of Cataclysm, but has never invested in it before, has to purchase all other expansions before they can get Cataclysm. They aren't tracking these numbers, but they are selling these products again.
Edit: Basic Math - If you spend $30 million dollars on a game (this of course includes digital production, physical production and advertising), you need to sell 500K copies at $60 each to break even. And none of this breaking it down stuff to decide who gets what. If you spent $30 Million on this game, that is all included into the initial cost of the game. If you follow my reasoning, at 500k units, you have recouped the cost of the game, and you can use it on the next project. It doesn't look good on paper though. The company is in the same spot as if it did nothing at all. But, in real terms, the company has done something. It has produced a piece of software that 500k people have bought. In the future, they want to do better, but if they did not, they are not worse off, and they have lost no money. But on paper and in terms of stock value, it hasn't done anything. In business this is undesirable, in art, this is GREAT. Haha, now people just need to decide what they think the medium is supposed to be.
So you have a game that was made for 10-30M it needs to sell 500K-1M titles (15-30M) to break even or make some money back, the more money you make the more you can expand the studio, tho pub owned studios the pub tends to get most of the money with the dev getting paid off and may have a chance to make another game or 2 before being disbanded and reformed under a new studio.
Anyway for AAA games they need to sell nearly 500K units in order to break even, the sooner you do that the better.
For smaller devs you need only a few grand up to 100K in sells to gain a profit.
The lower your over head is the less units you need to sell to break even, the sooner you break even the sooner you make a profit.