No I understand that its just when you boil it down you can say that most modern 3D titles have huge budgets thus need to sell nearly a million units to make money. Or rather the more quickly you get to 1 million units sold you are much more likely to make a good profit.Baresark said: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.
The thing about a development house being successful is this: When they create a game that is exceptional or sells really well, they look better and can charge more for their contract in the future. Also, if they have a good or great track record, they can add to the ability for a game to sell.
I guess my point is that the breakdown that a lot of people demonstrate for game development may be reality for some titles, but not all, and I would say not most. A studio is paid already for the work that has been done to get to release. That is why EA is crying the blues about revenues being down, despite having a nearly perfect track record for the year, but none of the studios that develop games for them are being axed.
Edit: This business model can be compared to the music industry. A developer is an artist, a publisher is... well a publisher. Artists sign a contract for a set amount of money, just like the developers do. They they jump through the hoops that publisher asks them to, to earn the money for the project they worked on. Then the publisher reaps the majority of benefits from the success because they have the largest portion of risk.
And modern games is like film/music where everything is done to try and make more money rather than making a better product that will sell on its own merits.
/curmudgeon