LeninGHOLA
Vladimir Hayt
- Joined
- Aug 26, 2009
- Messages
- 18,416
That's why devs need more avenues to self publish. We, as gamers, want to give you money.
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SWTOR relies on micro transactions in addition to subscriptions to pay for infrastructure.
LoL also has micro transactions that bring in revenue, in which most people happily pay.
Older games were also far more simplified compared to current titles, plus as you already stated, there's no requirement to further support the game after release in those days other than basic telephone/mail services.
Ok guys I am a developer myself and I want to cover some points that most people don't realize. Big games cost 30 to 100 million to make. Not including marketing costs etc. developers normally have to make dev cost plus marketing costs which is upwards of 40 to 60% (which is completely out of the devs control). Lets use 50% for example. As example a40 million dollar game actually needs 60 million to break even. Devs don't get money until that happens. Here is how you get to those final numbers. A $60 game. 30% of that goes to the retailer. So we are at 42 dollars. The console manufacturer gets 9-10 per. So we are down to 32 dollars. That means said game needs to sell around 2000000 units to break even. Foreign sales work differently becuase the foreign rhq keeps the marjority of the money and the money sent over is used for breakeven so that is a hell of a lot less in contribution.
A lot of games don't sell that big and then people don't understand why a game they liked doesn't get a seqel.
Devs themselves are back of the bus getting money. That is why there is interest in sharing revenue. They get screwed. Gamestop makes money. The publisher gets money and the ev gets screwed.
Even worse there are majors pubswho do what i call indentured servetude contracts. Day one dollar one royalties. But the royalty is what is used to calculate breakeven. So that wonderful 20% royalty actually takes 5 times as long to break even. My previous example is if a publisher wants to get made whole asap so the devs might get money. This servitude contract is to force them to take the next gig probably with not as good terms.
What he is talking about is hope.y getting devs get some money at the endof the day.
So you know i launched the digital distribution games for psn when i was at sony. I believe it is in the future whn the US infrastructure can support it. According to the last round of US numbers a lot of people are still in the 4megabit and below range because they live in places where they have very little choice i isps. That makes digital a problem. I've got 30 down and it still was a long time to download Uncharted 3. So with 4 down which works out to 512k actual down a 30 gig download just isn't practicle. And that is even with planning on actually getting all the banwidth.
I've been doing this for 23 years. They devs are always the one getting the short end of the stick. The greedy SOBs at the publisher see money and the greedy SOBs at retail see money and all to oftem devs get screwed.
Cheers
Using this logic: If I buy a used car, then sell it at a profit, should I send a check to the vehicle manufacturer?
I mean, is bad enough they charge for access to even play the damn games online in the first place, they get enough of a cut from that business.
Retailer markup at 30%? Sounds like whoever negotiates that for your company is brain dead because actual game markups are about 10% at the retailer.
30 to 100 million to make a game? SO full of shit... Games that cost over 40 million are extremely rare... Considering the top 10 biggest game budgets ever ranges from 45-100 million its pretty easy to say you're full of shit on that. 10-30 million is the realistic amount to make a AAA title. I mean seriously... A game gets a $50 million budget and its news...
For someone who claims 23 years experience i find it odd your claims are so obviously wrong.
I've been doing this for 23 years. They devs are always the one getting the short end of the stick. The greedy SOBs at the publisher see money and the greedy SOBs at retail see money and all to oftem devs get screwed.
Oh please, spare us the expensive infrastructure argument. They can easily offload realistically 90% of all server hosting globally to 3rd parties or anyone really. Host a site and all other crap for additional services. That will keep the cost of service low.
Love these threads. Reading all the whiny little turds crying about how the games should be cheaper LOL.
Even so, your example still costs money.
So does living. What's your point?
God forbid people receive support for the product they legally bought. It's called warranty for physical objects.
Retailer markup at 30%? Sounds like whoever negotiates that for your company is brain dead because actual game markups are about 10% at the retailer.
30 to 100 million to make a game? SO full of shit... Games that cost over 40 million are extremely rare... Considering the top 10 biggest game budgets ever ranges from 45-100 million its pretty easy to say you're full of shit on that. 10-30 million is the realistic amount to make a AAA title. I mean seriously... A game gets a $50 million budget and its news...
For someone who claims 23 years experience i find it odd your claims are so obviously wrong.
I don't get why you guys would want to beat up on someone who is a developer and has been doing it forever. I don't think anyone really likes their job all the time, but once you start doing it, you sort of lose the ability to learn new things and are adverse to change. There's nothing wrong with that and it's totally normal to be in that kinda rut. I bet a lot of other people out there are too so OMG, be at least a little bit civil to Croaker.
I can also confirm that there's a lot of NDAs out there in the industry that would get violated if people talked too much. As an insider in the video games thing, you have to be careful what you say because you never know who's watching. That means he can only say he knows, but he really can't say what in specific.
So does living. What's your point?
God forbid people receive support for the product they legally bought. It's called warranty for physical objects.
I forgot to add, specifically for xbox, for the indie titles it's a 10k fee per patch/update (or was until they recently dropped that fee for the 360 platform). One could assume it's more for AAA/retail releases.
I completely disagree with this. When movies are shown on cable, or rented out from RedBox or watched on Netflix, do you think that those companies reap all the profits and nothing goes back to the content owner? Because you're whacked out of your melon if you think that's the case. Selling a game used for $5 less than new and getting that as pure profit which the dev never sees is the reason that so many game companies cut jobs all the time. I'm not saying that the entire cost should go back to the dev, but even a portion of those used game sales going back (which is a legitimate expectation) would do wonders for the industry.
And if you think that lowering prices will cause people to buy new, you're similarly crazy. The cost isn't the concept; the fact that it can be had for less, regardless of the original price, is what will drive sales.
If devs want to give me a money back satisfaction guarantee, then we can do away with used.
20-40mil is considered bottom-of-the-ladder for a big AAA game nowadays. You really have no idea what you're talking about here. For someone who claims no experience, I find it obvious why your claims are so clearly wrong.
If devs want to give me a money back satisfaction guarantee, then we can do away with used. But somehow I don't think they would prefer used to that.
40 million + is the top of average im not sure where you are pulling your magically inflated figures for but you are wrong. There are crazy 100 mil + exceptions like the GTA games and SWTOR but claiming that 20-40 mil is the bottom of the ladder when the vast majority of AAA games fall dead in that range is incredibly ignorant.
People need to take a step back and look realistically at these "costs" most of the time its complete bullshit or uber marketing.
Lastly as to the bullshit about o ly 10 games costing 30 to 100 to make i could list off over 50 current gen games off the top of my head that are in that category but i would be violating a crap ton of NDAs and peoples confidences which would in turn put them in violation of their NDAs.
20mil is the bottom indeed for major AAA titles now. 40mil w/ marketing isn't very rare. 100-200 is much less common, of course. I said 20-40mil being the bottom of the ladder, as in 20mil is, and they go up to 40mil often. Please give up purposefully misinterpreting wording to try to support your incorrect claims on semantics.
Drop the prices on the games and more people will buy them new. It's not rocket science to figure this shit out.
So you as an anonymous nobody could make a list of games supporting your argument (Lies) but you would be breaking NDAs (Again bullshit)...
How convenient, except that most of these companies are public and fucking report the exact costs. So how is it that the public companies are reporting average costs between 20-40 yet your magical list that you cant share is astronomically higher?
And i said 10 games with budgets higher than 45 million. When a game gets a budget that high its news but according to you they are all that expensive.
Just look at D3 for example... sold over 10m copies according to eurogamer... 20-40m is a pretty low on the ladder if you were to compare... granted, it's not a console game but to gross that many copies @ $39/ea... you can see where that upper tier range is
And yet automobile manufacturers don't cry bloody mary when I buy my used car.
Shouldn't THEY also get a cut from that second sale!?!?! /s
I don't see why software should be different. You were compensated for the retail copy that was sold. It was then sold a second time, maybe *scoff* even a THIRD TIME. You are not entitled to those.
Deal with it.
And yet automobile manufacturers don't cry bloody mary when I buy my used car.
Shouldn't THEY also get a cut from that second sale!?!?! /s
I don't see why software should be different. You were compensated for the retail copy that was sold. It was then sold a second time, maybe *scoff* even a THIRD TIME. You are not entitled to those.
Deal with it.
So late to the race, but I felt I had to post a reply to this. Your analogy is awful. First you must understand the business model of an automobile dealership (which I was a finance manager for a short time).
Auto dealerships make little money off the new auto sales. You are given a quota to meet on a month by month basis, but all the real money is in used car sales. New brands and brings the customer in the door, but used is the money driver.
If Gamestop was willing to give nearly all of the new sale money to the developers and in turn reap the benefits of used sales, then yes you would have a valid claim. But because they are getting it on both ends, they are indeed screwing us all. Unfortunately the general public are completely oblivious to how this all works so they mindlessly defend companies that are trying to shit on them. Gamestop does no good for anyone. Open your eyes.
Drop the prices on the games and more people will buy them new. It's not rocket science to figure this shit out.