Once upon a time, not really all that long ago, it was fairly  common for a game to be concepted, designed and developed by an  individual or a small group of individuals with little to no budget to  speak of. However, this has all changed thanks to the ever-increasing  power of the newer generation of consoles that have more computing  power, memory and disc space for developers to use, as well as the  greater need to spend more money on marketing and getting licenses for  these games to help ensure the titles sell to make it all worth a  publisher's effort. Games cost a lot of money to make and, now more than  ever, they need to sell as many copies as possible to help recoup the  costs of publishing it. In this article, we'll give you an inside look  at where all the money goes when trying to get a game from a concept to  one that you're playing at home.
Development
The most important component, however not necessarily the most costly,  of publishing a game is the handling of its development. According to a  non-scientific poll of publishers, the costs of developing games for the  next-generation of consoles such as Microsoft's Xbox 360 and Sony's  PlayStation 3 is estimated to be roughly $10 million as compared to  $3-$5 million for the Xbox, PlayStation 2 and GameCube.
A large portion of this cost goes to paying the talent that's making the  games - the programmers, artists, musicians, designers, producers, and  testers. And with the size of teams required to make games for the newer  consoles doubling when compared to the previous generation,  particularly with the number of modelers, animators, and other artists  now needed, you can see why the cost of development keeps making  significant jumps for each subsequent new generation of consoles.
In cases where the game is being developed by an outside company for a  publisher, the publisher typically advances the development costs to the  developer in the form of milestone payments that are paid at various  predetermined stages of the game's development. Additionally, the  publisher will also have to pay the developer royalties for the game  based on a percentage of the net sales revenue of the game after  deductions, such as taxes, shipping, insurance, and returns. This  royalty percentage varies greatly within the industry and deals will  often include step ups in rates based on hitting certain sales goals or  milestones. Based on our independent research, the typical royalty is  anywhere from 10% to 20%.
Because of this and the need to try and cut costs wherever possible,  larger publishers have started to buy up a lot of the smaller  development studios so that the games can essentially be made in-house  and the paying of royalties is no longer needed. Publishing label deals  are also made where the publisher and developer actually split some of  the costs of development and marketing of the game.
Licensing
The next area where money is spent in publishing a game is with  licensing - both licensing the game to be released on a console and the  licensing of intellectual properties for use in the game.
The first, console licensing, is a step that can't be avoided when  publishing games on videogame consoles such as the Xbox 360, PS3,  Revolution, and so on. In order to release a game on any of these  videogame consoles, the publisher must pay a royalty to the manufacture,  whether Microsoft, Sony, or Nintendo, for distributing a game on their  system.
And as part of the deal, the game must also meet with all of the strict  quality standards and guidelines as set by the manufacturer for it to be  approved and released. The exact licensing fee varies based on the  manufacturer, as well as any deals they may give a publisher, but it can  generally be anywhere from $3 to $10 per unit.
Games published by any of the big three console makes obviously don't  accrue this licensing fee, so that's why they're often able to release  their games at a slightly lower cost than 3rd party publishers.
The other form of licensing has to do with the purchasing of or paying  for the right to use intellectual properties such as stories,  characters, music, personalities, or products in the game. This includes  things such as paying the NBA for the right to use its official teams  and logs in games like 2K Sports' NBA 2K6 and EA Sports' NBA Live 2006,  as well as Activision paying Tony Hawk for the exclusive right to use  his name and likeness in the Tony Hawk games and paying royalties to any  of the music artists for using their songs in the game.
With companies needing games to sell more copies than ever before,  thanks to the increased costs of developing them and the fact that the  base price for games still remains relatively unchanged from 5 or even  10 years ago, many see the instant name recognition that they get by  licensing a well-know intellectual property such as James Bond, The Lord  of the Rings, The Matrix, or X-Men, as a safe way to help guarantee  some sales.
All that said, with the owners of these properties knowing their  importance, it's becoming even more expensive to obtain their exclusive  rights so there's still plenty of reasons for companies to try and  create their own characters and properties and hope to they become  household names.
Marketing
Often the most expensive aspect of game publishing comes in the form of  marketing the game. This process happens all throughout the development  process and often lasts after the game is shipped. It includes all the  buying of advertising in the form of banner ads and promotions online,  television commercials, local radio commercials, magazine print ads and  pullouts, and in-store promotions, displays and advertisements.
The costs of doing all this is extremely high and it's quite common for a  game's marketing budget to equal or even double the actual cost of  making the game. Obviously, the most costly of these is the television  advertisements, but it's also regarded as the most effective at getting  your game in the minds of the mass market public.
Distribution
The final cost of publishing a game that we'll delve into is the  distribution of the game, and that's the process of getting the game  sold to wholesalers and then to retailers where you'll then have a  chance to buy it. Wholesalers typically pay around $30 per game and with  the costs of getting the goods to the wholesalers, any co-op  advertising or marketing, and return of good contingencies being roughly  $14 per game, the publisher is going to typically get $16 for every  unit sold. The key part of this arrangement, however, is for the  publisher to have really good relationships with the wholesalers and  retailers because space is limited and unless a company's relationship  is good, the wholesaler or retailers won't want to buy-in as many units,  which means the sell-through can't be as good. A lot of time, money and  effort is put into making sure publishers are in good with these  distributors, however the bottom line is often that if your game sells  they'll want to buy it. Or, if at least one of your games sells really  well, then they'll want to buy or be forced to buy others. 
Thursday, 13 May 2010
The Economics of Game Publishing
This is an interesting article but be aware that it was written in 2006 - since then their has been a boom independent games development, so there is an alternative model to making games.
 			  					 			
Labels:
Distribution,
Exchange,
Production
 
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