Why Next-Gen Titles Cost $60
Heartless Gamer writes "Forbes.com has up an article detailing what goes into the $60 price tag for next generation games. Publishers get about a buck per copy sold. 'The remaining $59 per game goes into many hands. The biggest portion — nearly 45% — goes toward simply programming and designing the game itself. Then the console maker, retailer and marketers each get a cut. Add in manufacturing and management costs, and depending on the type of game, a license fee. Some gamemakers also have to pay a distributor to help get their titles in stores.'"
Then how can you explain why Wii games only cost $50 still? I blame the increased graphical power of the 360 and PS3 which increases the development costs due to the developers' (or publishers?) need to utilise all graphical power available.
'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
... that also a large chunk of this probably goes to the console maker as well. I'd be quite surprised to see that Sony (or M$) hasn't upped their licensing fees for these new systems over the last generation significantly.
Easier explanation:
-Why did next-gen titles five years ago cost $50?
-Now, take that answer and apply inflation for five years.
1.1^(1/5) = 1.9% per year inflation is all it takes, and it's been worse.
Apology to Ubuntu forum.
The publisher makes a hell of a lot more than $1 a title, and the money certainly doesn't go to the developer. The retailers take a huge chunk of it. Realistically speaking, the publisher takes the lionshare of the profit - and uses that to cover the advances made to the developer.
The reason games cost $60 is nothing to do with the cost of manufacturing anyway, the console manufacturers run a cartel and have agreed these prices.
I click on a link to an article of why game prices have gone up and I get a full-page ad asking me to compare various sports cars.
"I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)
If the programmers and actual developers get 45% of the remaining $59, it beats the music industry content creators by a magnitude or more.
c++;
As long as people are willing to pay $60 per title, that's what they will cost. You can break down the numbers all you want but if the market won't tolerate $60 games, there sure as heck won't be any. The least important links in the chain will either be paid less or eliminated entirely.
Exactly. An extra £10/$10 was slapped on the price of 360 games because the publishers (not Microsoft, the publishers) thought they coud get away with it at that stage of the game.
The vast majority of a game's expenses are on the creation of the product; R&D if you will. They're the same whether the game sells one copy or a million. So, just as we saw with the previous two generations (more? I wasn't buying console games then, as I was computers only) and indeed with DVDs, the price starts high while the people with the machines are the early adopter stage, then once the userbase is a bit bigger you can drop your prices to sell more copies.
"I Know You Are But What Am I?"
..who gets what percent of the $0 I spend on awesome homebrew games?
Even though it is a Forbes article, and not some random blog post, that's a lot of horse puckey. I think Ms. Rosmarin is buying whatever major game pub or console producer are selling her. Remember, according to Hollywood studio accountants, no film ever makes a profit. "Woe is me," says game publisher, "I only get $1/unit if I sell more than $500,000". Granted, video games are a 'hit driven' industry, one success pays for many 'failures'.
http://en.wikipedia.org/wiki/Phantasy_Star : 69 $ (20 years ago)
:) But 15-20 years ago console games (especially the bleeding-edge ones) WERE as (if not more) expensive are today's ones.
Well this one is an exception
Do we really need an article to spell this out? I mean, it's not rocket science. Right now, the cost of obtaining a temporal snatcher device is very expensive. First you need to power it, then find someone who knows how to use, and then calibrate it so you can even find a Playstation 4 dev kit. Not an easy task by any means. I mean, do we even know there is even going to be a playstation 4? What happens if you snatch Rosanne's underwear instead? It might make for a happy dev team (if your team is into that), but the investors will be a little miffed.
I once worked on a project where we actually snatched one of George Lucas' fake beards. We fed-exed it back to ILM, and instead of thanks, we got a lawsuit. Not what the money men were looking for. After that incident, we switched development to xbox 360/playstation 3 which - surprise, surprise - is cheap in comparison.
It's interesting to see where that money goes & how it's divided, but to suggest that the ultimate destination of that revenue is the reason for the price of games is ignorant and foolish. Supply and demand, people. Any company who doesn't get all the revenue they can for a release won't last long.
Meta will eat itself
When I am browsing through something like Steam, I don't think twice about buying a game for $20 or $30. For $60, it definitely becomes a calculated purchase, and I really start questioning how badly I want the game.
$60 seems to be pushing the extreme limits of how much I'd even pay for a video game under ANY circumstances. I wonder if this line will ever be crossed?
Or rather it's the price that changes the breakdown. Lets assume that a game has a staff of 30 programmers and designers at $100 000 pa and takes a year to write. That means that it cost 3 million to write the code. Now then, if they sell 100 000 copies of that at $60 a time, then that's $30 per programmer for each copy sold, or 50% of the cover price. If they only sell 50 000 copies, that means that 100% of the sale of each game goes to the programmers. If they sell 500 000 then it means $6, or 10% of each game goes to the programmers. So, do they reduce the price of games if they know they'll sell more? Doesn't seem to be the case.
Okay, next - the retailer gets $12 for each game sold. Would he still demand $12 if the games cost $20 each? What if they cost $12? Of course not. The retailer knows that the lower price would yield higher sales and would be happy with a similar percentage cut. Teh same applies to the console feee. The console companies charge a smaller amount per unit for budget games.
Manufacturing costs - Now this is something that actually affects the end unit costs. However they exaggerated severely. Small (1000 disc) runs cost less than half that.
Marketing? Well, that's not even in the picture. If this was considered an expense, they might as well get rid of the marketting department and make a whopping $4 extra per unit. Every dollar spent on marketting sees more than a dollar return either in allowing them to increase the sale price or increasing the number of sales.
This article is a work of fiction on a hilarious level. "Next-Gen" titles cost $60 because the greed of publishers demands it. Publishers get the majority of the profits, developers only get the amount it actually takes to develop the game and pay their employees. I can't believe the writers of this have the gall to say otherwise.
For the record I've worked in the industry for 15 years. There doesn't seem to be a hair of truth in this article.
In the UK, 360 games are £40-£50 (guessing $70-$90 ?).
PC games are £35 or so.
Wii games are £40.
At those prices, I cant afford to buy lots of games on the offchance they are any good, so I have to spend hours reading reviews for games to help decide what to buy.
If the games cost half the price, I could impulse buy many more titles - they would probably get 2-3 times the revenue out of me than they do now. All for the price of a CD/DVD and a plastic box?
Sorry, that calculation was for 10% over 5 years. It actually increased 20%. (10/50) Still, they've been steady at $50 for about ten years, so the surprise is why it didn't increase sooner.
Apology to Ubuntu forum.
I don't think the $60 price tag is anything new. I recall seeing PS2 and Xbox games in that price range.
The obvious reason why console games are expensive is because of console licensing costs. It's why the same game for PCs costs $10 to $15 less. PC games have been $45, at most $50, for years but console games seem to have been creeping up in price in that same time period. So the price difference clearly isn't due to increased development costs.
This is one of the reasons I never really got into console gaming. I don't like having to pay for these nonsense licenses nor do I like having to spend that much on games. Certainly consoles have some desirable games, but not desirable enough that I'm willing to spend that much more money on them. And if you think what we pay in the US is bad, you should see prices in Japan where your average game is at least $70, and I've seen some close to $80.
Because people will pay the price. If they won't, the product sooner or later disappears.
This was my biggest worry about gettting a 360, but to be honest ive got about 8 games now and i havent paid more than £25 for any of them (and they were new). The irony is that so far this gen has been much cheaper for me.
Its probably just luck, seeing the deals at the right time and such but i swear if u stay the hell away from brick and motar stores you'll be fine.
Well, Bart, your uncle Arthur used to have a saying: "Shoot 'em all and let God sort 'em out."
Naturally, however it is an informative article that brings to the forefront those elements that are common across most games. For example the quest for immersiveness generates a lot of the cost across a number of genres. Even RTS's are becoming more realistic.
The article says that they need to sell 1 million units before they get into the black and start making $1 per sale. It also says that many games cost $20M+ to produce. Assuming the $20M mark, and assuming that production costs don't increase with sales (do programmers get royalties?), that means they are paying off their investment at $20/sale. If this is so, why do they not start making $20/sale after selling 1M units?
I call shenanigans on this piece of FUD. Sure the poor lil' ol' publisher only makes $1 and the evil programmers make $27... based on how many games sold? After you paid the expenses of producing a game, you don't pay more. There are no royalties provided to the creative minds behind what actual did something... like make the game. It all becomes pure liquid profit for the publishers. Why do you think the asshats can afford to charge only $20 for older games? Did they all of a sudden become cheaper to make, market, or distrubute? Nope, it's because they already raked enough cash to buy that private island in the Caribbean, but still need to hire Jose to wax the yacht. One buck a game? My ass. Leave it to Forbes.
If you'll notice, a lot of next gen titles are existing previous generation titles in higher resolution with a few more effects enabled. Obviously the development costs there weren't anywhere near what the inintial development was, especially with cross platform titles that have to have a portable enough code base to be deployed on disparate architectures.
The $59.99 is completely artificial, because that's what people will pay. There's no other reason for it. Of course, some games do cost quite a bit more to develop than others, so it makes sense their publishers would price them higher. That's not what happens though. Some games and publishers will price lower, because they can (or other marketing reasons,) but most will price the same at release to make the most profit possible. Good for them.
Just like last generation you'll notice games will come out at "max" price. A month or so they'll be down $5-10 everywhere, then they'll keep dropping, eventually they'll hit a "bottom" price where they'll be republished as a "greatest hit," if they can still sell. They're still making profit off the greatest hit games. Whether it's because they've completely recouped development costs at that point, or if it's just what the market will bear for that game, who knows. Probably a bit of both.
I hope none of you World of Warcraft players paying $15 a month for two years are in the group complaining about a $60 game :)
PC games are a lot cheaper too, in the UK it's not uncommon for a PC version of a game to cost half as much as the 360 version.
i ons_Midway/Product.htmlB attlestations_Midway/Product.html
The article claims that the licencing fee is only about $7 - where does the rest go then?
e.g. on play.com Battlestations Midway: 18UKP vs 40UKP, Star Trek Legacy: 18UKP vs 25UKP, Oblivion: 18UKP vs 30UKP, Prey: 10UKP vs 18UKP
http://www.play.com/Games/PC/4-/478909/BattleStat
http://www.play.com/Games/Xbox360/RNR/3-/2553438/
Can't be bothered to link the rest, check for yourself...
Of course, the answer is that the prices are what the market will bear. Try to charge 40UKP for a new-release PC game and people will just pirate it, whereas Gears of War has an RRP of 50UKP and people bought it.
I agree with the parent that $60 is past the "impulse buy" range. I suspect why the DS does so well month after month isn't the hardware (which is so-so) but the fact it is a cheap gaming device with cheap games. Especially with kids, are you willing to spend $60 on a game you've never heard of for your kid or a $30 kiddy looking one?
This is why I'm disappointed in this era for consoles. Both the XBox 360 and PS3 are overpriced, their software is overpriced, and the games are getting shorter and maybe of questionable quality. The Wii could make a killing if they actually had some games. All in all we are getting the short end of the stick for video games on consoles this time around where maybe in a year it will clean up and pick up but I'm not holding my breath.
No. There is no direct correlation between development costs and consumer price.
If it did you would have non-standard prices that would vary wildly. Do you pay more to see a 'summer blockbuster' that cost 200 million dollars [to make] than an independent film that cost $5 million?
The developers have standard price points and they set their price and development budget to a level they feel they will make the most profit.
Welcome to capitalism 101.
OSGGFG - Open Source Gamers Guide to Free Games
I'm sorry, but I always buy games for current-gen systems. What would be the point of buying a game for a system not out yet?
An order of magnitude difference is a factor of approximately ten. For instance, Mega Man X for Super NES was 1,280 KiB, which is an order of magnitude larger than Mega Man for NES, which was 128 KiB.
True, but pretending that cost does not influence price is an oversimplification. The amount of profit a game developer can make depends on the cost of the game and the price people are willing to pay for it. If you can lower the price (and therefore increase the number of buyers) while still making as much or more profit (due to lower costs) as you would have doing something else, then you are likely to do so.
If you think of it in terms of opportunity cost, then the pull on the seller is to equalize their total profits from game development on the consoles. (If you can make more profit on PS3 games, even at higher cost, then you are likely to switch to that, assuming you are equally capable of game development on all consoles.) The lower development costs of the Wii are reflected in lower prices, since developers can make just as much there with lower sale prices as on the PS3/XBox360.
Just wait a year and buy the game in the bargain bin for $15. If you've got to have the title NOW, you obviously don't mind paying the premium that much.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
..who gets what percent of the $0 I spend on awesome homebrew games?You meant on Nintendo DS, right? Wii, Xbox 360, and new PSP units are still completely locked down, and PLAYSTATION 3 homebrew using the "Other OS" bootloader still has to use Quake 1 era software rendering because the hypervisor turns off the RSX chip.
Now explain why other games that were twice as expensive to be made also have the $60 pricetag.
Frankly, Final Fantasy XII was worth the $60. (Yeah, I know the non-collectors one was $50, but it was out of stock at the time.)
Many of the franchise games, with recurring themes, are no longer worth the $60. Many of these simply look better, or have some nifty feature and that's it. Hmmm... reminds me of Microsoft software actually. --no thanks! This title was big (really fricking big), expanded on the story line and overall theme nicely and had fantastic art direction. Beautiful and engaging game, with a lot of depth. Casual players could blow through it and enjoy the title. Those wanting to really explore the game are rewarded with lots of things to do. Playtime on this title ranges from 20-30 hours, to nearly 200! That's worth the $60.
If the game is actually something new, and provides that escape factor, the $60 is no biggie, particularly if it's got some playtime to it. If it's a rehash, I'm more inclined to snag it used, or just skip it period.
All of the licensing that goes on, makes sure the existing games remain expensive for new versions. I've no problem with that, but I think as time goes on, more people will start doing what I am; namely, skipping or buying used or trading. That pie will shrink somewhat. New gamers will counter that somewhat. Don't know where those curves intersect!
A new Madden game, for example, is generally not worth the $60, IMHO. The core elements that make that kind of game fun are present in the titles I already own. Getting new players and such is cool, but not $60 worth of cool.
Retro gaming is getting pretty fun these days. Being able to self-publish creative and fun games for older consoles is a kick and more people are doing it now than ever. I like this scene. The games are fun, you can get to know the developers and even participate in the process too boot! Interestingly, some of these titles hit $40.00 each! Many sell into the hundreds and a few into the thousands. $40.00 for a game written for the Atari 2600, suggests there could be a very strong market for smaller scale development efforts, given the right expectations are set. It also suggests that smaller houses could make plenty to make the whole affair worth it.
The current crop of consoles is powerful enough to allow for some level of abstraction to make developing new games easier. The price will be perhaps somewhat smaller games, or maybe less potent graphics, but the creativity is likely worth it in the longer run. We need new genres, or perhaps we just need to really explore some of the ones forgotten.
For now, I'm not getting a new console. The trusty PS2, retro machines and my computer all provide a lot of gaming fun. I'll spring for a new title, and I'll pay the higher price too, but I just don't do it as often. For so many games, it's the same overall ideas with different skins, essentially. No thanks!
Rather than get into a price discussion, I would prefer that be off the table and instead see more efforts to encourage smaller scale game development. Heck, if the console makers are worried about managing expectations (graphics, for example), brand the effort with a logo so those titles are differentiated from the blockbuster ones filling the shelves now.
More diversity and creativity in gaming will expand both the pool of potential gamers as well as generate a new set of core platforms from which second and third gen games can be built. This is where the value is. Always has been, always will be.
I fear the established players have a solid interest in not seeing this go any farther than the current retro scene. If people got into games as art, and played them for playability and all the other classic things that make games fun, suddenly the need for totally new console hardware drops doesn't it? Efforts, like the ones I described above, could span several consoles and even generations of them, given some engines to work with. This would be a much better scene than the one we have now.
BTW, of the
Blogging because I can...
None of the conditions that were mentioned in this article are new to the "NEXT-GEN" consoles. The percentages were the same on the PS2, XBOX, and GameCube.
So what's changed that is making these games cost 20% more?
I read someone's comment about inflation, but that did not take into account the fact that many of the costs associated with developing a video game have decreased significantly as well. And the market for publishers is more competitive than it ever has been in the past. Also, video games, like music, have never really followed closely to inflation trends.
I understand that some games have production costs in the $20million range, and I would probably not mind paying more for a game like that. But PLEASE don't try and convince me that every game (Sonic the Hedgehog for PS3/360 for example) costs that much to produce. Why not chage less for games that cost less to make? At least then the old "you get what you pay for" addage would be as true for video games as it is for everything else in the world.
I think though that the numbers speak for themselves. The Nintendo Wii is selling it's games at $50. Every month when the figures come out, the Nintendo Wii is the number one selling console (see past slashdot posts) even though they are still almost impossible to find in stores. And it owes that to more than just a fancy magic wand for a controller. For the price of a PS3 with NO GAMES you can buy a Wii and FIVE GAMES. I have both, guess which one I have bought more titles for?
And here's a question... When the PS2 games sold a million copies (or so) they would release the game as a platinum release for $19.99. Is the PS3 version going to cost $29.99 (a 33% increase)?
20$ now being equivalent to 50$ of money from 10 years ago? That's 10% yearly inflation - not remotely close to reality. In accusing others of downplaying the impact of inflation, you grossly exagerated it.
I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
We can argue the percentages of profit in this business model but I would like to remind everyone of how much we aren't paying. My brother and I saved up and shelled out $40 (that's what I remember, can anyone confirm this?) in the 80s when Pac Man came out for the Atari 2600. Was the game worth that? Hell no, it was terrible. Are games now worth $60? I'm not sure. Some games I might pay $100 for, others I won't play until I see a 3 year old used copy for $9.99. Basically we're lucky they haven't tried to milk us for more.
There is always a direct correlation between the cost to produce a good and the price of a good. The only reason games were generally set at $50 previously was because it was an agreed upon price by the developers, publishers, etc... If developers were not able to recoup their cost at that price then they would not have agreed to sell at that price, plain and simple. Even still there were plenty of games sold at "non-standard" prices. Limited editions went for $55 and $60. Do you think they put those out just to make you happy? They're there to help recoup costs from people who were willing to pay the higher price. Likewise, games that were easier to develop, like Katamari Damacy, often went for $40, $30, or even $20. Furthermore, games were almost never sold at $50 for their lifetime. Once publishers have exhausted the amount of people who are willing to pay $50 they generally drop the price to attract customers who are more price conscious. Lastly, the $50 price point does not exist overseas. In Japan, "non standard" price points are much more common.
Also, you're analogy is flawed. The reason you pay the same ticket price for the movie that costs $200 million to make and the one that costs $5 million dollars to make is because:
a. More people will usually see the summer blockbuster and more sales = more profits.
b. The people who want to see the indie movie do not regard it as having less entertainment value than the bluckbuster. Thus they are still willing to pay the $8.99 to go see it. Decreasing the ticket cost for the indie movie would not likely attract much of a larger audience.
is why does the same game on Xbox360 cost AU120 while the Xbox game cost AU90 at release?
/rant)
The games in question have already been out for a fair while on XBox, yet the 360 version costs even more and the game is old. (OK, maybe not a better question, but I find it damn irritating
Honestly, please guide me to a publisher that would only take a dollar on each sale. I would say this article is misleading at best. Publishers MAY only make a dollar but that's if they are picking up 100% of the marketing, advertising, localization, QA, etc costs. This is not always the case (I wouldn't even say that this is frequently the case). Trust me, there wouldn't be a ton of publishers out there if they are only making a dollar a pop per game with the costs of overhead to also keep in mind.
If their is any coorelation between the cost to produce a good and the price of a good, it starts with what the customer is willing to pay. The cost of the final product to the consumer dictates the development costs and not the other way around (otherwise the market would not support it).
The Fact that Gears of War cost more to make than Dead Rising didn't mean it debuted at a different price. They were priced equally to maximize profit on each. Gears sold amazingly well, but would not have sold at a $99.95 price point simply because it cost more to produce. We as the consumer don't care how much it cost, we care about the value added to us, and what we are willing to pay for that.
Likewise, games that were easier to develop, like Katamari Damacy, often went for $40, $30, or even $20.
Lower development costs help a publisher's ability to do that, but it was priced lower to make it more attractive to the average buyer. If a Mario game, or Harry potter game cost the same to develop as Katamari it wouild still be priced higher than $40 since that is what the market will pay.
Furthermore, games were almost never sold at $50 for their lifetime. Once publishers have exhausted the amount of people who are willing to pay $50 they generally drop the price to attract customers who are more price conscious.
Exactly, and this works reguardless of initial development costs. Once the publisher has exausted the maximum profitability of the higher price point, they lower it to bring in more people. That's why you typically have a step down in pricing (from $50 to $40 to $30 to $20) rather than simply cut the price from $50 to $20, because you are optimizing profit and brining in new people at each level.
The SNES was released in 1991, the new top titles were $50. Take $50 in 1991, run it through the Bureau of Labor Statistics inflation calculator, you get $75 in 2007. So if the cost of new top titles currently is $60 in 2007 dollars then SNES games were $15 more each in real dollar terms. Given that the grand parent seems to have done an estimation, $20 is close enough. He's not saying that $20 in 1991 = $50 now, he's saying that the $50 you spent on SNES games would be about $20 more than the current price of games today, and he's pretty close on that.
Games have not gotten more expensive in terms of real dollars, that's the point.
Game publishers think enough people will buy at $60. So long as people buy games at $60, games will remain $60.
If publishers think they could charge $70, $80, $100 and still get the sales, don't you think they would? Of course.
I fail to see why this is such a big revelation to someone like Forbes...
For independant game designers who make shareware games, price probably depends directly on development cost.
For the heavy hitters, development cost is a function of price, which is a function of demand. A game designer comes up with some idea, and passes it onto marketing. Marketing does some research, and finds that x gamers would be interested in a certain type of game. Then, with some simple calculus, find that y games will sell at a price of z for maximal gross sales of yz. Subtract out the price to manufacture, franchise fees and the whatlike, and you have a budget. If the budget is too small, tell the designer to shove off, or tweak the idea until it appeals to a more profitable market.
Consider the game Duke Nukem Forever. Marketing discovered that as time passes, market interest has decreased at a linear rate, such that a negative number of gamers are interested in the game. Also, as time increases, the development costs have increased at a linear rate. So, at this point, any reasonable price tag will result in a loss -- that's a negative sum of money. Here comes the stroke of brilliance: by selling the game at a loss, to a negative number of gamers, this is a product of negative numbers, so positive! Thus, 3D Realms' marketing department has determined that by delaying the game, since both market interest and profits are decreasing at a linear rate, the profit function increases quadratically! I figure, they're waiting until this profit will result in every employee earning a cool hundred million -- then they can release the game, and retire!
Aaah, no. This is terrible, terrible math. The article is claiming that for copies 0 through 1,000,000, the publisher makes nothing. Then for copies 1,000,001 and beyond, the publisher is only making a dollar per copy. Utter nonsense.
Why would be publisher not be profiting for the first million? Obviously because they're recovering their initial investment. The investment into programming, design, art, and the like. So once that millionth copy is shipped, you don't get to count it as an expense any more.
The attached graphic indicates that art/design is running about $15 per copy, and programming is running about $12. From this we can conclude: For copies 1 through 1,000,000, the publisher is making zero profit. For copy 1,000,001 and beyond, the publisher has recovered the art, design, and programming costs. Add in their $1 pre-planned profit (also in the graphic), and now they're making $28 per copy. A significant difference from the articles insanely wrong claim of $1 per copy.
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$60 is nothing new for games, I remember NES and SNES games costing this much, and after inflation, that price was probably closer to 80 or 90 of today's dollars. I've probably only bought about five total $60 dollar games, and most of those were for the N64. I buy most of my games used or at the $40 price range, just requires a little patience...
Reviewing just the first hour of video games.
The laws of inflation don't seem to apply in the video game realm. We get off kind of easy now as compared to before. I don't remember relatively new "greatest hits" being sold for $20 a pop back then either...yet we see that today, even with Sony, which isn't exactly known for its philanthropy.
HI, MY NAME IS ISAAC.
Unfortunately Microsoft requires you to pay for the game and pay for broadband Internet access too. I went out and spent $400 on an Xbox360 and another $60 on a game. I got home and it didn't work because the console needed an update from the Internet.
Microsoft just expects that everybody has broadband Internet at home. If it's not available in your area you're screwed. Their old system worked fine, the updates were included on Xbox game discs and installed automatically. Now, anybody who can't get broadband can't play their Xbox360.
Yes, I called Xbox360 support. They said update discs aren't available. I was instructed that I could buy broadband or lug my huge-ass console to a friend's house to use their broadband. Not just once, but every time a new game comes out that requires an update. I asked why it was designed to be so difficult and the phone rep, completely unaware that rural areas exist or that some people can't afford broadband, explained that I was mistaken in being annoyed and it was infact very easy to do.
I've always been aware that Microsoft uses some unfriendly tactics to force users into using their products, but this is really an ass move.
The 360 isn't locked for homebrew at all - it's easily the best homebrew gaming development platform out there right now. Have you never heard of XNA?
I think that the people who are calling this BS aren't reading carefully, or are otherwise not paying attention. This is not percentage of PROFITS. This is percentage of gross. Yes, the biggest bulk of the cost goes into development. For a next-gen title like a Gears of War, you have several dozen personnel working for multiple years on the project. For a typical game, that 45% chunk goes back to the publisher, who fronted it to the developer during the years of development. It's not like the game sells and suddenly the devs are rolling in money. They've already SPENT that 45%.
Honestly I'm surprised that they haven't cost more than $50. As long as I've been buying games, going back to my 386 days (remember Starflight anyone), PC games or console games have always cost $50 when they're new. Only after they've been on released for about a year or so do the prices drop to $40 or less. Considering that the complexities of the games from graphics, to AI, etc have only gone up it shows you just how efficient the industry has become. All things being equal, we should be paying $90/game considering just the inflation pressures alone (assuming 3%/year.) However the larger market along with controlled costs have help keep prices down.
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As I understand it, the XNA Creators Club subscription costs $99 per year per console for all users, not just developers. This adds $495 to the total cost of ownership over the five-year expected life of the Xbox 360 platform. XNA Game Studio software also needs a recent PC running Windows XP Service Pack 2, unlike Dreamcast and DS that get along fine with a not-so-recent PC. From XNA Frequently Asked Questions:
Right now XNA Game Studio Express is only designed and tested for Windows XP SP2. [...] The individual you are planning to share the game with must be logged in to Xbox Live and have an active subscription to the XNA Creators Club The $495 extra cost of XNA over the 5-year life of an Xbox 360 isn't far off from the $599 cost of a Wii-sized Mac mini computer to put on top of the TV.Was it because it cost roughly twice of any game that's ever been developed? Or maybe cartridges cost $40 more than CDs? No, it's because whoever sold it thought this is the right place to maximize profit. They may be right or wrong, and history seems to indicate $100 is probably the wrong price to sell a popular game. But really it's not our problem whether games are priced right or wrong. If they're priced wrong the publisher eventually pays for that mistake. If $30 gets you more profit than $60, eventually someone will notice this and start selling them at $30. The fact it's not happening suggests selling at $60 might be a good idea after all.
"Next-Gen" is the stupidest term to ever be coined out of the tech/gaming industry.
Yet your (b) reason just goes to prove his point. Similarly, the reason why games like Katamari are around the same price as FF12 is because people who buy them view them as not having THAT much different entertainment value. We're used to media having relatively flat rates, because there's no accounting for taste. If people don't like Katamari, lowering the price to $20 isn't likely going to make them pick it up, but pricing it at $39.99 will likely get MOST of the people who would have bought it for $20. I can't think of an instance where a specific type of media varied wildly in price. Okay, software... but that has a lot of unique properties that I won't get into.
Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
I don't know where Forbes got their numbers from on that. Historically, the percentage I've heard quoted for developers is MUCH lower. It may have changed for this generation (development costs have arguably increased more than publishing costs), but I still find the number surprising.
Development is a fixed cost (this while "45% goes to development" claim is BS for that very reason, dev costs are sunk and don't increase with the number of units sold). It has no bearing on the price that will generate the optimal profit. Games are 60$ because publishers felt they could get away with it on the "powerful" consoles.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
Dev costs are independent of the sales. No matter how high they are, the cost to make one copy is always a few dollars. You are supposed to price your goods so you see the most profit, as the dev costs don't influence your per-unit profit at all you'd have the same optimal price for both a cheap and an expensive project (assuming identical demand). If raising the price of the game at retail would result in more profit you should have raised it LOOONG ago. Since game prices remained stable for so long it's reasonable to expect that they've already found the optimal price. As such any increase or decrease in price will lead to lower profits.
Games like Katamari are cheaper (in some territories) because the publisher didn't expect there to be much demand for them at the usual price and decided that a lower price will probably yield higher profits.
Similarly "next-gen" games are more expensive because publishers feel that the next-geniness of the game will make customers willing to pay a higher price and as such increase the optimal pricepoint.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
There's one thing people seems to forget. Physical goods have two prices associated with them. If my product is oranges, I can sell each for $1, knowing that I have to buy additional trees for each orange sold and pay some migrant^H^H^H^H farmer to pick them.
For software, I just pay the cost of development. For each additional CD that I print, the cost is negligible. Let's say I'm releasing Mario's DS Funhouse. It's well-liked by a lot of people, but not the kind of people who pay $60 for a game. For $60, let's say I have 10K sales (so $600k net). But, once I lower it down to $50 I sell 20k copies, since your older sister now wants a copy (now I make $1m!)
Let's take the case of Wolfenstein 4D. It costs as much to make as Mario's DS Funhouse, but the players are mainly hardcore and would buy the game for almost anything. Selling it for $50, 12k people will it (600k net). At $60, 11k people still will buy it ($660k).
10 years ago, the audience for gaming was generally smaller (e.g. sales were up 26% last month) so even if development costs went up, assuming more people buy/play games, prices could actually be the same. As the above model suggests, regardless of development costs, the optimal profit for a game is entirely dependent on demand. Games aiming for a large audience ought to lower their price, but "hard-core" games ought to have a high price, since offering the game at a lower price is less likely to increase sales.
-- Political fascism requires a Fuhrer.
Someone must have lost a $38bil file in the process of making the game.
"To be is to do." --Socrates
"To do is to be." -- Aristotle
"Do-Be-Do-Be-Do..." --Sinatra
Because we'll pay it. And bitch, and moan, and pay $70 for the "collectors edition".
Shift happens. Fire it up.
People will pirate them. :P
The cost to make a game (or any other product) ALWAYS factors into the end selling price; with very few exceptions (one of them being game consoles, which recoup their losses from licensing fees); any first year business student can tell you that. Nobody is going to sell a game at a loss, nor are they going to sell a game at so low a price to merely recoup their money; they're going to sell their game at a profit, the same as any other product
Now, developers have said that the cost of developing for systems like the PS3 and the 360 is higher, they could be lying and if they are we won't necessarily know without comparing similar titles from the two different "generations of consoles" side-by-side (a tough task, as no two games are exactly the same); assuming they are telling the truth, this would mean their cost went up, and to keep making a profit they would therefore have to increase price. The discrepancy, in my opinon, between Wii games' prices and PS3 and 360 games' prices likely comes from a difference of cost; the reason why is the graphics.
I don't know if you've ever done graphics programming before, but it's extremely time consuming to build a renderer; especially if you do it from scratch or nearly from scratch, like many "next-gen" games are. Not only getting the engine to work, but getting the engine to look good is going to take up a lot of time making a game. You're talking about some rather complex linear algebra here, each image is made up of the color results of thousands of collisions and if only a few are off, the whole image looks bad. Slight imperfections in the formula can ruin the entire image and reducing imperfections can take months of hard programming and mathematical work. Usually this engine also deals with game collisions (bullet impacts, punches, running into walls, etc.).
Next there's making models, which is, again time-consuming; this time because many games go through many many models of their characters before settling on a definate one and each model can take a great deal of time to make and tweak, even with professional tools.
In all, graphics and modelling are going to take more time on a game than actually making the levels and most gameplay elements. Now, if you go with an already-built engine and tweak it, your costs significantly drop for actual graphical development, but you see a big increase in licensing fees (game engines are not cheap). So, if you have a game system where people aren't expecting nearly as much eye-candy (the Wii, as an example) as other systems, you can significantly drop your costs by using a weaker graphics engine. That's why Wii games cost less, more likely than not (that and most of the Wii games out so far are ports of other games for systems that were simply modified for the Wii).
.....because they can.
and people pay it.
-- jchenx
You're both wrong.
First off, graphical resolution has very little to do with developement costs. Graphics are usually originally vector based (done in things like Illustrator and Maya), or high-res raster files... of which are downscaled immensely when going over to a console. This is pretty much true of any graphic design field. For my TV production (still NTSC), I do a lot of my graphics in vector or high-res raster, just in case I may need to use the graphics later for print, or to do some rescaling animations. Graphics are almost always done with the mindset that they may someday go to print media, which means that even the most advanced HD doesn't come anywhere close. Bottom line is, it takes almost no more developement to do HD graphics than SD, since both are going to be highly downscaled anyway.
The question isn't really about creating an image that'll look good on the system's display, though, it's about creating a full interactive environment, with characters, etc. that'll look good and work well on the system. That means dealing with all the minor headaches of whatever platform you're dealing with (PS2 had some pretty substantial development difficulties due to its very strange hardware, for instance - but any platform has you dealing with a certain set of built-in functionality and available pre-supplied libs, hardware limitations like memory, CPU, GPU, and so on - those things, plus the developers' pre-existing familiarity with the system and the type of game being made, are among the major technical challenges in creating a game.
And the GameCube-similarly comment is just silly.
Why? Be specific.
Only a very small handfull of people think of the Wii as an "slightly updated GameCube"
I didn't say it was a "slightly updated GameCube", I said the machine had a strong kinship to the 'Cube hardware. This is like saying, for instance, the PS2 has a strong kinship to the PS1 hardware, or the DS has a strong kinship to the GBA hardware. A DS is very different from a GBA: but if you know GBA programming (in particular, the video and audio systems) it's quite helpful in writing DS programs. (Then, of course, you would want to add 3-D graphics programming skills and wireless networking, among other things, in order to make the most of the DS. Likewise, even though the PS2 has loads of hardware the PSX didn't have, a PS2 game will still use the hardware that was included in the PS2 specifically for PS1 compatibility.)
The GameCube didn't sell, the Wii is selling incredibly well, which means that there must be a huge difference in people's minds between the systems...
What's in people's minds means very little in terms of what's actually inside the machine. The 'Cube also had a huge initial burst of popularity, it just lacked staying power. I think a lot of us fear that kind of fate will fall to the Wii as well. But I choose to remain optimistic - I love what they've done with the machine, much like my prized DS. Even if it does sink ultimately I think I'd really enjoy being along for the ride.
It's all about marketing, it has nothing to do with development costs or horsepower speculations. You can only talk about development costs being a factor if each unit sold requires a certain amount to produce.
Well, you're only going to sell a finite number of any one title - so naturally there's some non-zero amount of money from the sale price that has to cover development costs. But this is also something that publishers average out a bit - playing the field with various experimental titles looking for the one hit that'll pay for several failures. But there's certainly truth in what you say - at a certain level Sony and Microsoft charge more because they can, and Nintendo doesn't because that's not the experience they want people to have.
As a side note - I have found that there are cases where a more powerful machine does make a significant difference in the
---GEC
I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
> The cost to make a game (or any other product) ALWAYS factors into the end selling price; with very few exceptions (one of them being game consoles, which recoup their losses from licensing fees); any first year business student can tell you that.
Total rubbish. You sell the game at a price that maximises your profit. The cost of the developing the game doesn't come into it.
Just because the game cost you more to produce that doesn't change the optimal price for maximum profit.
This argument might hold true, if it wasn't for the fact that some of the titles available for the 360 have been ports of current gen games, with only minor graphical tweaks. Yes, I'm look at you, Gun, American Wasteland and Battlefield 2. Yet they still cost the same as other titles which were developed for the 360. It just doesn't add up.
"I don't know where this attitude comes from, I'm just noting what I've been seeing here in America."
Original sin, or if you're into evolution? "Survival of the fitest", but I don't know how free luxuries will help one survive longer than others?
they cost $60 because people will pay $60, end of story.
thank you.
they'll charge what people will pay.
Piracy throws a wrench into that argument.
Games have costed relatively the same since the NES. To say this generation is more of a jump than any other, frankly, is bullshit.
The companies are simply using this Next Gen hype bullshit to try and make more money. Now inflation I MAY understand a little, but even that is bullshit when being applied to intellectual properties.
"Those who would sacrifice essential liberties for a little temporary safety deserve neither liberty nor safety." - BenF
You're still thinking from a programmer/tech person's perspective, instead of a mass marketing perspective. Price has EVERYTHING to do with what the image of the product is in the public eye, in this case. Obviously, hardware is a little different, since there's huge manufacturing costs to consider (PS3 is around $900 to manufacture, for instance)... but for software, that amount is virtually nil, which means you have complete control over how to price the product to maximize sales. We're not talking "development costs" here... you can pretty much forget about those, because in this case it takes hardly any more money to design and develop a product that may eventually sell 1 unit, than 3mil. In that case, all you need to do is maximize your profits, of which are close to 100% of the sale price, and then spread them out amongst the development team, or however their contracts are written.
Also, the GC did see a bit of a surge, and then falloff... but we're talking magnitudes less than the Wii. Considering the fact that we're in the inevitable "post launch drought", and the system is still selling far faster than any other system to date... exactly 4 months after launch... you'd be pretty hard pressed to make a decent case for a substantial decline. We haven't even begun to see the big titles come out yet (most likely this fall), I think there's little doubt that the Wii is going to be very strong for at least a full year, and if it can make it that far, developers will just eat it up. You *say* you're optimistic, but I'm really seeing it. Frankly, you don't really have to be an optimist to predict the success of the Wii, you'd have to be blind to history, in order to think otherwise. Optimism is predicting an all-out success for the PS3, at this point.
Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
There is a correlation. Why? Because if I charge $50 and it only cost $20, then another firm will jump in and undercut my price but still be profitable. In an industry with no barriers to entry (which this admittedly is not), the price should exactly equal the marginal cost.
That does not matter. The optimum price is the one that gives you the most profit per copy multiplied by the number of sales. The profit per copy is NOT affected by dev costs. Dev costs are sunk in advance and will not increase or decrease if you make more or less copies of the game.
The maximum for x * f(x) (where f is a monotonously falling function) and x * f(x) - y (for any fixed value of y) have the same value for x.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
..thats also why most games are not bought and are just pirated and ripped. I would dare to say if the games would cost 30$ they would sell 3 times as much, if its a good game.. if its crap of course, it wont sell.
---GEC
I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
Fair enough. But consoles generally don't do amazingly for 2 years, and then plummit, for one reason: DEVELOPERS! (Balmer can say it another 25 times if he wants). If, after 2 years, the Wii is going strong, then everyone and their brother in the industry is going to jump on board, to the point where the investment is just too strong. There's a chance for one system to come from behind and begin to pick up the pace (as the XBox did, and the PS3 MIGHT do), but there are simply no instances of consoles going strong and dieing... it just doesn't happen. Failed consoles usually fail right out of the gate: their launch might be adiquate, but 2 months later, they're dead. The DreamCast did this, the Saturn did this, the GameCube did this (to a lesser degree). The PSP did this, but was able to make a bit of a comeback, even if it isn't looking come anywhere close to the sales of the DS.
Nintendo isn't the closed off "be weary of third parties" company it used to be. In fact, they attempted to appeal to 3rd parties with the GameCube, but most weren't really interested in what they had to offer, and were still a bit standoffish due to the N64 debacle. Through the GBA and the DS, however, Nintendo have really learned how to coperate with not just large 3rd parties, but smaller ones as well. They've got a lot of new friends in the industry now, and those are likely to only grow and develop.
Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.