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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.'"

25 of 241 comments (clear)

  1. What about Wii? by jZnat · · Score: 5, Insightful

    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.

    --
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    1. Re:What about Wii? by Vandilizer · · Score: 4, Insightful

      Simple you want to know why Wii games cost less!

      They are the only ones who are not subsidizing the price of their consoled with the games that they are selling!

      Sony takes about $150 hit they need to recap!

      Pay for it now, pay for it later in the end you are still paying for it! I for one do not mind paying a bit more now to save later!

    2. Re:What about Wii? by MS-06FZ · · Score: 4, Insightful

      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. I disagree. More likely it's due to the Wii hardware's close kinship to the Gamecube. Developers familiar with the 'cube can take advantage of their existing skills - much like GBA developers could with the DS. The same applies to some extent to the PS3 and XBox 360, too, but those machines are much more distant from their predecessors in terms of capabilities.

      But there's also this: in the end, they don't charge you what the game costs, they charge what you're willing to pay and then distribute the monetary yield. The Wii is an economy system, whereas the PS3 and XBox 360 are more high-end gear, (and with more "loss-leader" money to recover) so the game titles are priced to match.
      --
      ---GEC
      I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
    3. Re:What about Wii? by Kevin+DeGraaf · · Score: 3, Funny

      Easy!

      On!

      The!

      Exclamation!

      Points!

      There!

      Dude!!!

      --
      We have more to fear from the bungling of the incompetent than from the machinations of the wicked.
    4. Re:What about Wii? by nagora · · Score: 4, Insightful
      You need more designers, more coders, more artists, better equipment, etc... That's just the way it works. That's the way it's been for the last 2 decades.

      You're absolutely right, and that's a big part of why I didn't buy a console for 2 decades until the Wii arrived. I want enjoyable games, not tedious movie-wannabes or, even worse, pretentious dross by programmers who want to be "artists". That approach just means sinking the budget into visuals instead of game design.

      Cheap and fun beats high-definition dullness every time.

      TWW

      --
      "Encyclopedia" is to "Wikipedia" what "Library" is to "Some people at a bus stop"
    5. Re:What about Wii? by Blakey+Rat · · Score: 2, Interesting

      It's an interesting market. The console makers get a "cut" because they hold the keys to the car. Without using Microsoft, Sony or Nintendo's encryption on your disk, it's unplayable on their console. Slashdotters hate DRM. (And stop winging on about Nintendo being so great, the reason the Gamecube disks are so mutant is specifically to make them hard to copy.)

      The console makers generally charge a fee to publish the game on their console, but then they spend this fee in additional testing and QA for the game. Microsoft has teams of people QAing non-Microsoft games to meet minimum established standards of quality. Since the publishers don't complain about this arrangement, I'm guessing that the QA service Microsoft/Sony/Nintendo provides is worth the publishing fee, but I don't know.

    6. Re:What about Wii? by krlynch · · Score: 3, Informative

      I don't think that the designers of the console should be entitle to anything.

      They're not "entitled" ... the companies have simply established a mutually beneficial business arrangement that you're willing to pay for when you buy a game. Nintendo sinks money into developing a console, in the interests of making money. The software company sinks money into developing a game title, in the interests of making money. The software company pays Nintendo to license the Wii name and logos for marketing and sales purposes (you know, so they can say the game is for the Wii), and to get Nintendo's technical assistance and expertise. That serves the software house's interest, as it allows them to sell more games, and hence make more money. It also serves Nintendo's interests, as they also make more money. You're free to go ahead on your own and develop and market a console game without the help of the console manufacturer ... but you aren't going to make a whole lot of money without their assistance and logos. Really, how many people are going to spend money to buy a game for a console when the box doesn't say it's for that console? Bloody few....

      I don't see Dell getting a cut when PC games are sold.

      In this instance, there's no mutually beneficial business arrangement that would dictate that. The correct comparison would to Microsoft getting a cut for each PC game sold. And they DO get a cut (of a kind ... I don't know if they get an actual slice of money per box), in that they license their Windows logos and tools to developers in another kind of mutually beneficial business arrangement.

    7. Re:What about Wii? by LordRobin · · Score: 2, Funny

      And guess what, Kratos wouldn't work as a Mii.

      Sez you! I'd love to see a super-deformed Kratos rampaging through the Mii Plaza, decapitating Miis left and right!

      ------RM

    8. Re:What about Wii? by deuterium · · Score: 2, Informative

      The tricky difference between securing a good programmer and a good graphic artist is that you can judge the skills of the artist fairly directly. Does their stuff look good? Great.

      With programmers, though, unless you have fairly extensive technical skills, or someone else with said skills doing the hiring, you can't be sure what you're getting. If the person you interview knows just enough more about programming than you do, it's hard to say that he's incapable. People pad their resumes and embellish their abilities. There are also sub-skills within programming, such as the ability to structure large systems, understand databases, write readable code, and manage time.

  2. Inflation by UbuntuDupe · · Score: 5, Insightful

    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.

  3. Because it's what the market will bare. by hal2814 · · Score: 5, Insightful

    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.

    1. Re:Because it's what the market will bare. by MeanderingMind · · Score: 3, Insightful

      If it's a waste, why are (hypothetically) you taking the game for free? That appears to be what you're implying is the proper response to the price.

      I'm confused by a strange attitude I see in people today I'd label "entitlement". Somehow, we are entitled to anything we want, whether or not we can afford it. Instead of dealing with it and living without luxuries, we take what we want.

      I don't know where this attitude comes from, I'm just noting what I've been seeing here in America.

      --
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  4. Market forces by tygerstripes · · Score: 2, Insightful

    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
  5. Way past my impulse buy point by sixteenvolt · · Score: 3, Interesting

    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?

  6. It's mostly licensing... by MaWeiTao · · Score: 4, Insightful

    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.

  7. Why does anything cost what it does? by ThousandStars · · Score: 2, Insightful

    Because people will pay the price. If they won't, the product sooner or later disappears.

  8. Re:This is pure bullshit by LordPhantom · · Score: 4, Insightful

    ....and your post was grade "A" fertilizer. Look, real prices of games have actually gone down over time due to inflation. 60$ today is -not- the same as 60$ in 1995 or 1990, etc. When you were buying the high end games for your SNES, you were paying the equivalent of roughly 20$ more in terms of today's money. The reason for games being cheaper also probably has something to do with the fact that more of them are selling (volume).

    In short, greed has nothing to do with it. It's a simple matter of money value over time, and mildly increased production costs.

    And honestly, using a vague work history for the record industry isn't likely to increase your credibility for most people here, most of all in a post that tries to imply that -game- publishers are greedy.

  9. Re: Cost =! price. by trdrstv · · Score: 2, Insightful
    The reason Wii games cost less is development costs, plain and simple.

    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.

  10. Next-gen? by ebingo · · Score: 2, Funny

    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?

  11. Order of magnitude by tepples · · Score: 2, Funny

    A "magnitude". Is this a mathematical or scientific term? How big is a "magnitude"?
    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.
  12. Re: Cost =! price. by trdrstv · · Score: 4, Insightful
    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.

    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.

  13. Re: Cost =! price. by Garridan · · Score: 2, Funny

    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!

  14. Bad math corrected: $28 per copy, not $1. by ChaosDiscord · · Score: 2, Insightful

    Analysts predict that some other publishers will need to clear 1 million units to get in the black--and start making about $1 per game sold.

    The remaining $59 per game goes into many hands. The biggest portion--nearly 45%--goes toward simply programming and designing the game itself.

    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.

  15. Re:It's all about the market by animaal · · Score: 2, Funny

    Well, as you're implying, Forbes aren't surprised. It's all economics. Forbes must think they can sell more issues by writing about high game prices than by writing about the price of trout in Belgium.

  16. Chrono Trigger was $100 in speciality stores by Astarica · · Score: 2, Interesting

    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.