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EA Spends 3x More On Marketing Than Development

G3ckoG33k writes "According to Electronic Arts officer Rich Hilleman, 'the price of producing console games has rocketed, with marketing costing up to three times more than the development of a title.'" Sounds pretty insane, but does anyone know how this compares to the film industry?

442 comments

  1. TJ by Anonymous Coward · · Score: 4, Insightful

    Well maybe if they spent more money on the development they wouldn't need so much money into marketing... *sigh*

    1. Re:TJ by rehtonAesoohC · · Score: 2, Funny

      Have you heard of EA?

      From their perspective, mission accomplished and money well spent.

    2. Re:TJ by MrNaz · · Score: 5, Informative

      Disgustingly, this is also true of big pharmaceuticals. They spend close to 2:1 marketing to research. Given that marketing cures is not something that you need to do, a sick person will come looking for it, one has to wonder why they need to spend such massive (we're talking billions here) amounts of money on, and why.

      Well, after having spent hours with many pharma reps, the answer seems to be that they promote their brands over generics. Despite the fact that a geneic is chemically identical to a branded drug (once it has come out of its 6 year patent period anyone can copy it), they spend money convincing doctors to keep prescribing their several multiples more expensive drug anyway. Here in Australia, that price is neither paid for by the doctor as the patient gets the script, and the government subsidizes a huge amount of drugs costs under the PBS scheme. So the ridiculous markup ends up coming out of the taxpayers' pockets. Big pharma is marketing their right to collect from general taxes.

      They also spend enormous amounts of their marketing funds on lobbying. Getting your drug listed on the PBS is essentially a free ride on taxpayers, so pharma pays huge amounts of money inviting prominent doctors and other members of the medico-political fraternity to lavish "conferences" in exotic locations, showering them with luxury after luxury. I've been to a few of these events, and the thinly veiled palm greasing in such a socially crucial industry is sickening.

      Marketing is an industry that needs regulation. I don't know how, but there needs to be some way to prevent marketing from deliberately destroying the ability of people to make informed decisions. Yes, yes, caveat emptor and all that. In the real world, not everyone can spend a year researching every decision exhaustively; we need to make decisions with incomplete information, and the marketing industry is designed to ensure that the first information that comes to hand is as misleading as they can get away with.

      And holy cow, what a rant. I originally intended to whine about EA's marketing spending as being the reason we don't get any groundbreaking new games like Syndicate or XCom any more.

      --
      I hate printers.
    3. Re:TJ by TrippTDF · · Score: 2, Insightful

      I've also worked in pharma, and I conquer with you.

      The modern world runs on marketing- unfortunately, the internet makes that even more true. Now that anyone has the power to broadcast, you have to spend a lot of money getting our voice heard.

    4. Re:TJ by Anonymous Coward · · Score: 5, Funny

      And what sort of rulers will you and Naz be once this conquest is achieved?

    5. I think this points out more of a difference between marketeer and researcher payscales, I'd imagine there are more researcher than marketeers for a given product, and I'd imagine there are more materials and time requirements for research than there is for marketing.

    6. Re:TJ by MrNaz · · Score: 2, Funny

      Trust us.

      --
      I hate printers.
    7. Re:TJ by MeatBag+PussRocket · · Score: 1

      marketeer? is that like a mouseketeer?

      --
      i wage a holy war against the apostrophe.
    8. Re:TJ by Achromatic1978 · · Score: 1
    9. Re:TJ by Hognoxious · · Score: 1

      stooped ones.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    10. Re:TJ by jerep · · Score: 3, Interesting

      I agree, EA has to be one of the game companies i dislike the most. Their games have little to no replay value, if any value in the first place. Its obvious they're in it for the money and not the games themselves.

      If you have to spend 3 times the money of development for marketing alone, its a pretty strong sign that you're selling crap and not giving a shit about your customers, all you want is their money.

      The state of our entire entertainments industry today is very sad, everything is more about money than it is about quality.

    11. Re:TJ by Znork · · Score: 1, Insightful

      Disgustingly, this is also true of big pharmaceuticals.

      It's a natural result of monopoly rights. In market segments where you have competition there's a reasonable natural limit on the value of marketing; raise your costs and prices too much and your customers will buy the competitors product instead. With monopoly rights there is nobody else to buy an equivalent product from. The price point at which your customers drop off is where they can no longer afford the product at all, which places the marketing ROI equilibrium far, far higher.

      That's one of the fundamental efficiency problems with IP; use 'intellectual property' to transfer X dollars from the rest of the economy to the desired area and most of it will get lost in waste, such as marketing.

      So it's not really marketing that needs extra regulation, it's monopoly rights that need to be scrapped. There are few methods of redistributing funds within the economy that are as wasteful and damaging as the monopoly.

    12. Re:TJ by eclectro · · Score: 1

      Well maybe if they spent more money on the development they wouldn't need so much money into marketing... *sigh*

      Yes, but that money for development would go directly to purchasing more whips and chains.

      --
      Take the cheese to sickbay, the doctor should see it as soon as possible - B'Elanna Torres, "Learning Curve"
    13. Re:TJ by Mozk · · Score: 1

      I've never understood the need to market drugs either. The commercials always go, "Ask your doctor about [insert drug name]", as though when you ask them about it, they'll say, "Oh yeah, I forgot about that one!" That's not how it works. The doctor prescribes what will work for you for your specific case, assuming that they're not being paid be pharmaceutical companies to do otherwise.

      --
      No existe.
    14. Re:TJ by TheRaven64 · · Score: 1

      Have you heard of EA?

      Yup, I remember seeing their logo suddenly appear at the start of Westwood games after one update, just before the games began to suck. Definitely a brand to avoid.

      From their perspective, mission accomplished and money well spent.

      I wish I worked in an industry where this kind of thing counted as a success.

      --
      I am TheRaven on Soylent News
    15. Re:TJ by Darby · · Score: 1

      I've never understood the need to market drugs either.

      It's not a need, it's a pure negative, which is part of why big pharma had to spend so much bribing our legislators in order to allow it (it was previously banned for all the very good reasons you're well aware of). But they like to do things like make trivial changes in order to repatent a drug as if it were new and then market the hell out of it, develop new medications that do the same trivial thing as existing generics and, in fact, are often less effective etc.

      It lets them do easy worthless tasks and make a lot versus having to actually do something worthwhile. Standard rabidly anti-free market/pro unregulated market behavior we see everywhere these days.

    16. Re:TJ by servognome · · Score: 4, Insightful

      It's a natural result of monopoly rights. In market segments where you have competition there's a reasonable natural limit on the value of marketing; raise your costs and prices too much and your customers will buy the competitors product instead. With monopoly rights there is nobody else to buy an equivalent product from. The price point at which your customers drop off is where they can no longer afford the product at all, which places the marketing ROI equilibrium far, far higher.

      The purpose of marketing is product differentiation, which is why it is more important in segments with heavy competition. Common products like Tylenol have hundreds of millions in marketing so that the consumer "trusts" their brand name product over a generic. While it's true pharma companies market patented products to which they have monopoly rights to distribute, it is because there are alternative products which treat the same illness available to consumers. For example all the ED treatments on TV may still be covered by patents, but they are all competing against each other.
      The other reason for marketing is to promote off-label use of their product to expand their market. This is a grey area of fact and marketing fiction; In some ways it's healthy for the market because doctors receive extended "education", the downside is the information is skewed towards a single product. The majority of marketing budgets consist of doctor education courses and free samples, rather than television and other direct to consumer marketing.

      So it's not really marketing that needs extra regulation, it's monopoly rights that need to be scrapped. There are few methods of redistributing funds within the economy that are as wasteful and damaging as the monopoly.

      There are very few treatments which a single company dominates. While they may hold a monopoly on a single medication, there are usually alternative chemistries that behave in a similar fashion to treat the same illness. It is because of monopoly rights that multiple treatments are available for the same illness, with the only difference being that they work better or worse for a small portion of the population. There is no one-drug-fits-all, so it is important to create incentives for continued research into similar products. Those incentives just wouldn't be there without the artificial monopoly of IP, companies would all just pump out the same medication that works in 90% of people and ignore the other 10% of patients because the market wouldn't allow them an opportunity to recoup the research dollars.

      While I agree change needs to occur. there is no easy solution to health care. If it was as easy as saying scrap IP, I would be all for it, unfortunately the world is far more complex.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    17. Re:TJ by plague3106 · · Score: 1

      Despite the fact that a geneic is chemically identical to a branded drug (once it has come out of its 6 year patent period anyone can copy it)

      Um, no that's not always true, at least in the US. A "generic" in the US can be one of two kinds; the first is the kind you describe, the second kind of generic is a DIFFERENT chemical that's supposed to acomplish the same thing. That latter is actually VERY dangerous, since it could mean interference, or have an effect the brand name wouldn't have (or have an effect which could be fatal to your condition).

    18. Re:TJ by Darinbob · · Score: 1

      I'm actually surprised. I thought the ratio was closer to 5 to 1.

    19. Re:TJ by mallan · · Score: 3, Interesting

      Disgustingly, this is also true of big pharmaceuticals.

      It's a natural result of monopoly rights.

      Why would a company need to market their products if they had a monopoly? Marketing budgets typically go up when competition increases.

      --
      "Good people drink good beer"
    20. Re:TJ by Anonymous Coward · · Score: 0

      The increase in sales due to marketing is greater than the cost of the marketing. If it weren't, you can bet the company would cut marketing costs to save the bottom line.

      Marketing = sales = profits = research.

      Which would you rather have:

        * $2 billlion to marketing and $1 billion for research, or
        * $500k to marketing and $1 million to research?

      That second choice is 1:2, so it's more justifiable to you, right? We wouldn't have nearly the number of drug breakthroughs, but hey, at least the proportions would be "right" to you. And that's all that matters, right?

    21. Re:TJ by wwfarch · · Score: 1

      Sure that's the ideal case. However, a few years back I read about a study that showed that this was not the case at all. Often when a patient asks about a specific drug the doctor will prescribe that drug over another used for treating similar symptoms.

    22. Re:TJ by jhylkema · · Score: 1

      Standard rabidly anti-free market/pro unregulated market behavior we see everywhere these days.

      All of those problems are because of massive over-regulation of the pharmaceutical industry. If we just repeal the Pure Food and Drug Act and let the market take care of itself, all will be well.

      Losertarian logic at its best.

      Now pass me the crack pipe again.

    23. Re:TJ by KDR_11k · · Score: 1

      Naz-y ones.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    24. Re:TJ by LSD-OBS · · Score: 1

      Yeah, the thing with EA (speaking as an ex-EA employee) is they penalise any projects not conforming to their restrictive and short-sighted specifications (eg, game behind schedule, not properly incorporating their input, etc) by withdrawing spending on advertising. So either the studio / developers suffer, or the game quality suffers. However you look at it, the gamer suffers.

      --
      Today's weirdness is tomorrow's reason why. -- Hunter S. Thompson
    25. Re:TJ by BigSes · · Score: 1

      While I agree change needs to occur. there is no easy solution to health care. If it was as easy as saying scrap IP, I would be all for it, unfortunately the world is far more complex.

      I agree completely, but as far as regulation goes, its amazing how fast the government will crack down on cigarette advertising, a product you choose to purchase that can, and probably will, kill you. However, they can't seem to regulate price gouging and underhanded marketing on necessary medications that are integral to keeping you alive. Strong lobbys present, no doubt about it. The wheels of government turn slowly when the cogs are jammed with money.

    26. Re:TJ by zary · · Score: 1

      Yup, I remember seeing their logo suddenly appear at the start of Westwood games after one update, just before the games began to suck. Definitely a brand to avoid.

      Earth and Beyond was ****ing amazing. that was when they published good games. Then, they canceled it. Then they started making crap games. Then Spore redeemed them, a little bit. Tiberian Sun was great. Keep in mind that for the good games, EA was the publisher, and NOT the developer, so as a developer, avoid them. As a publisher, whatever.

    27. Re:TJ by mattack2 · · Score: 1

      Have fun trying to get treatments for cancer, Alzheimer's disease, etc., without financial incentives to the companies that invent it, if another company can come right away and just copy it.

    28. Re:TJ by Xaoswolf · · Score: 1

      How much more developement can you put into releasing the same football game every year? All you have to do is change the jerseys...

    29. Re:TJ by Anonymous Coward · · Score: 0

      I hope that health care never becomes a cash cow. That is the last thing humanity needs.

    30. Re:TJ by thomasw_lrd · · Score: 0

      I understand that drugs cost a lot of money, but why do we have to whine about them making a profit. They provide a useful service that we can't do without. Yes they charge a lot, and make a lot, but give them a break already.

    31. Re:TJ by darthvader100 · · Score: 1

      I don't know what the standard for the movie industry is
      But i heard that Star Wars Episode 3: Revenge of the Sith was $56m production and another $56m on marketing - which makes it 1:1

      Pity it couldn't hold a candle to 1977's New Hope(only cost $11m)

    32. Re:TJ by Anonymous Coward · · Score: 0

      "Here in Australia, that price is neither paid for by the doctor as the patient gets the script, and the government subsidizes a huge amount of drugs costs under the PBS scheme. So the ridiculous markup ends up coming out of the taxpayers' pockets."

      No it doesn't. Despite whatever brand name the doctor used the chemist will generally offer a generic if it exists. Once a generic exists, the brand names get bumped off the PBS unless they agree to match the generic's cost. The problem comes when they offer a slightly different patented drug that is marginally better then a common generic. These aren't supposed to end up on the PBS, but they often do.

    33. Re:TJ by Darby · · Score: 1

      All of those problems are because of massive over-regulation of the pharmaceutical industry. If we just repeal the Pure Food and Drug Act and let the market take care of itself, all will be well.

      You might consider brushing up on your reading comprehension skills and rereading what I wrote if you think I was advocating anything of the sort.

      Free markets can't possibly exist in reality, the best we can ever do is attempt to approach it as an ideal. An unregulated market (which Libertarians/Repugnicunts are always babbling about while calling them free markets) will inevitably end up as far from that ideal as you can get in short order. Market regulations are absolutely necessary for anything even remotely resembling a free market to exist in reality.

      Get it?

    34. Re:TJ by afxgrin · · Score: 1

      I'd like to see the numbers for GTA4 ... Rockstar had a huge development and support team. I don't see how they even have to market that besides sending early copies to a bunch of video game reviewers. Obviously there's more to it than just that - but getting distribution contracts does not cost more than developing a whole game.

      But 3x more on marketing than development. If I was a share holder I would be pissed off.

      According to Wikipedia:

      Revenue $4.2 billion USD (2009)
      Net income -$1.08 billion USD (2009)

      What the fuck!? They had a BILLION dollar loss? I guess the article explains this completely.

      *face palms*

    35. Re:TJ by afxgrin · · Score: 1

      Battlefield 2 when combined with all the mods, has plenty of replay value.

    36. Re:TJ by jerep · · Score: 1

      I never tried it, I didn't like the first one very much, gameplay was too repetitive for my tastes.

  2. Why is this a surprise? by synthesizerpatel · · Score: 5, Insightful

    Software development is a lot like a having a baby. 1 woman, 9 months = 1 baby. You can't add 8 more women to the equation and get a baby in one month. And as projects get larger, the success is dependent on cohesive management, not necessarily additional resources.

    However, with marketing -- you can send any number of suit-monkeys out to cut deals with drink manufacturers, t-shirt companies, magazines.. etc. All without detracting from the potential quality of your final product.

    If it's in the game, it's likely because one of these marketing people said it needed to be in the game. Thank them for in-game advertising and in-game shops that accept real world money.

    1. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Software development is a lot like a having a baby. 1 woman, 9 months = 1 baby. You can't add 8 more women to the equation and get a baby in one month. And as projects get larger, the success is dependent on cohesive management, not necessarily additional resources.

      Ever heard of the rolling development cycle? :)

    2. Re:Why is this a surprise? by MarkPNeyer · · Score: 5, Informative

      Fred Brooks put it best in 'The Mythical Man Month:'

      "...when schedule slippage is recognized, the natural (and traditional) response is to add manpower. Like dousing a fire with gasoline, this makes matters worse, much worse. More fire requires more gasoline, and thus begins a regenerative cycle which ends in disaster."

      --

      My blog
    3. Re:Why is this a surprise? by synthesizerpatel · · Score: 5, Informative

      If I remember correctly, this is also the source of the pregnancy analogy. Good book.

    4. Re:Why is this a surprise? by thisnamestoolong · · Score: 5, Interesting

      While this is true -- it seems that a lot of the problems with games today is that they are given excessively tight deadlines to get them out, say, by Christmas. To follow the woman/baby analogy -- it takes more resources for a woman to have a baby gestating in her for 9 months than for 5 months. If you can just get that baby out in 5 months, you could save some resources, but the quality of the product (crappy video game vs. good video game/dead fetus vs. live baby) will differ greatly.

      --
      To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
    5. Re:Why is this a surprise? by Ukab+the+Great · · Score: 2, Funny

      Using well-tested, modular women who can easily make extensible and interchangeable baby parts, you might be able to add a several women and grow a baby up to 40% faster. Of course, you'd have diminishing returns due to communication overhead once you get past four women.

    6. Re:Why is this a surprise? by click2005 · · Score: 4, Insightful

      Software development is a lot like a having a baby. 1 woman, 9 months = 1 baby. You can't add 8 more women to the equation and get a baby in one month. And as projects get larger, the success is dependent on cohesive management, not necessarily additional resources.

      In keeping with your baby analogy, you also cant do it alone. Without competent writing, testing and a lot of other people its like trying to give birth all by yourself, your baby will probably be still-born and you end up relying on 'marketing' to con the public into believing it isn'r dead. Spending that much on marketing is like hoping giving the baby a good name makes a difference to how healthy it is.

      However, with marketing -- you can send any number of suit-monkeys out to cut deals with drink manufacturers, t-shirt companies, magazines.. etc. All without detracting from the potential quality of your final product.

      With enough marketing, you can almost bury bad reviews and lack of plot/gameplay/entertainment under a mountain of bullshit & biased reviews.
      Its all about risk. Why spend $4 million on development of a risky game that might be a massive hit when you can spend $1 million on the game, $3 million on marketing and be fairly sure that it'll make a million or two profit. If the marketing approach fails, its because of piracy obviously.

      If it's in the game, it's likely because one of these marketing people said it needed to be in the game. Thank them for in-game advertising and in-game shops that accept real world money.

      Sad but true.

      --
      I am a free slashdotter. I will not be modded, blogged, DRM'd, patented, podcasted or RFID'd. My life is my own.
    7. Re:Why is this a surprise? by Deltaspectre · · Score: 5, Funny

      Request for car analogy here, I don't get this woman thing.

      --
      My UID is prime... is yours?
    8. Re:Why is this a surprise? by SailorSpork · · Score: 4, Interesting

      While I agree with your point on "suit monkeys" ruining games by adding in-game marketing to skim off the top, you seem to have entirely missed the point of the post. "Marketing" in it's basic form is simply building awareness for a product so that, if people like it, they can go buy it. Believe it or not, people who are unaware of products may not buy them, and while a few people may follow the likes of /. or IGN and already know everything, that small handful of people isn't going to support a game release. For this reason, marketing activity is very important to let people know that mass-appeal games are out.

      One example where this worked well is the new Batman game. Batman has huge appeal, cost a fortune to make. If you just put it on shelves, only a few people will walk by and pick it up. Millions more non-hardcore-gamer people would love to play a Batman game, but don't always walk by game shelves. With $x million in marketing to drive awareness, they can make $2x-10x million selling that game.

      Game developing is cheap compared to what it costs to buy enough TV airtime to make everyone aware of your product.

    9. Re:Why is this a surprise? by CopaceticOpus · · Score: 2, Insightful

      Software development is a lot like a having a baby.

      But without all the sex, of course.

    10. Re:Why is this a surprise? by PainKilleR-CE · · Score: 1

      You may also run into greater post-release costs due to incompatibilities between the various parts of the baby, or even outright rejection of the implanted parts.

      Additionally, this would require specialized developer knowledge in assembling the parts properly to avoid these types of reactions. Therefore, you may have to pay the women more to do the same job in less time if you ever want the baby to come out right in the time constraints. As it goes: we can develop it quickly, we can make it good, and we can make it cheap, but you can only pick two, and you might still only get one.

      --
      -PainKilleR-[CE]
    11. Re:Why is this a surprise? by Evil+Shabazz · · Score: 5, Funny

      Request for car analogy here, I don't get this woman thing.

      Software development is a lot like a having a baby in a car. 1 woman, 9 glasses of wine, 1 romantic overlook = 1 baby.

      Hmm.. my anology seems to fall apart. When I add more women to that, I get more babies.. sorry...

      --
      Down with the career politician! SUPPORT TERM LIMITS
    12. Re:Why is this a surprise? by Kjella · · Score: 1

      For everything except WoW that model sucks. Most every game has one release - EAs recurring yearly games are even an exception from that and it's what's there that counts. It's about making the biggest possible splash, getting the most attention, scoring the rave reviews. It doesn't matter if you tag on cool features and plenty bugfixes later, what will be over the net are a thousand bad reviews and comments. Nobody re-reviews games to see if they actually got better. So it all adds up to this gigantic waterfall model where everything is supposed to be finished at the same time. Or so one would hope, and then the mythical man month sets in...

      --
      Live today, because you never know what tomorrow brings
    13. Re:Why is this a surprise? by Ephemeriis · · Score: 3, Insightful

      Software development is a lot like a having a baby. 1 woman, 9 months = 1 baby. You can't add 8 more women to the equation and get a baby in one month. And as projects get larger, the success is dependent on cohesive management, not necessarily additional resources.

      However, with marketing -- you can send any number of suit-monkeys out to cut deals with drink manufacturers, t-shirt companies, magazines.. etc. All without detracting from the potential quality of your final product.

      If it's in the game, it's likely because one of these marketing people said it needed to be in the game. Thank them for in-game advertising and in-game shops that accept real world money.

      Makes sense, I suppose... But it is still galling to me as a customer.

      That means that if I spend $40 on a video game only $10 of it actually went to manufacturing the game - the remaining $30 went to marketing.

      Of course... That $10 didn't actually go to manufacturing the game either, because part of it went into DRM and packaging and whatever else...

      So we're looking at maybe $5 or so of my money actually making it back to the folks who genuinely worked on producing my video game.

      Yes, I understand there's lots of expense involved in producing a video game. You need development kits and office space and beta testers and all that good stuff. You can't very well turn out a modern video game in your garage. I get it.

      But it seems kind of self-defeating to me... You aren't making enough money, so you throw in some DRM to stop piracy and do a bunch of marketing to draw in more cash. But you have to pay for the DRM and marketing... So you aren't making enough money to cover your new expenses... So you throw in some more marketing to draw in more cash...

      Somewhere along the line it stops being about producing a game that people enjoy playing and want to buy. Somewhere along the line it starts being about micropayments and subscription fees and sequels and product placement and toys and tie-ins...

      And then the publishers wonder why sales are down.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    14. Re:Why is this a surprise? by Talderas · · Score: 1

      You can pull the car off the assembly line to get it out faster, but it will be missing parts and may not be drivable.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    15. Re:Why is this a surprise? by Thaelon · · Score: 2, Interesting

      Its all about risk. Why spend $4 million on development of a risky game that might be a massive hit when you can spend $1 million on the game, $3 million on marketing and be fairly sure that it'll make a million or two profit. If the marketing approach fails, its because of piracy obviously.

      This is true, and works for quarterly gains.

      Just don't expect long term (5+ year) success out of it.

      --

      Question everything

    16. Re:Why is this a surprise? by Attila+Dimedici · · Score: 1

      You make a very good point. However, I suspect that many companies fail to realize that over-hyping a product costs you in sales in the long run. Here's how it works:
      Company A has a product that they really want to sell well, they spend massive amounts of money developing a marketing plan with lots of glitzy ads that show all the best features of the product and leave the consumer with the impression that there are lots of other features just as cool that they didn't have time to include (movie and game trailers do this a lot, ads for other products do other things that have similar effect). Consumer A buys the product and discovers that while the product isn't bad, all the really neat stuff was in the ads and is therefore disappointed. For the first product this often works fairly well, however, when Company A does this time after time, the Consumer has less interest in each successive product, so Company A feels compelled to increase its marketing to get the consumer excited about the next product. Sometimes a better strategy would be to scale back the hype and let the quality of the product create the buzz.

      --
      The truth is that all men having power ought to be mistrusted. James Madison
    17. Re:Why is this a surprise? by Grr · · Score: 2, Insightful

      A car drives from A to B. At its top speed this takes one hour. The driver decides to get out after 40 minutes without pulling over. How much time does it take him to arrive at his destination?

    18. Re:Why is this a surprise? by mrraven · · Score: 2, Funny

      "I don't get this woman thing."

      Don't worry dude that just makes you one of the crowd on /.

      --
      Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
    19. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      If you take a car off of the production line when it's halfway through or only attach half the components, don't cry when the wheels and doors fall off or complain that there's no paint, windows or nuts and bolts.

      You have to run it all the way through, AND put it through crash tests.

    20. Re:Why is this a surprise? by YeeHaW_Jelte · · Score: 1

      Your software-marketing juxtaposition fails IMO: you need to coordinate marketing just like you have to coordinate programming. Your overly simplistic view of marketing is hindering your reasoning.

      If all of your 'number of suit-monkeys' decide to go to the same magazine, all carrying their own design for the ad, ideas about the target-audience, numbers of the part of the advertising budget that goes to this magazine, you're going have a very ineffective marketing campaign. Just like when you release a can of programmers uncoordinated and they all decide to work on the game-play logics e.g.

      I know marketing folks aren't very popular with techies, but they fullfill a necessary role, like it or not.

      --

      ---
      "The chances of a demonic possession spreading are remote -- relax."
    21. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Software development is a lot like a having a baby. 1 woman, 9 months = 1 baby. You can't add 8 more women to the equation and get a baby in one month.

      Well, sure you can.

      On the average.

    22. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Yes, it is prime.

    23. Re:Why is this a surprise? by antoinjapan · · Score: 4, Funny

      You drive one car 9 miles in 9 minutes, but if you drive nine cars you'll drive 9 miles in one minute....simple

    24. Re:Why is this a surprise? by Hojima · · Score: 1

      Also, there's this thing called content you may have heard of. More people does equal more results, and I think it is one of the most important aspects in the game (in fact a lot of games would have been better with it, like Fable 2, which was practically 6 hours long). Content is also an extremely important aspect of storyline, as a longer story is typically more interesting (obviously, that's not always the case).

    25. Re:Why is this a surprise? by should_be_linear · · Score: 3, Funny

      From what I understand, If you drive around with dead fetuses inside your car, marketing department will spend a lot but overall gameplay would suck.

      --
      839*929
    26. Re:Why is this a surprise? by R2.0 · · Score: 4, Funny

      It takes Honda just under 2 years to develop a new model, and they are generally considered the highest overall quality in the world.

      It takes GM 3-5 years to develop a new model, and they are generally considered shitty cars.

      Wait, what were we discussing again?

      --
      "As God is my witness, I thought turkeys could fly." A. Carlson
    27. Re:Why is this a surprise? by teg · · Score: 1

      1 woman, 9 months = 1 baby. You can't add 8 more women to the equation and get a baby in one month.

      No, but you can have 9 babies in 9 months instead... Tech development is moving in the same direction, just look at frequency vs. number of cores these days.

      And of course, if you want to think like a proper manager you need to put more effort into planning. E.g. make or buy analysis. If what you want is a baby, you can get one much quicker than 9 months if you don't make it in-house but procure it from an outside party. Finally: Since everyone here on Slashdot loves car analogies: You could buy a car in much less time than it would take your new company to design and construct one.

    28. Re:Why is this a surprise? by Anonymous Coward · · Score: 2, Funny

      But without all the sex, of course.

      Maybe for you... I'm getting fucked by my boss every day

    29. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      If it takes X months to produce a new car but you can shorten that by Y weeks if you have Z number of 5 month pregnant women working on it. You can reduce this by an addition Y weeks if instead you have Z number of new mothers and Z number of newborns working on it.

      Hope that helps.

    30. Re:Why is this a surprise? by lukas84 · · Score: 1

      You usually don't put the cars that are for sale through crashtests. Just the same model. I know i'm nitpicking here, but it's still kinda important ;)

    31. Re:Why is this a surprise? by MTTECHYBOY · · Score: 1

      Your Analogy still works - if WINE is the variable (still one woman) you still end up with one baby.... 1 woman, 18 glasses of wine, 1 romantic outlook = 1 baby ..unless, of course, you pass-out first...

    32. Re:Why is this a surprise? by timeOday · · Score: 1

      Game development isn't just about programming anymore. Artwork isn't tightly coupled like code is. OK, you might like all your maps, characters, and music to be in a consistent style, but they don't have to match for the game to run.

    33. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      The challenge is that you can, generally, only have one woman in a car at one time. You'd need fairly skilled women working with you as a team to achieve more complete results. If they weren't at the top of their profession then it'd be a failed exercise.

    34. Re:Why is this a surprise? by dc29A · · Score: 1

      Yes, because marketing never influenced product quality/goals/orientation/etc ... I mean, the P4 processors by Intel were designed by marketing campaigns, and we all know the great quality of those!

    35. Re:Why is this a surprise? by Yvan256 · · Score: 1

      You usually don't put the cars that are for sale through crashtests.

      Yes you do! What do you think "Limited Edition" means?

    36. Re:Why is this a surprise? by Palshife · · Score: 1

      Right, except if it costs me $10,000 to have the baby, I'm sure as hell not going to spend $30,000 on announcements and newspaper ads telling everyone about it.

      --
      Attention deficit disorder is a complicated issue, spanning several major... HEY LET'S GO RIDE BIKES!
    37. Re:Why is this a surprise? by Lemmy+Caution · · Score: 1

      Here's another way to look at it. If marketing increases the number of people who buy a game four-fold, then, without marketing, games would need to cost four times as much (minus the cost o marketing, of course.) The more people who buy a game, the smaller the margin can be and the lower the price can go, particularly since the marginal unit cost of a game is pennies.

    38. Re:Why is this a surprise? by fredjh · · Score: 5, Funny

      So if I combine your posts, what I get is that pregnancy is a regenerative cycle that ends in disaster.

      Wait... what were we talking about?

      --
      Stupid, sexy Flanders.
    39. Re:Why is this a surprise? by Nossie · · Score: 1

      maybe if they'd stop marketing so much and actually spend money making a good game people would take them seriously...

      unlikely though :(

    40. Re:Why is this a surprise? by Starayo · · Score: 1

      However, with marketing -- you can send any number of suit-monkeys out to cut deals with drink manufacturers, t-shirt companies, magazines.. etc. All without detracting from the potential quality of your final product.

      Well, theoretically over-hype could backfire if the game turns out to be absolute shit, but since most EA titles just require that initial sale (and many people will buy them as soon as they're available) it's not as damaging as, say, an MMO losing most of its subscribers the month after launch.

      --
      Ezekiel 23:20
    41. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Ah, but this is supposed to be a car analogy. You don't add more women, you add more cars.

    42. Re:Why is this a surprise? by fredjh · · Score: 1

      Exactly. But you'll have nine cars one mile away from the starting point, and none of them will be anywhere near the finish (9 miles away).

      --
      Stupid, sexy Flanders.
    43. Re:Why is this a surprise? by k8to · · Score: 1

      Lemmy, this treads a bit dangerously close to the idea that the profit made from goods is somehow fixed. (all costs are passed to the customer, and so on). I know you didn't mean that, but I have a particular dislike of that canard.

      --
      -josh
    44. Re:Why is this a surprise? by Twillerror · · Score: 1

      I think there is some major differences with games though especially sports based ones. The engine development itself might not be able to handle throwing people at the problem, but we are talking mostly about graphics, animation, balancing, and a whole lot of things that are not "traditional" programming. I could hire 40 graphic artists and get more done quicker than with 5.

      With general software we generally don't know the specs very well. Is this true with a football game? The game of football is pretty well defined. We have pretty much evolved the game play of a console version of the sport? Is it really that hard to define what a football player should look like? Here is a picture of real life football player X make it is as close as you can.

      Btw, how much should a game like Madden cost anyways? Are they really starting from scratch? I doubt it...each Madden year is like an add-on to the last.

      Something like Left 4 Dead I can see following under normal rules. It is your standard 1st person shooter in some respects, but it does have some elements that are new. Valve did most of the work on the engine already.

      I think games are becoming more like movies than developing some web app. Next time you watch a movie really pay attention to the credits...a lot of people worked on Dark Knight.

    45. Re:Why is this a surprise? by hardburn · · Score: 3, Informative

      I've normally seen that quote attributed to Werner von Braun.

      --
      Not a typewriter
    46. Re:Why is this a surprise? by ceoyoyo · · Score: 1

      After you fill the pipeline, given enough women you can have as many babies as you want per month.

    47. Re:Why is this a surprise? by fredjh · · Score: 1

      I don't think it's necessarily as bad as you make it out to be.

      There's marketing costs, there's development costs... the article says the former is three times the latter, but that doesn't including other costs, DRM is something they usually purchase to add on, or it's a standard for the company (they don't redevelop it for each title); other costs are also involved that may not technically be considered "development" costs, like shipping, like the cost of the office space and so forth, licensing fees for many games, even much of the equipment... do the developers get new machines each title? Then a lot of what you pay is people skimming off the top... the retailer gets their cut, the publisher (not always the same as the developer) gets their cut, the CEO gets his cut and adds nothing to the title (not that I have anything against CEOs or executives, they have their place in companies, but they aren't part of "development" costs).

      --
      Stupid, sexy Flanders.
    48. Re:Why is this a surprise? by danwesnor · · Score: 1

      Seriously? I'd bet real money that 9 coders who know what they're doing and know how to work as a team can get to completion much faster than one coder working alone. The gain may not be O(n) but it's certainly not O(1).

    49. Re:Why is this a surprise? by fredjh · · Score: 1

      No, but you can have 9 babies in 9 months instead...

      Yes... this is true. But then the analogy would be you could use nine times as many developers and have nine different games in the same amount of time, you couldn't make any one of them be "finished" any sooner.

      --
      Stupid, sexy Flanders.
    50. Re:Why is this a surprise? by hedwards · · Score: 1

      Hmm, that's odd, when I add more women to that analogy, I get offers from Hustler.

    51. Re:Why is this a surprise? by GodfatherofSoul · · Score: 1

      That doesn't factor into maintenance, though. I'm a big Battlefield 2142 fan, and it's THE buggiest production game I've ever played. I've never seen an app blow up in so many ways or manifest so many in-game bugs (yes, including Windows). Throw more monkeys into the code maintenance game, and that would definitely improve the user experience. I'm a big "throw a dart" game purchaser, and EA is so bad I look for their logo to avoid their products.

      --
      I swear to God...I swear to God! That is NOT how you treat your human!
    52. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      What the hell does any of this have to do with Windows programs running under Unix-like operating systems?

    53. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Four Real-Time Women-Equivalentsâ, you mean.

    54. Re:Why is this a surprise? by cthulu_mt · · Score: 1

      Malthus was right!

      --
      Virginia is for lovers. EVE is for griefers.
    55. Re:Why is this a surprise? by Nadaka · · Score: 1

      Its been my experience that past 1 woman, the communication costs become prohibitive.

    56. Re:Why is this a surprise? by navyjeff · · Score: 2, Insightful

      Spending 3x more on marketing than product development is like buying a mid-1990s Honda Civic.

      First you check out the overall condition of the body, then the engine. If you've got a little money to spare, you take it to a mechanic to give it a once-over. You spend some time and money to get something that is probably mechanically sound.

      Once you think you've got a decent car, now you go out and buy a body kit, a loud exhaust system that doesn't actually improve your car's performance. You put a carbon tail fin on it and tint the windows limo black. Then you start shopping for body kits and get the flashiest, most expensive one you can find. Finally, give it a new paint job. Be sure to put giant kanji letters on it that kinda look cool but you don't really know what they mean, and make sure they're the shiniest you can find.

      Now this car you probably spent $4000 on at the start has about $12000 worth of upgrades that make it really pretty on the outside. Of course, you didn't change the seats, fix up the engine, or even replace the stereo. In the end, it's yesteryear's model, worn out on the inside. Nobody can see that because you don't have to race it and since the windows are tinted so dark nobody can see inside anyways. Since looking good is all that really matters, you drive it around town really slowly with the radio blaring whatever's trendy. All your friends think it's cool because they go for that sort of thing and now they think you've got money and they want a car just like it.

    57. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      obviously you are missing far more than just the acronym detecting part of your brain.

    58. Re:Why is this a surprise? by selven · · Score: 1

      1 woman, 9 glasses of wine, 1 romantic overlook = 1 baby

      Will the baby run Linux?

    59. Re:Why is this a surprise? by mdwrigh2 · · Score: 1

      While I would generally agree with the statement, at least to an extent, the Mythical Man Month actually only proposes that adding more developers to a /late/ project, will only aggravate the situation. If you read the paragraph you quoted, its stated there as well ("...when schedule slippage is recognized...").

    60. Re:Why is this a surprise? by Powys · · Score: 3, Interesting

      I noticed something interesting when I worked as a projectionist while in college. I noticed that smart producers who knew they had a really good movie on their hands wouldn't market their movie at all (or very little). Producers who knew they had a crappy movie would market the crap out of it. The biggest example of a good movie's lack of marketing was the 6th Sense. When the movie first came out, we had at best a single movie poster to advertise it's existence. No trailers, no t-shirts, no banners, etc. We started that movie in our smallest theater guessing it would do squat. The first week, it didn't do much, but warranted a slightly larger theater for the next weekend. The next weekend again, we moved it to yet a bigger theater, then a bigger, then a bigger until it resided in our biggest theater for 6 weeks. All this with zero marketing dollars spent. Then you look at this weeks teeny-bopper-crappy-movie-of-the-week, and you the marketing machine is immense, but the movie dies in a week or 2. I guess the moral of this story is, you only need to market if you know word of mouth will kill something. Otherwise let it ride it's own wave of success

    61. Re:Why is this a surprise? by maxume · · Score: 1

      Starting from the premise that EA is a successful company, it is safe to assume that most of their marketing costs are made up for in increased sales (part of being a successful company is taking in more money than you spend).

      You might feel better knowing that you spent $12 that mostly went to the people who created the game, but it isn't particularly likely EA could sit on the other side of that transaction and still make money (because the $5 per box that you have going to the creators is spread across some significant multiple of the boxes they would sell without the marketing).

      --
      Nerd rage is the funniest rage.
    62. Re:Why is this a surprise? by PainKilleR-CE · · Score: 1

      But adding more people to content development can lead to less cohesive results. Therefore adding more people in that department also requires better skills in the management of those types of people, which are inherently hard to manage and have high communication costs. That and you have to spend more time in the design stages developing a cohesive plan for the game that can be passed on to the content developers so that they understand the overall vision to which they are expected to adhere (and which they will ignore on a whim).

      --
      -PainKilleR-[CE]
    63. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      But it still takes 9 months to get those babies, which is the entire point.

    64. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Request for car analogy here, I don't get this woman thing.

      How about this:
      Software development is like driving on the freeway from point A to point B. Adding more cars (developers) to the freeway may increase the number of people getting to point B, but it doesn't make the cars get there any faster. Add enough cars to the freeway and you get a traffic jam, and the more cars you add the worse it gets.

    65. Re:Why is this a surprise? by maxume · · Score: 3, Funny

      What if those ads help you sell the baby for $50,000, instead of $15,000?

      I think the analogy may be starting to break down though.

      --
      Nerd rage is the funniest rage.
    66. Re:Why is this a surprise? by Haeleth · · Score: 2, Funny

      We don't use the word "woman" any more. The term you're looking for is Womb Resources.

    67. Re:Why is this a surprise? by Anonymous Coward · · Score: 2, Insightful

      I think you have an excessively optimistic view of marketing. The point isn't to kindly get the word out and objectively represent your product so that anyone who is interested can buy it. The point is to get as many people as possible to pay for it, thus netting you more money. Whether these people enjoy what they've got after you've raked in all that cash isn't of any concern. With fake reviews, "creative" quoting of real reviews, misrepresenting products, taking advantage of consumer ignorance, and more, companies have made it abundantly obvious that they'll do anything they legally can to get you to buy their product, and even things they can't legally do, as long as it gets them enough money to balance out the penalties.

      One could argue that this isn't exactly the wisest of behavior in the long term, but companies are stupidly short-sighted and most people are just plain stupid and aren't willing to give up a bit to make companies stop doing things they don't like, so it's not a problem anyway.

    68. Re:Why is this a surprise? by yurtinus · · Score: 1

      Oh man.... imagine a Beowulf cluster of those!

      --
      +1 Disagree
    69. Re:Why is this a surprise? by Pingmaster · · Score: 1

      However, if you do add 8 women, you could conceivably get 1 baby per month for nine months.

    70. Re:Why is this a surprise? by lerser · · Score: 1

      Yep. But here's http://forum.sdlive.ru/ [sdlive.ru] much more information about marketing.

    71. Re:Why is this a surprise? by Ephemeriis · · Score: 1

      Starting from the premise that EA is a successful company, it is safe to assume that most of their marketing costs are made up for in increased sales (part of being a successful company is taking in more money than you spend).

      You might feel better knowing that you spent $12 that mostly went to the people who created the game, but it isn't particularly likely EA could sit on the other side of that transaction and still make money (because the $5 per box that you have going to the creators is spread across some significant multiple of the boxes they would sell without the marketing).

      I guess my question, then, is how necessary is it for EA to get a piece of the pie?

      Right now the big publishing companies seem fairly necessary... But I look at the video game industry today, and it looks fairly similar to the recording industry a few years back.

      I wonder how long it will be before developers are able to effectively develop and distribute their own titles without the big publishers?

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    72. Re:Why is this a surprise? by Ephemeriis · · Score: 1

      I don't think it's necessarily as bad as you make it out to be.

      There's marketing costs, there's development costs... the article says the former is three times the latter, but that doesn't including other costs, DRM is something they usually purchase to add on, or it's a standard for the company (they don't redevelop it for each title); other costs are also involved that may not technically be considered "development" costs, like shipping, like the cost of the office space and so forth, licensing fees for many games, even much of the equipment... do the developers get new machines each title? Then a lot of what you pay is people skimming off the top... the retailer gets their cut, the publisher (not always the same as the developer) gets their cut, the CEO gets his cut and adds nothing to the title (not that I have anything against CEOs or executives, they have their place in companies, but they aren't part of "development" costs).

      The figure I gave - $40 - is not a realistic one. Games these days retail for closer to $60. I was kind of ignoring all the middle-men and shipping and whatever else. I'm also assuming that the cost of DRM is factored into the "development" budget - maybe this isn't true.

      None of that changes the fact that they're spending three times as much on marketing as development.

      For every dollar that goes into writing code (whether it be some programmer's hourly wages or a new computer for a manager) three dollars go into marketing (whether it be a magazine ad or a new computer for a manager). That just seems wrong to me.

      Yes, I know, good marketing should increase sales... But wouldn't a good product increase sales as well?

      I don't subscribe to gaming magazines, I don't watch G4, I don't frequent gaming websites. Most of the advertising I consume is of the "word of mouth" variety. I wind up playing a game because folks say it is good. And it's somewhat galling to me to know that I'm paying for magazine ads and standees and whatever else that I'm not even seeing.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    73. Re:Why is this a surprise? by MeatBag+PussRocket · · Score: 1

      why not, its worked for EAs madden franchise since 1989. you feed people bullshit long enough and they start to like it, not because its bullshit but because its all they can remember eating, to them its food.

      --
      i wage a holy war against the apostrophe.
    74. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      very well put lol. couldnt be more right

    75. Re:Why is this a surprise? by Ephemeriis · · Score: 1

      Here's another way to look at it. If marketing increases the number of people who buy a game four-fold, then, without marketing, games would need to cost four times as much (minus the cost o marketing, of course.) The more people who buy a game, the smaller the margin can be and the lower the price can go, particularly since the marginal unit cost of a game is pennies.

      I don't buy this at all.

      First of all, spending 4x the money on marketing is not going to generate 4x sales. Just isn't going to happen. A large chunk of marketing money is wasted because you're hitting the wrong audience - the problem is that you never know which dollar is actually hitting the target.

      I personally don't subscribe to any gaming magazines, I don't watch G4, I don't frequent any gaming websites... I generally hear about a new game by word-of-mouth advertising. So all that money they're blowing on magazine ads and banners and commercials is just wasted on me.

      And while the price can go lower, it isn't. Sure, in theory the actual cost of a game is pennies... But everybody wants their cut. And if they can charge an extra few dollars, and people will pay it, then they will. Regardless of the volume sold or the actual margins involved, prices just keep going up.

      So, that marketing may very well sell more copies... But that isn't going to lower my price at all. It is just going to make someone else a few more dollars in their paycheck. Which wouldn't be so bad, if it was going in a developer's paycheck - they're the ones who made the game I'm paying for, after all.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    76. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Software development is a lot like a having a baby.

      But without all the sex, of course.

      So that's why she kept spitting out errors...

    77. Re:Why is this a surprise? by ultranova · · Score: 1

      Just don't expect long term (5+ year) success out of it.

      Once people wise up to your game and stop buying them, simply dismantle and recorporate under another name. Or use your quarterly profits to buy a small quality games studio, fire the people and keep the name.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    78. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      But without all the sex, of course.

      make that: "without any of the sex" and you'd be more accurate :(

    79. Re:Why is this a surprise? by cayenne8 · · Score: 0, Troll
      "We don't use the word "woman" any more. The term you're looking for is Womb Resources."

      Life support unit for a cunt.

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    80. Re:Why is this a surprise? by Hognoxious · · Score: 1

      I'd bet real money that 9 coders who know what they're doing and know how to work as a team can get to completion much faster than one coder working alone.

      They might well be quicker, but they won't be nine times quicker. Which means ceteris paribus the cost will be more.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    81. Re:Why is this a surprise? by Wildclaw · · Score: 1

      I generally hear about a new game by word-of-mouth advertising

      And why do you think the people are talking about that specific game. Simple, it is the marketed game of the month.

    82. Re:Why is this a surprise? by Ephemeriis · · Score: 1

      I generally hear about a new game by word-of-mouth advertising

      And why do you think the people are talking about that specific game. Simple, it is the marketed game of the month.

      Unlikely.

      Or, if that's the case, they need to spend their marketing money better.

      Generally, by the time I'm playing something everyone else has moved on to the latest shiny thing. There'll usually be tons of walkthroughs available, but the forums will be dead.

      I'm usually at least six months behind the curve.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    83. Re:Why is this a surprise? by CastrTroy · · Score: 1

      It's even worse than that. Once you count out the mark-up that goes to the retailer, and the mark-up that goes to the distributor, I would have to say that probably about $2-$3 makes it into the actual development of the game.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    84. Re:Why is this a surprise? by sglewis100 · · Score: 1

      I wonder how long it will be before developers are able to effectively develop and distribute their own titles without the big publishers?

      If you're an iPhone game developer, the answer's either right now, or never, depending on if you see Apple as a "publisher".

    85. Re:Why is this a surprise? by lenester · · Score: 1

      If all you care about is the game running, EA's got their priorities completely straight and you're the reason we'll never see anything like M.U.L.E. again.

    86. Re:Why is this a surprise? by danwesnor · · Score: 1

      They might well be quicker, but they won't be nine times quicker.

      That's exactly what I said.

    87. Re:Why is this a surprise? by scaryjohn · · Score: 5, Funny

      Pouring gasoline on burning babies, I think.

      --
      One might ask the same about birds. What ARE birds? We just don't know.
    88. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Just the 40 minutes. Then he's finished.

    89. Re:Why is this a surprise? by Jason1729 · · Score: 1

      Try taking a break from coding every week or so for a shower.

    90. Re:Why is this a surprise? by ultranova · · Score: 1

      I wonder how long it will be before developers are able to effectively develop and distribute their own titles without the big publishers?

      Developers have always been able to do that - or have you forgotten about shareware? Nowadays it's easier than ever, thanks to the Internet and downloadable content for consoles.

      No, it's the cost of development that's the bottleneck. It takes a lot of money to make a game with near-photorealistic 3D graphics, CD-quality music and voice acting. It's technological progress that's what's killing the industry, ironically enough. But even then, some make it, such as World of Goo.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    91. Re:Why is this a surprise? by KingMotley · · Score: 1

      Yes, this is slashdot. One of the few places where when you talk about having a woman in a car with you, it is assumed that she is a professional.

    92. Re:Why is this a surprise? by ProfFalcon · · Score: 1

      Oh my god. That is quite literally the funniest thing I've read in a very long time. Well played, sir!

      --
      Simply stating [Citation Needed] does not automatically make you insightful or brilliant.
    93. Re:Why is this a surprise? by PainKilleR-CE · · Score: 1

      That's why the games industry has been working to effectively sew up the digital distribution channels before smaller companies can come in and take over. In a lot of ways on the PC side Valve already has done this, though there are a lot of other companies making a name for themselves in this realm. Consoles aren't likely to escape the big publisher mentality, though, as someone generally steps up to risk the cost of developing and marketing the hardware in order to get a cut of the game sales from everyone that develops for the system. Homebrew games and applications are bigger than ever on the handheld consoles, but the manufacturers still get a cut from the majority of the games running on their systems.

      --
      -PainKilleR-[CE]
    94. Re:Why is this a surprise? by mrbobjoe · · Score: 1

      Just don't expect long term (5+ year) success out of it.

      It seems that he doesn't expect that long term success can be had anymore, for a single game. In a much more detailed report of another talk by Hilleman, the reporter says (I assume paraphrasing Hilleman):

      Piracy and sales of used games have taken their toll. The latter means that game sales have no long tail; most sales happen in the first three to six weeks; thereafter, used game sales where publishers get no percentage of the cut take over. Burnout Paradise has twice as many users as it has games sold, a fact that is explained by the sales of used games and by game piracy.

      There are ways, though! Shortly thereafter was a rather sickening line:

      There are new categories like Webkinz, where you buy a plush toy and get a code where you can log in online to play games. For kids, "those games are like crack," Hilleman said. "Don't you wish you invented that?"

    95. Re:Why is this a surprise? by Ephemeriis · · Score: 1

      Developers have always been able to do that - or have you forgotten about shareware? Nowadays it's easier than ever, thanks to the Internet and downloadable content for consoles.

      Nope, haven't forgotten about shareware. The first computer I personally owned was a Macintosh and just about every game I owned for that computer came in the form of shareware.

      But, like it or not, shareware has largely faded in favor of big-budget boxed titles these days.

      No, it's the cost of development that's the bottleneck.

      Yes, I realize that. That's why I said:

      I wonder how long it will be before developers are able to effectively develop and distribute their own titles without the big publishers?

      There was a time when things were fairly simple... You didn't need much more than a computer and a compiler, and you could produce a game. You didn't even need to be able to produce decent graphics because the best you could manage was a few pixels anyway.

      These days you're looking at buying some kind of development kit if you're aiming at a console... A professional artist or two... Maybe some voice actors... A sound guy... And that's all in addition to the compilers and coders you still need...

      I realize that it costs more to produce a game these days.

      But the same could be said about the recording industry a few years ago. They went from basically all-live with no overhead but the musician and his instruments, to all kinds of crazy overhead from recording engineers and marketers and distributors and everything else... And now, you can almost get away with nothing more than a musician and a PC.

      I'm wondering if we'll see the same kind of arc in the game industry. Just about anybody can roll out a game on the iPhone... And I've seen tons of homebrew stuff for the GameBoy... Downloadable content and micropayments are becoming more and more popular...

      I wonder if these giant game publishers will find themselves un-necessary before too long. If we'll see a return to quality games being developed by a few people working out of their garage.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    96. Re:Why is this a surprise? by ultranova · · Score: 1

      After you fill the pipeline, given enough women you can have as many babies as you want per month.

      Yes, but when your marketing machine needs to start months - and, for some elements, thousands of years - in advance, you must get a particular baby out just in time for Christmas. There would be Hell to pay otherwise.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    97. Re:Why is this a surprise? by PitaBred · · Score: 1

      Wait, you think companies plan for long-term? That hasn't been an issue in big business since the 80's and Reaganomics. Next quarter bonuses are all that matter.

    98. Re:Why is this a surprise? by PitaBred · · Score: 1

      It doesn't hurt that the Batman game is well received. All gaming comic sites and most gaming communities think it's awesome, and that is going to sell it to a lot more people than just impulse purchases or batman fans. If you have a game system that will play Batman games, and you're the type of person who plays games, you're going to walk by the game shelves every now and then when you're at Target.

    99. Re:Why is this a surprise? by HeckRuler · · Score: 2, Insightful
      Oh yes, because the only way that "non-hardcore-gamer" people ever buy games is to trust whatever billboard they happen to glance at, or infomercial, or newspaper add, or In-product placement, or popup ad, or etc etc etc. Heaven forbid that they hear about something cool from a friend and go check it out. No No No, the consumer is an unthinking beast of routine and drudgery, but if sufficient audio/visual stimulous is applied, monetary sums can be extracted from it's cold burnted out shell of a former sentient being. And we all know there's nothing out there that would comment or critique our products. Such an establishment would cost far too much to build and maintain.

      So move along you cattle, there's nothing to see here as we purchased your viewing rights a long time ago.

    100. Re:Why is this a surprise? by VisceralLogic · · Score: 1

      Pouring gasoline on burning babies, I think.

      Dangit, and all this time I've poured babies on burning gasoline! No wonder things haven't worked out for me...

      --
      Stop! Dremel time!
    101. Re:Why is this a surprise? by interkin3tic · · Score: 1

      However, with marketing -- you can send any number of suit-monkeys out to cut deals with drink manufacturers, t-shirt companies, magazines.. etc. All without detracting from the potential quality of your final product.

      Your argument might be more convincing to me if I weren't familiar with EA's products and their quality, or rather, the lack therof.

      What EA actually does is more like having a woman make a baby in a month, removes the baby after that month, and the 8 other women put makeup on it to try to detract from the fact that it is a disgusting abomination. The marketing is to convince people it's a baby instead of an embryo. Then they do the same thing next month.

    102. Re:Why is this a surprise? by bertoelcon · · Score: 1

      It doesn't matter if you tag on cool features and plenty bugfixes later, what will be over the net are a thousand bad reviews and comments. Nobody re-reviews games to see if they actually got better. So it all adds up to this gigantic waterfall model where everything is supposed to be finished at the same time. Or so one would hope, and then the mythical man month sets in...

      Sounds like what happened to Vista, horrible opening reviews that got fixed but stunted Vista's growth

      --
      Anything can be found funny, from a certain point of view.
    103. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      World War Two Online garnered a ton of re-reviews, aided primostly by it's hideously terrible bad bad launch.

    104. Re:Why is this a surprise? by brkello · · Score: 1

      It's not dead...it's pining for the fjords.

      --
      Support a great indie game: http://www.abaddon360.com
    105. Re:Why is this a surprise? by dissy · · Score: 1

      Software development is a lot like a having a baby. 1 woman, 9 months = 1 baby. You can't add 8 more women to the equation and get a baby in one month.

      Aww... But, can we at least try? ;}

    106. Re:Why is this a surprise? by skeeto · · Score: 1

      The surprising part isn't that the extra money should have gone into developing that game, but that, when buying a game from EA, 75% of the cost is merely paying for the non-productive advertising that convinced you to buy it. If there was no marketing at all (which is also unreasonable), the game that costs $60 would only cost $15 and EA could also produce four times as many games, increasing the likeliness of something really unique and groundbreaking.

      In short, by buying a game I am mostly paying someone to just annoy me. :-)

    107. Re:Why is this a surprise? by Lemmy+Caution · · Score: 1

      In that case, you really are reliant on a game long having been a success. The initial point not only stands, but is reinforced.

    108. Re:Why is this a surprise? by fel0niousmonk · · Score: 0

      conversely, if you spent more time and money on the game rather than marketing, that 'small group' of people that follow the game releases would be more dedicated to supporting the product, ergo your need for getting the word out in 'traditional' marketing veins would be decreased. Then, just like you want, people will start telling other people that they should go buy the game because the game maker actually took the effort to make it badass, instead of some lame, reinvention of the wheel with adverts and long load screens and bad AI, not to mention bugs that will never get fixed. Most game companies spend so much on marketing because they've sold their integrity for greed and status quo. Ironically, in this system, they have themselves to blame. They wind up telling the consumer what they want, and then forcing it down their throats, then blaming them for their lack of sales (of the crappy game), crying it's because of piracy or whatever else, EXCEPT improving the game by spending more on development. It's one thing to add devs mid-development ... it's another, completely, to plan for more devs up front, and less marketing.

      If you build it, they will come. If you say you built it, and there is just an empty field, you may have gotten your admission ticket, but your return sales are going to suck. The corporate mentality nowadays is that someone else 'copied' your 'great idea' and is giving it away for free. What really happened is that once the people you tried to fool realized it's just an empty field you're charging admission for ... they started going to the public park because you offered nothing substantive for consumption.

    109. Re:Why is this a surprise? by KDR_11k · · Score: 1

      They'll make another MULE if they are convinced there's a market for that. Doesn't seem to be the case but at least they made another Boom Blox.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    110. Re:Why is this a surprise? by Ephemeriis · · Score: 1

      In that case, you really are reliant on a game long having been a success. The initial point not only stands, but is reinforced.

      I disagree. Marketing may sell a few additional copies of the game, but it isn't going to make the game successful.

      Spore had tons of marketing. Even with my minimal consumption of game-related media I heard about that thing for years. I'm sure they sold tons of copies. But after folks actually played it, people weren't impressed. I saw lots of outcry about the DRM and the accounts and whatnot... But people basically stopped talking about the game. They certainly had nothing good to say about it.

      On the other hand, Counter Strike had basically no marketing. There was no million-dollar ad campaign to convince people they ought to be playing it. It was a freely-available mod that was just plain fun. People had lots of good stuff to say about it.

      Just because a good advertising campaign gets you to buy a game today, doesn't mean you'll recommend it to a friend in six months time.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    111. Re:Why is this a surprise? by KDR_11k · · Score: 1

      Your mom?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    112. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Request for car analogy here, I don't get this woman thing.

      Software is a lot like having a car.
      It doesn't matter what kind of resources are involved.
      Giving birth to a car is going to hurt. A lot.

    113. Re:Why is this a surprise? by KDR_11k · · Score: 1

      Of course that claim is retarded, if you check the current sales charts there's a good chance you'll spot games like Wii Fit and Mario Kart in there.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    114. Re:Why is this a surprise? by KDR_11k · · Score: 1

      Word of mouth is potent but you need to seed a base first before the word can spread, otherwise the spread is too slow and the retailers may already have written you off by the time the demand hits.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    115. Re:Why is this a surprise? by KDR_11k · · Score: 1

      You are not part of the primary market for core games, those sell the majority of their lifetime sales within the first 1-2 months.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    116. Re:Why is this a surprise? by KDR_11k · · Score: 1

      Most of the developers published by EA are also owned by EA, means any profits that EA makes are potential budgets for them.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    117. Re:Why is this a surprise? by KDR_11k · · Score: 1

      I think talking about fixed costs as percentages of the unit price makes no sense anyway. how much of the price goes into development if the game flops, 160%?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    118. Re:Why is this a surprise? by Hognoxious · · Score: 1

      Oh, is that what all that O bollocks means? Some of us live in the real world.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    119. Re:Why is this a surprise? by Omestes · · Score: 1

      Don't forget that you must, by law, have at least one body panel that is always primer gray. Its either painting that one panel above the left front tire electric lime green, or putting neon blue lights on the under carriage... What would make a car look less trashy? LIGHTS!

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    120. Re:Why is this a surprise? by BikeHelmet · · Score: 1

      With enough marketing, you can almost bury bad reviews and lack of plot/gameplay/entertainment under a mountain of bullshit & biased reviews.

      Ahh! Oblivion!

      Why spend $4 million on development of a risky game that might be a massive hit when you can spend $1 million on the game, $3 million on marketing and be fairly sure that it'll make a million or two profit. If the marketing approach fails, its because of piracy obviously.

      Yes, that's exactly it. The pirates are the downfall of every game company that ever collapsed!

    121. Re:Why is this a surprise? by mattack2 · · Score: 1

      The real world where people use a Latin phrase in the middle of their English sentence?

      (personally, I like it, I didn't know that phrase.. But come on, this is Slashdot.. Knowing "big O" notation is more typical than some Latin phrase.)

    122. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      The first thing I noticed about this post was the last line's "it's in the game" - EA Marketing Division, you have done your job.

    123. Re:Why is this a surprise? by badboy_tw2002 · · Score: 1

      Ok, but what is your impetus to go check to see what the reviews are? When you want to see a movie, is it more like:

      "I want to see a movie, what's playing?"

      or

      "I want to see movie XYZ, what time is it playing?"

      I'd suspect most people have a vague idea of what's out there and aren't blindly trying to figure out what movies are being played. I actually felt like there were more movies "I never heard of" when I first got a DVR simply because the ads weren't constantly in my face. We like to think everything happens word of mouth, and that we're all informed consumers, but I think denying the power of even "background" advertising is a little naive.

    124. Re:Why is this a surprise? by fredjh · · Score: 1

      No, actually, I agree... but the raw number of dollars you're spending on the marketing they did to get you to buy it (regardless of how useless it was) isn't that bad... it's just that the raw number of dollars given to the development team is worse.

      I don't get any of those magazines, either, and don't watch enough TV for the big game advertising... so I don't know what's good. I stand there at the store looking like an idiot because I refuse to sink $50+ on a game that I know nothing about simply because the box looks cool. The only ones I know of are the Guitar Hero (and variations) and some of the singing games (Sing Star and High School Musical) that my kids like.

      There's very few games I know anything about. And as cheap as I am, I wouldn't buy a game based on marketing anyway (although it might peak my interest), I'd have to wait for reviews from real people (not paid off magazines).

      So... marketing is worthless to me, but it doesn't hold true that if a game is good it will sell without marketing, either, it needs some, at least.

      You might even be able to determine how good a game will be based on the amount of marketing: too much probably means it's a bad game.

      --
      Stupid, sexy Flanders.
    125. Re:Why is this a surprise? by VoltageX · · Score: 1

      Also, the Batman game looks like it won't be totally crap, like EA titles such as Need for Speed Undercover.

      --
      "Anonymous could not immediately be reached for further comment." - International Business Times
    126. Re:Why is this a surprise? by SL+Baur · · Score: 1

      First of all, spending 4x the money on marketing is not going to generate 4x sales. Just isn't going to happen. A large chunk of marketing money is wasted because you're hitting the wrong audience - the problem is that you never know which dollar is actually hitting the target.

      True, there are no guarantees. If the advertising is aimed at the right people (targeted marketing) one could generate more than 4x sales.

      I personally don't subscribe to any gaming magazines, I don't watch G4, I don't frequent any gaming websites... I generally hear about a new game by word-of-mouth advertising. So all that money they're blowing on magazine ads and banners and commercials is just wasted on me.

      With a sample size of one, you can prove just about anything you want.

      TV advertising probably isn't going to reach me, but I've bought more than a couple games based on reviews in GameInformer (I'm not sure why they don't just give it away. It's worth precisely $0 for a subscription, which worked out well when I was given 1 year subscriptions from GameStop).

      Some of the most memorable games I've gotten have been based on in-store recommendations, including World of Warcraft (which I had never heard of when I bought it).

      I used to be more inclined to like EA. One of my college friends used to work there and he was a pretty good programmer. I prefer handhelds and like sports simulation games. Tiger Woods on the GBA isn't great, but it was worth playing most of the way through at least once. I like the Sims on GBA, though replayability is minor.

      Their PSP games are a total disaster. When I got a PSP I got two EA titles mostly because I didn't know any better. The Tiger Woods I bought is unwinnable. It reliably crashes when winning one of the legs of the grand slam, though you can get most of the way through the game. The Sims game I bought crashes in the middle.

      EA could throw 10x the marketing at me and it wouldn't matter. They make unfun junk and I play games to have fun, which leaves them out.

    127. Re:Why is this a surprise? by SL+Baur · · Score: 1

      Since everyone here on Slashdot loves car analogies:

      It's not so much that we love car analogies so much as it's a good way of distinguishing n00bs ... (and good car analogies never seems to get old)

      You could buy a car in much less time than it would take your new company to design and construct one.

      You missed a very important distinction. The time it takes to make 1 car, 10 cars, 100 cars, etc. is pretty much the same once you have an assembly line (infrastructure) set up. It's also cheaper to make 10,000 cars than it is to make a 1 shot single car.

      That definitely holds true with games, where you would want to outsource the graphics engine (or use the same one on multiple titles), voice actors, musicians, etc.

    128. Re:Why is this a surprise? by SL+Baur · · Score: 0, Offtopic

      What if those ads help you sell the baby for $50,000, instead of $15,000?

      That's not what ads do. Based on experiments I participated in in college, advertising has the net effect of reducing per unit costs. The buyer can more easily shop around and get the best price. Advertising in this sense Is Good.

      Most of the people clamoring in favor of nationalized Obamacare have either chosen to ignore or don't know the disastrous effect that Dick Nixon's wage & price controls had in 1971 http://www.econreview.com/events/wageprice1971b.htm

      If you want to reduce the cost of something, allow advertising with price to buyer and the prices will go down.

      Perhaps with games the price has gone down too much. The cheapest game in terms of usage & enjoyment I've bought is World of Warcraft, even though I pay a monthly fee (well two actually since my wife plays too). There's nothing more expensive in entertainment than buying a game and after opening it up and trying it out, then discovering that it is unfun and sucks big time.

    129. Re:Why is this a surprise? by SL+Baur · · Score: 2, Insightful

      Well, theoretically over-hype could backfire if the game turns out to be absolute shit, but since most EA titles just require that initial sale

      TFA said that they had a window of six weeks to recover costs on a game. This speaks volumes.

      Six weeks sounds pretty much like the time it would take for word of mouth to spread that a game sucks big time. So yeah, produce a game that sucks and you have a very limited amount of time to sell it.

      Based on the quality of the EA games I have purchased, unfun crashing crap on PSP, barely fun stuff on GBA, I'd say they are barking up the wrong tree.

      TFA also said they lose lots of sales due to resales and piracy which reminds me, I want to dump the two crap EA PSP games I bought at the local GameStop maybe I can trade them for games that don't crash.

    130. Re:Why is this a surprise? by SL+Baur · · Score: 1

      Btw, how much should a game like Madden cost anyways? Are they really starting from scratch? I doubt it...each Madden year is like an add-on to the last.

      I have a suspicion that a large portion of the cost of that game is the license from the NFL. They certainly didn't spend that much on game play.

      I've only played it on GBA and it sucked. Dang it! I'd spend $200 on a football simulation game (handheld) that didn't suck.

    131. Re:Why is this a surprise? by SL+Baur · · Score: 1

      I'd bet real money that 9 coders who know what they're doing and know how to work as a team can get to completion much faster than one coder working alone.

      That's gaming the system. The "know what they're doing" and "know how to work as a team" is the kicker and frequently upset by reorgs.

      The gain may not be O(n) but it's certainly not O(1).

      Look up "innumerate". Sigh.

      Of course it's going to be of O(n) but the constant factor is going to vary wildly based on the makeup of the additional 8 members.

      It would only remain O(1) if the other 8 members were spending their entire working day reading slashdot and doing no work whatsoever.

    132. Re:Why is this a surprise? by SL+Baur · · Score: 1

      Oh, is that what all that O bollocks means? Some of us live in the real world.

      You must be new here.

      O-notation is used in describing the complexity of algorithms. Start here http://www.perlmonks.org/?node_id=573138

    133. Re:Why is this a surprise? by maglor_83 · · Score: 1

      There's a new Batman game?

    134. Re:Why is this a surprise? by maxume · · Score: 1

      I was sort of inverting that, instead of the buyer shopping around, the seller was finding better buyers (for a unique item, this may make sense). I was also pointing out that most advertisers are selling something, so maybe the $30,000 baby announcement isn't a very good comparison.

      --
      Nerd rage is the funniest rage.
    135. Re:Why is this a surprise? by Drakkenmensch · · Score: 1

      With enough marketing, you can almost bury bad reviews and lack of plot/gameplay/entertainment under a mountain of bullshit & biased reviews.

      With too much marketing, you end up with a situation where the hype generated overwhelms the game and the public expects it to cure at least two forms of cancer. The game is no longer evaluated on its own merit, and there is no way in heaven or hell that it can ever live up to the expectations, ensuring it will live down in infamy - if it ever gets released at all.

    136. Re:Why is this a surprise? by PMBjornerud · · Score: 1

      You drive one car 9 miles in 9 minutes, but if you drive nine cars you'll drive 9 miles in one minute....simple

      Agh! You guys are driving (no pun intended) me crazy by not stating the proper car analogy explicitly!

      It takes 1 hour to drive from San Fran to San Jose. Having 60 cars will not get you there in a minute.

      --
      I lost my sig.
    137. Re:Why is this a surprise? by namco · · Score: 1

      So we're looking at maybe $5 or so of my money actually making it back to the folks who genuinely worked on producing my video game.

      This was still the case back in 1998. PC Gamer wrote an article about where the money goes from each game sale. Most went to the publishers, then the government (VAT - Value Added Tax for you non UKers out there) took a slice. The poor developers, the glue of the game, got bugger all.

      You can't very well turn out a modern video game in your garage. I get it.

      Yes you can! You just need time and patience. If your coding is good, everything else will follow. Also OSS like Blender and GIMP help greatly, unlike 10 yrs ago when you needed the cash to get these apps.

      If garage gamers didn't exist anymore you wouldn't get titles like Darwinia by Introversion Software. True, these guys are a lot fewer nowadays, but it is my belief that true innovative and fun games will still come from the bedroom/indie/homebrew gamers. You'll just have to look around to find them! :)

    138. Re:Why is this a surprise? by Anonymous Coward · · Score: 0

      Games are not just about software developers. They have rather large numbers of modelers, voice actors, audio engineers, texture designers, testers etc

      These people do not fall under marketing - they are part of development.

      If they were programming a word processor, I believe your explanation would make sense. But with proper planning from the start of the project, a larger team can have a faster turn around time.

      Having too many people draw out the overall idea, vision, concept could cause some problems though... especially with something like a video game, that requires some degree of artistic vision.

    139. Re:Why is this a surprise? by hydroponx · · Score: 1

      And you never will..... sorry, it had to be said

    140. Re:Why is this a surprise? by danwesnor · · Score: 1

      That's gaming the system. The "know what they're doing" and "know how to work as a team" is the kicker and frequently upset by reorgs.

      Which is why adding more managers is O(-N).

      It would only remain O(1) if the other 8 members were spending their entire working day reading slashdot and doing no work whatsoever.

      The 9 women 1 baby analogy that I was replying to implies O(1).

    141. Re:Why is this a surprise? by SL+Baur · · Score: 1

      The 9 women 1 baby analogy that I was replying to implies O(1).

      That was Fred Brooks' hyperbole. Giving birth to a baby is a task that cannot be delegated to additional others. Programming can be. It's just not linear. It's been a long time since I last read Mythical Man Month, but I believe he argued something along the lines that productivity increased closer to O(log N) due to all the increased communication channels.

      (I don't mean to diss Brooks by the way. Mythical Man Month is required reading in every sense of the meaning of "required").

      Which is why adding more managers is O(-N).

      Heh. At the moment I have three managers and 0 coworkers. I'm not sure how one would express mathematically productivity versus ratio of management to workforce. I suspect that a lot of people wouldn't like the answer.

      But sorry no. In O-notation it would still be written O(N) just with a negative (implied) constant.

    142. Re:Why is this a surprise? by danwesnor · · Score: 1

      I can agree with O(log N), but I had to use the negative sign, or else management would have assumed N was positive infinity.

    143. Re:Why is this a surprise? by ReverendDG · · Score: 1

      1 woman, 9 glasses of wine, 1 romantic overlook = 1 baby

      Will the baby run Linux?

      imagine a beowulf cluster of.. nm the image is just wrong.

  3. Well, that explains a lot by blankinthefill · · Score: 3, Insightful

    That would certainly be a very good reason that EA doesn't seem to be able to turn out decent games, or turns out games that have little to no polish on them. It also puts into perspective the "rising cost of game production." Probably they are over-marketing it, or marketing it the wrong way and to the wrong people. I've always thought that their TV adds for a lot of games were really wide of the mark, and probably a poor investment.

    1. Re:Well, that explains a lot by codeguy007 · · Score: 3, Informative

      Umm, no decent games. Their sports titles are often the best. They get the best reviews and most sales. You can't say that games like NHL, Madden, MLB The Show aren't quality games. Also EA develops and sells the top selling video game series of all time, the SIMS.

    2. Re:Well, that explains a lot by Bashae · · Score: 0, Troll

      And then there are games that are unanimously considered awesome, such as Psychonauts, but that most people never heard of. Marketing is also important...

    3. Re:Well, that explains a lot by hansamurai · · Score: 1

      Well, they did buy out the NFL football market, so there's no competition there. When 2KSports was still working on their football series, it was definitely rivaling Madden. I'm not sure if that counts as marketing dollars though.

      But honestly, you should know better: quality != best selling. There's some correlation, but when there's no competition in some markets because you've bought the exclusive license, your argument is difficult to swallow.

    4. Re:Well, that explains a lot by mcatrage · · Score: 2, Insightful

      That was true about EA but lately (not including sports) they've been making some good games and taking some chances. Mirrors Edge and skate are two great games which I think were risks that the EA of old never would have taken.

    5. Re:Well, that explains a lot by blankinthefill · · Score: 1

      I knew someone was going to fire back with the sports games. I will admit that their sports games are the best out there... but that's for two reasons. 1. Lack of competition. There just aren't other developers out there that are making the effort to turn out a first rate sports game any more. Every now and again someone will pop up, turn something out for a year or two, and then they're done. 2. Their sports games are very static. What I mean is that each release (especially in the last few years, when all of their competition has REALLY dried up) is basically just a slight touch up graphically, with new names, and sometimes new tracks of courses or whatever. This can be good, cause it means that the player base has a firm foundation to return to with every game, where everything is the same and they don't get scared away by change. On the other hand, it also shows an unwillingness on EA's part to take risks and innovate. On a whole though, the sports games have acquired a high level of polish because they've been able to act like this. My comment though was mainly focused only at games that EA develops in house, as opposed to just publishing. The Sims falls into this category: It's developed by Maxis, and published by EA. The 'artical' is crap, but I was assuming that they were talking about games developed in house. Maybe thats a big step to assume? Anyways, while it is EA's job to market these games... given the huge size of modern game's budgets for development, I stand by my comment that I think most of the marketing dollars are probably not aimed the right way, and most of them are probably going down the tube rather than effectively getting the word out about the game. That may just be my personal interaction with their advertising machine, though.

    6. Re:Well, that explains a lot by codeguy007 · · Score: 1

      Umm, The Sims is most certainly an EA game. EA bought Maxis in 1997 and the sims wasn't released until 2000. Maybe Maxis was developing the game before the purchase but that really doesn't change much.

    7. Re:Well, that explains a lot by spyrochaete · · Score: 4, Informative

      There is no longer any company named Maxis. EA published their games for many years but has completely absorbed the company now. Will Wright, the founder of Maxis, doesn't even work there anymore. The Sims 3 is now a first-party EA game by all definitions and, for the record, it is a really fantastic game.

    8. Re:Well, that explains a lot by ojustgiveitup · · Score: 1

      You can't say that games like NHL, Madden, MLB The Show aren't quality games.

      Watch this - Games like NHL, Madden, and MLB The Show aren't quality games. I did it! You said I couldn't and yet I did! It wasn't even that hard. Furthermore, I didn't even have to lie - those games suck, they are derivative, mindless, and boring. Plus, making the same game every year with slightly better graphics and an updated roster is brutally unimpressive. Why do the graphics even matter in sports games? You could see plenty enough detail to know what was going on in Tecmo Bowl for NES, let alone Madden around 98. All these enhancements are just icing, except even less filling.

    9. Re:Well, that explains a lot by dontmakemethink · · Score: 1

      Modern marketing is all about generating anticipation and satisfying it. Invariably it is the generation of anticipation that is more costly and more important to turning a profit. Product craftmanship is not as well rewarded by the market as hype. Typically product development and manufacturing comprises only about 5% of a product's retail cost. The rest is marketing (promotions, distribution, and retailing). So it is not unusual for development and manufacturing to make up only 33% of the cost prior to distribution and retailing.

      To find blame for this, one need only look in the mirror to find someone who does not seek out good products, instead waits for products to be brought to their attention at great promotional expense, then brought to their high-overhead local shop at great distributional expense.

      --

      War as we knew it was obsolete
      Nothing could beat complete denial
      - Emily Haines
    10. Re:Well, that explains a lot by sloomis · · Score: 1

      MLB The Show is a Sony game. I don't think EA has an MLB licensed game anymore.

    11. Re:Well, that explains a lot by hedwards · · Score: 1

      And a fair number of people will never play them because EA has such a dickish record with DRM. A shame really, because I've seen a few games that I'd really love to play. I'm sure that they'd be a ton of fun, I'm just not willing to buy anything that ought to have a label, lube sold separately.

    12. Re:Well, that explains a lot by loufoque · · Score: 1

      Well, they've been releasing the same game every year for fifteen years.
      You'd expect they end up with a decent title.

      Yet, in my opinion, all those sports game are still crap.

    13. Re:Well, that explains a lot by PitaBred · · Score: 2, Interesting

      It's even used for a pretty interesting comic: Alice and Kev (which hasn't updated in over a month, but the archives are still worth reading through)

    14. Re:Well, that explains a lot by Draek · · Score: 1

      As with everything, YMMV. Personally, I believe LotR: Battle for Middle-Earth II is the finest RTS of the C&C/Starcraft-derived variety, and it was made by EA.

      Now, they do have some turds in their catalogue (ahh, Spore), but which company doesn't? its just their turds are better marketed than most, which is where TFA comes into play, but that doesn't mean they don't make good games too.

      --
      No problem is insoluble in all conceivable circumstances.
    15. Re:Well, that explains a lot by OrangeCatholic · · Score: 1

      This guy Wright slaved over SimCity for 16 years, and still the firefighters may, or may not, put out a warehouse fire. I have yet to see a useful bus system, or a working highway. Did Maxis ever make a good game? Or am I not devoted enough?

    16. Re:Well, that explains a lot by gmhowell · · Score: 1

      He modelled it after American cities. You must have too many Republicans on your city councils, doing their level headed best to prove that government doesn't work. Sounds like a feature, not a bug.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    17. Re:Well, that explains a lot by Anonymous Coward · · Score: 0

      It can't be modeled on American cities, because SimCity actually has regional planning.

    18. Re:Well, that explains a lot by SL+Baur · · Score: 1

      Also EA develops and sells the top selling video game series of all time, the SIMS.

      The Sims on GBA has some replay value. The Sims title on PSP that I bought (Castaways) crashes in the middle. Wow, fun. They have a sale from me, but not a satisfied customer. EA sucks.

    19. Re:Well, that explains a lot by SL+Baur · · Score: 1

      Yet, in my opinion, all those sports game are still crap.

      In the US, yes. You should try some titles sold in Japan. Some of them are quite good.

  4. Excessive Marketing by codeguy007 · · Score: 1

    While marketing is definitely important, is it really necessary to spend 3 times your development costs? Do they spend that kind of money on annual titles like Madden, MLB, NHL, etc? Or just when they are new like TOR, Sims 3, Spore?

    1. Re:Excessive Marketing by Anonymous Coward · · Score: 2, Insightful

      In this thread we get to read over and over how Slashdotters would run a gaming company, if they ran a gaming company.

      Putting a headline like this on a web site like this is a guaranteed flamebait page impression generator. With a readership composed of mostly help desk employees who program in their spare time and aspire to be engineers the natural jealosy of more socially adept types, like marketing people, can be easily manipulated. Point out that the most comercially successful game company in the world budgets 3x more for marketing, where geeks don't work, than development, where they do, and you are sure to get comment after comment saying this is the wrong thing to do. Comments from people who couldn't manage the business end of a Snoopy snow cone pushcart.

      So yeah, sure, everyone is waiting with bated breath to see what Slashdotters think of EA's business decisions. EA makes a mint. EA is sure to keep turning out games. EA isn't closing shop or laying off or in danger of never getting a game to stores. EA knows that staying in business takes more than making great games and hoping people show up to buy them.

      Cue more out of depth stupidity.

    2. Re:Excessive Marketing by hansamurai · · Score: 1

      I'd imagine the marketing dollars for Madden is probably about 10x the development costs, if not more, but the money spent on The Old Republic will be less or even the aggregated development costs over its life.

    3. Re:Excessive Marketing by Gizzmonic · · Score: 2, Funny

      I managed the business end of a Snoopy snow cone push cart once, and let me tell you...it was like Hell on Earth. I'd never wish that upon anyone. Never.

      --
      (-1, Raw and Uncut is the only way to read)
    4. Re:Excessive Marketing by SerpentMage · · Score: 4, Insightful

      The problem with this scenario is that marketing helps in the initial, but it does not help in the long term...

      Marketing can make caviar from crap. Seriously they can. BUT if EA keeps producing crap people will realize it is not caviar, but crap. Then to make it caviar again you need more marketing. It is a never ending race.

      Had they not made crap in the first place then they would not have to spend that much on marketing.

      While marketing is needed, the best marketing is when people tell other people that they should buy the product.

      Here is an example; Heinz Ketchup. I have lived throughout Europe, and North America, and there is no way I will buy anything but Heinz Ketchup. Yes they have a marketing campaign, but Heinz does do a pretty good job making ketchup. They don't take their clientel for granted. With marketing Heinz could expand. Another example; nutella, Coke, Pepsi, etc...

      --

      "You can't make a race horse of a pig"
      "No," said Samuel, "but you can make very fast pig"
    5. Re:Excessive Marketing by PainKilleR-CE · · Score: 5, Informative

      EA has been closing up shops left and right, just like most other large publishers (though really there aren't many large publishers these days, it's basically EA and Blizzard/Activision for PC games).

      I think the main issue is that EA specifically, and the industry in general, has spent a lot of time in the last decade complaining about the rising costs of producing games, especially in the console and PC realms, yet EA is willing to spend 3x their development budget on marketing, the cost of which is pretty well within their control.

      Of course, EA is also one of the companies that does pretty well controlling their development costs for their biggest selling games. They have a very limited time frame for development of their sports titles, and they do a fair job of deciding what improvements they can make year-to-year to still meet the time constraints and still keep most of their user base happy. They also figured out that it was worth more money to them to buy exclusive contracts with the leagues and player unions than to attempt to continue competing with other publishers and developers to make a better game in those time constraints.

      --
      -PainKilleR-[CE]
    6. Re:Excessive Marketing by dontmakemethink · · Score: 1

      Cue more out of depth stupidity.

      Physician heal thyself. Just because blog posts are ineffectual doesn't make them unentertaining. I at least am here just to shoot the shit, not some CEO. That's my stockbroker's job.

      --

      War as we knew it was obsolete
      Nothing could beat complete denial
      - Emily Haines
    7. Re:Excessive Marketing by Anonymous Coward · · Score: 0

      It could be that every comment on this page, and even the article itself, is an expression of the natural jealousy of every geek for every socially adept marketing person. Or it could be that Slashdot attracts not just geeks but gamers, and the people who play--and pay for--video games don't necessarily appreciate the fact that most of their money goes not toward the part they can enjoy (the game itself) but toward the advertising process.

    8. Re:Excessive Marketing by camg188 · · Score: 1

      is it really necessary to spend 3 times your development costs?

      Why do you think Budweiser is the number one selling beer in the world? Is it because it's actually the best beer in the world or is it that they spend the most for marketing?
      From Anheiser-Busch 11/2008 3rd quarter report:
      capital expenditures - 572 million
      marketing - over 800 million

    9. Re:Excessive Marketing by Aladrin · · Score: 1

      It wasn't that long ago that EA laid off a bunch of people in this area. So yeah... That kind of fell apart there.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    10. Re:Excessive Marketing by eln · · Score: 4, Insightful

      Marketing is not just needed to polish turds, it's needed to get people to buy the good stuff too. In video games, or most other markets, there's a ton of competition. Without marketing, your product gets buried under the pile and no one ever sees it. Sure, you might sell a few copies to your friends, and they might get a couple of their friends to buy it, but that's it. Maybe if you're really really lucky it will go viral, but you're not going to spend tens of millions of dollars developing a game and just hope it will go viral on its own.

      Marketing is more than just booth babes and TV commercials. Something as simple as where a product is on the shelf (eye level versus toward the ground, for example), or where your displays are in the store (in the back? at the entrance? How big are they?) is marketing, and it all costs money to do. The news doing a story on lines stretching out the door for the newest game release was probably prompted by a call from marketing. Tech news sites and TV shows featuring documentaries or segments about the "breakthrough" technology your game uses are all part of the marketing effort. Hell, even the guy behind the counter telling you it's a good game (or even the other "shopper" mentioning it in passing) may well be part of the marketing machine.

      To claim that your household brands, especially Coke or Pepsi, get by without marketing is silly. Yes, Heinz may not spend as much on visible marketing, but they do pay for prime shelf space at your local store, and they've spent decades honing their image as a superior brand. None of that happened by accident, it was all marketing. The fact that you may not even realize you were being marketed to, and yet still have a preference for their brand, is part of what makes their campaigns so brilliant. Even word of mouth advertising can be primed by a good marketing department. And, of course, both Coke and Pepsi spend ungodly amounts of money making sure their logos are plastered all over just about everything you see. Coca Cola alone spends more than $1 billion annually on marketing.

      A lot of people make the mistake of equating marketing with advertising, and in reality it's much, much more than that.

    11. Re:Excessive Marketing by tecnico.hitos · · Score: 1

      So EA makes overhyped average quality games which sometimes happen to be good instead of focusing on quality, and sell them a lot. Great.

      They still do not contribute to the quality of the industry, they obfuscate real good games by taking a good deal of space in media, make (often) crappy adaptations of IP and keep using the same franchises to get money from the people.

      By looking at EA's site, the only game that interested me was Tim Schafer's Brütal Legend, which wwas originally form another publisher.

      Congratulations for your success EA, as a game company you do great business.

      --
      The good, the evil and the vacuum tubes.
    12. Re:Excessive Marketing by ObsessiveMathsFreak · · Score: 1

      Another example; nutella, Coke, Pepsi, etc...

      Sit down my son...

      --
      May the Maths Be with you!
    13. Re:Excessive Marketing by ookaze · · Score: 1

      In this thread we get to read over and over how Slashdotters would run a gaming company, if they ran a gaming company.

      Putting a headline like this on a web site like this is a guaranteed flamebait page impression generator. With a readership composed of mostly help desk employees who program in their spare time and aspire to be engineers the natural jealosy of more socially adept types, like marketing people, can be easily manipulated. Point out that the most comercially successful game company in the world budgets 3x more for marketing, where geeks don't work, than development, where they do, and you are sure to get comment after comment saying this is the wrong thing to do. Comments from people who couldn't manage the business end of a Snoopy snow cone pushcart.

      I don't know what's more pathetic: this stupid BS or the fact that so much ignorance was modded up. Geeks don't mind being corrected when they are wrong, so I hope that's why you got modded up, because they actually believed what you said.
      The fact is that EA is losing hundreds of millions of dollars (to be on the safe side, but I think it's billions) every fiscal years since several years now.
      Actually, the most commercially successful game company is Nintendo, and to add insult to injury, its CEO, Satoru Iwata, is a former developer. And I bet he makes more than the marketing people in his company, which makes billions of dollars of profit every fiscal year since several years.

      So yeah, sure, everyone is waiting with bated breath to see what Slashdotters think of EA's business decisions. EA makes a mint. EA is sure to keep turning out games. EA isn't closing shop or laying off or in danger of never getting a game to stores. EA knows that staying in business takes more than making great games and hoping people show up to buy them.

      Cue more out of depth stupidity.

      LOL!
      EA actually closed off several studios, laid off lots of its workforce every year since 2007, and is going through a huge restructuration.
      EA was nearly destroyed when the NES came out decades ago, and apparently people never learn, as they did the same mistake AGAIN this generation with the Wii (and DS), that they refused to support correctly. When you cut off 50 % of the market from your revenue, to go to games of grandeur for which there isn't a big enough market to support them, this is what happens.
      But don't let facts go in the way of your argument. Or was it a joke?
      AC these days...

    14. Re:Excessive Marketing by Haidon · · Score: 2, Interesting

      There is a flaw in your analogy. With food, quality seems to win over crap. With entertainment, that is rarely if ever the case. Case in point: Survivor vs. Firefly. Firefly was a well-written, interesting show, with talented actors. It failed miserably not due to poor content, but poor marketing. Survivor is a show full of amateurs screwing each over repeatedly. Such a show has been successful purely on marketing savvy. EA can churn out as much crap as it wants. As long as it douses it in enough sugar, people will keep thinking it's candy.

    15. Re:Excessive Marketing by nelsonal · · Score: 3, Insightful

      Why would a company that has seen declining volume trends for more than a decade spend heavily to build new breweries? Cost of goods sold is where beer ingredients would be. To be fair, most of their manufacturing talent goes to making sure that no matter where and what time of year you buy a Bud, it's going to taste exactly the same every single time. Every microbrewery I know of would kill for that sort of ability.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    16. Re:Excessive Marketing by Anonymous Coward · · Score: 0

      Yes, of course - because EA is such a fly-by-night operation. Your analogy is totally wrong. It doesnt apply here. Unless you are Blizzard or Valve your name doesnt mean shit. EA is a massive publishing house with many dev studios under their wing. To think that the mass public is going to say 'ewwww - not another EA title' shows incredible naivety about how the general public responds to marketing.

      I think EA's balance sheet proves my point.

       

    17. Re:Excessive Marketing by Bysshe · · Score: 1

      Firefly appealed to a smaller audience than Survivor. Unfortunately in your free-market economy, making the most money is what matters... and that means pandering to the lowest common denominator. Same works for video games.

      --
      Read what I mean, not what I wrote.
    18. Re:Excessive Marketing by Hatta · · Score: 2, Informative

      Here is an example; Heinz Ketchup. I have lived throughout Europe, and North America, and there is no way I will buy anything but Heinz Ketchup. Yes they have a marketing campaign, but Heinz does do a pretty good job making ketchup

      Please. Ketchup is ketchup. Anyone can make ketchup. You can even make ketchup in your own kitchen. The only reason you perceive Heinz as being better than other ketchup is marketing. Much the same way a plastic bottle with a nice label can make you perceive tap water as gourmet.

      --
      Give me Classic Slashdot or give me death!
    19. Re:Excessive Marketing by apoc.famine · · Score: 2, Interesting

      The issue is that the amount of money you spend on marketing vs the effectiveness is likely to take the vague shape of a bell curve. I think part of what the GP is saying is that some brands have moved to that peak in marketing vs effectiveness, and realize that spending the 50% extra on marketing is pointless.
       
      Continuing to throw money at marketing just because your sales are low doesn't mean you'll make more sales. If you're already at that peak, due to the economy, market saturation, the quality of your game, etc., more marketing doesn't translate into more sales.
       
      In the case of EA, I've seen a fair bit of questionable marketing from them. Commercials on channels that seem to be far outside their target audience, commercials that failed to make a game look good or worth buying, horribly obnoxious commercials that made me change the channel, etc. That said, I've been screwed by the DRM in EA games more than once, and I've played enough shitty games from them that they're off my list entirely now.

      --
      Velociraptor = Distiraptor / Timeraptor
    20. Re:Excessive Marketing by Anonymous Coward · · Score: 0

      > Geeks don't mind being corrected when they are wrong

      Haha, have you ever read this site before? Nobody wants to learn anything about business, they just want to have a dilbertesque circle jerk about how "geeks" are so much smarter than "PHBs" and "marketroids".

      This is especially true in any thread about video games, where every discussion is dominated by stunted mental teeenager console fanboys.

    21. Re:Excessive Marketing by Anonymous Coward · · Score: 0

      Personally, I find any ketchup disgusting (well, OK, I'll use it sometimes in BBQ sauce made from scratch). Why not use fresh tomato instead? And a little quality mustard... mmmmmmmm! But then that is just me.

      As for not thinking Coke doesn't advertise, that had me laughing pretty damn hard. Coke might be the most recognizable word on the planet! Where do you think your idea of what Santa Clause looks like came from? That was a Coca-Cola advertising campaign. When it comes to cola, I'll buy the cheap stuff.

      Um, to make my post relevant to the thread, EA does make some pretty crappy games. I've even stopped bothering to pirate them they are so bad. My interaction with EA gradually changed from purchasing their games used and finding them crap, to pirating them first to see if they were worth purchasing at all, to not even bother playing them at all anymore. If I see the EA label, I know it most likely wont be fun.

    22. Re:Excessive Marketing by dem0n1 · · Score: 1

      Coke markets itself, oh wait, you mean like Coca Cola, right? Nevermind.

      --
      Why save your soul when you can sell it for a profit?
    23. Re:Excessive Marketing by maxume · · Score: 1

      What about fast food? It is extraordinary popular, but much of it really is crap (or at least, not as good as the food available at some diner or dive bar, just cheaper).

      --
      Nerd rage is the funniest rage.
    24. Re:Excessive Marketing by LanMan04 · · Score: 1

      Something as simple as where a product is on the shelf (eye level versus toward the ground, for example), or where your displays are in the store (in the back? at the entrance? How big are they?) is marketing, and it all costs money to do.

      People still go to stores? /i kid

      --
      With the first link, the chain is forged.
    25. Re:Excessive Marketing by B1oodAnge1 · · Score: 1

      I AM a Snoopy snow cone push cart, you insensitive clod!

      --
      RUGBYRUGBYRUGBY
    26. Re:Excessive Marketing by Anonymous Coward · · Score: 1, Interesting

      Of course when every Bud tastes exactly like piss, albeit the same piss, the point is moot.

    27. Re:Excessive Marketing by 2short · · Score: 1

      "The problem with this scenario is that marketing helps in the initial, but it does not help in the long term..."

        I think the GPs point about the relative worth of their versus most slashdoters opinions on how to run a game company holds for the "long term" as well. EA was founded in 1982, at roughly the creation of the personal computer game market, and has been a dominant player in that market ever since.

    28. Re:Excessive Marketing by DaveGod · · Score: 1

      A marketer will tell you all the things listed in the parent is still only part of the story. Well OK, a marketer will tell you marketing is everything that is intended to satisfy a customer's wants, to build customer relationships, to identify and position the product...

      All a bit wishy-washy, but it does highlight that the line between marketing and development is quite blurred. Market research plays a part in how the game is designed. A focus group might be brought in to see how particular features are working out - for example whether the new control scheme is intuitive. Issues will be found and ironed out, or ripped out and replaced. This is marketing that results in a better product. Is the expenditure marketing or development?

    29. Re:Excessive Marketing by pwfffff · · Score: 1

      "This is especially true in any thread about video games, where every discussion is dominated by stunted mental teeenager console fanboys."

      Sounds like you're a little 'stunted mental' yourself there, buddy.

    30. Re:Excessive Marketing by Swanktastic · · Score: 1

      Perhaps your comment is true RE tap water, but I can assure you it is not the same with some foods. I have personally seen fruits and vegetables sorted, and there are definitive differences between the produce that go to brands vs. generics. I know for a fact that Heinz provides the seeds to their growers to ensure quality control and consistency. I'm not sure that I could personally tell the difference in a blind taste test, but the produce is definitely fresher and higher quality when it starts out.

    31. Re:Excessive Marketing by piltdownman84 · · Score: 1

      Budwiser is no longer the number one selling beer in the world. A Chinese beer called Snow now holds that tittle. http://www.guardian.co.uk/business/2008/nov/22/china-snow-beer-bud-light

    32. Re:Excessive Marketing by Anonymous Coward · · Score: 0

      In video games, or most other markets, there's a ton of competition. Without marketing, your product gets buried under the pile and no one ever sees it.

      That's because all the other products are being marketed flat-out - if you don't market yours, you fall behind. If we could get rid of marketing entirely, they'd be back on a level playing field - and we'd save so much wasted human effort.

    33. Re:Excessive Marketing by mjwx · · Score: 1

      Marketing is not just needed to polish turds, it's needed to get people to buy the good stuff too. In video games, or most other markets, there's a ton of competition. Without marketing, your product gets buried under the pile and no one ever sees it. Sure, you might sell a few copies to your friends, and they might get a couple of their friends to buy it, but that's it. Maybe if you're really really lucky it will go viral, but you're not going to spend tens of millions of dollars developing a game and just hope it will go viral on its own.

      Good marketing complements a products strengths, all that is needed is to get the product noticed and the rest takes care of itself. Word of Mouth (would now be called "viral marketing") was and still is the most effective way to get a product noticed by a great many people (advertising). How many products have you purchased because someone you trusted recommended it and how many products have you not purchased because someone you trusted recommended against it.

      Bad marketing is used to cover up the flaws in the product, gimmicks, blanket advertising, silencing critics, celebrity endorsement. A lot of this leads to a bait and switch on the product, many games by large publishers do this. Take FarCry 2 or example, at conference after conference we were shown how immersive and beautiful this world was, not the fact that the game play was so annoying you wouldn't be able to enjoy any of it or the fact that those video's and screen shots were taken on a high end PC and passed off as Xbox screens (my Geforce GTX285 is barely able to replicate the graphics).

      Good marketing campaigns shouldn't cost much, Sins of a Solar Empire sold over a million copies, their entire budget was less then the marketing budget on FarCry 2 or most EA games. Good games sell themselves, marketing on video games is rarely needed beyond showing people that your product exists and where these products are sold. If you find yourself spending more on marketing then product development then you need to look at how to improve the quality of your product, not increasing media coverage.

      Coca Cola alone spends more than $1 billion annually on marketing

      Whilst I agree with your points about marketing being necessary and marketing is not advertising (advertising is part of marketing however) I have to say without context this is a terrible example. How much does Coca Cola spend on production, shipping and so on. I'd put money on the fact that "more then 1 Billion USD spend on marketing annually" figure is nowhere near as much as their annual production, logistics and product dev/improvement costs. In other words, marketing should not dominate your budget.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    34. Re:Excessive Marketing by mjwx · · Score: 1

      EA has been closing up shops left and right, just like most other large publishers (though really there aren't many large publishers these days, it's basically EA and Blizzard/Activision for PC games).

      and 2KGames
      and Vivendi/Universal
      and Valve
      and Stardock

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    35. Re:Excessive Marketing by SL+Baur · · Score: 1

      That said, I've been screwed by the DRM in EA games more than once, and I've played enough shitty games from them that they're off my list entirely now.

      No amount of advertising can make up for bad product. Games that crash before you can win are Not Fun.

    36. Re:Excessive Marketing by SL+Baur · · Score: 1

      They have a very limited time frame for development of their sports titles, and they do a fair job of deciding what improvements they can make year-to-year to still meet the time constraints and still keep most of their user base happy.

      Oh really? This customer, who has thrown more money at EA than at Blizzard is decidedly Not Happy.

      They have serious issues. Their product (at least on PSP) is total garbage. No one can be happy about games that crash before the player can win. Their website is total garbage and do not allow you to even complain (I presume without a Microsoft Windows system, it doesn't work well with Mac OS X and Linux).

      Tell your manager that there are many dissatisfied EA customers out there. I've paid you plenty of money for games. I don't expect every game to be perfectly fun, but I at least expect them to not crash and you cannot even do that on PSP. See above about being locked out at even reporting bugs.

      EA sucks!

    37. Re:Excessive Marketing by PainKilleR-CE · · Score: 1

      I don't work for EA, I'm just going on the fact that people still buy their garbage. Why do people keep buying the crap they produce if they're unhappy with the product? The easiest way to get the message across to them is to stop giving them money. Sure, they'll blame it on piracy, but if you're not buying and not pirating their games, let them play the blame game until they find themselves being bought up by someone else.

      --
      -PainKilleR-[CE]
    38. Re:Excessive Marketing by Ihmhi · · Score: 1

      With food, quality seems to win over crap

      If that were true, there would be Jones soda in the fountains at my local pizza parlors. We would have real sugar and not high-fructose high-heart-attack corn syrup in practically everything. Etc.

  5. The same for drug industry by Framboise · · Score: 4, Interesting

    Often one heards that research costs drive the price of drugs high, but in fact a similar ratio between marketting and research costs exists in the drug industry.

    1. Re:The same for drug industry by Ma8thew · · Score: 2, Insightful

      Source please? I think you would be astonished by the cost of developing a new drug. Also bear in mind that drugs are only marketed strongly in the US. Most countries do not allow prescription drugs to be advertised to consumers.

    2. Re:The same for drug industry by perrin · · Score: 4, Informative

      That number for drug R&D costs is described by some commentators as "9-digit fairy tale" (source article http://www.cmaj.ca/cgi/content/full/180/3/279). It is true that you cannot market directly to consumers in many countries, the industry can and do market to doctors. Although the doctors are relatively few in numbers, the pandering they receive is far more expensive.

    3. Re:The same for drug industry by Shimbo · · Score: 3, Informative
    4. Re:The same for drug industry by Chonnawonga · · Score: 1

      Source please?

      Here you go: http://www.cbc.ca/consumer/story/2008/01/03/drugs.htm

      It's actually a ratio of twice as much spent on research than development, rather than three times, but I would still say the original poster is correct in principal. But then again, as you point out, this about the US. YCRMV (Your Country's Results May Vary).

    5. Re:The same for drug industry by je+ne+sais+quoi · · Score: 1

      Here's a source. You have to log in to see the full report, but if you click on the interactive graphic there's a section on drugs. Bottom line is that drugs in the U.S. cost 50-70% more than in other nations of similar wealth. Now why is that? We're certainly not subsidizing the drugs for those other wealthy countries like we do for for the third world.

      It's a similar thing with health care in general, insurance companies are paying more and more administrative costs which are going to finding excuses why they shouldn't be paying your medical bills and it's driving the costs up. A single-payer, public plan is the only way to avoid this. For some situations like health care, unfettered capitalism just doesn't work.

      As for games, well I suspect it's a lot like the movie industry, by making mediocre games that are extremely well-marketed, they are making more money than spending tons on games that have less marketing. Or at least, the mindless automatons on Wall Street with the MBAs seem to think that, you see it over and over again in U.S. companies when they hire these people who specialize in management rather than actually knowing anything about what the company does (see HP and Carli Fiorina).

      --
      Gentlemen! You can't fight in here, this is the war room!
    6. Re:The same for drug industry by limaxray · · Score: 2, Insightful

      But you're ignoring the costs of gaining approval to actually sell a drug in a given country. In the US, gaining FDA approval on a new drug easily costs an order of magnitude more than research and marketing combined. The level of regulation and oversight of every tiny detail of the whole process is incredible and this adds significant cost. Your safety is the main reason why drugs are so expensive, not research or marketing.

    7. Re:The same for drug industry by Zerth · · Score: 4, Informative

      3x does seem a bit high.

      Since I just cleaned out about 300 viagra spams, let's look at Pfizer's most recent 10-Q?

      In the last 3 months, they spent $3.35 billion on marketing(which doesn't include things like writing fake articles for medical journals and letting people know about off-label uses, but I'll let that slide if you'll give me "administration expenses"), and spent $1.695 billion on R&D.

      That's about 1.97 times the $$ on convincing people to buy their drugs than they do finding new drugs.

    8. Re:The same for drug industry by QuantumRiff · · Score: 1

      And you know.. the drug companies should follow the lead of the game publishers.. Blow your marketing budget on being the "Exclusive pain reliever of the NFL" or the "Only Erectile Dysfunction pill of the PGA tour".. It takes a lot of money to become the "exclusive....." of anything...

      --

      What are we going to do tonight Brain?
    9. Re:The same for drug industry by R2.0 · · Score: 2, Insightful

      "Here's a source. You have to log in to see the full report, but if you click on the interactive graphic there's a section on drugs. Bottom line is that drugs in the U.S. cost 50-70% more than in other nations of similar wealth. Now why is that? We're certainly not subsidizing the drugs for those other wealthy countries like we do for for the third world."

      Sure about that?

      Canadian meds are cheap, even though they are completely identical to their US counterparts. Why? Because the Canadian government dictates what they will pay for them. This cuts into the companies revenues. In order to make up those revenues, they need to charge someone else more. Guess who that someone else is?

      --
      "As God is my witness, I thought turkeys could fly." A. Carlson
    10. Re:The same for drug industry by Satanicolas · · Score: 0

      Prescription drugs are not allowed to be advertised here, still the drugs industry spend billion in marketing. They give free conference to doctor in Hawaii in Janurary when it is -30C outside, they spend million on gifts (read bribes) to pharmacist, a relative of mine received a rolex because she did not carry a certain brand of generics...

    11. Re:The same for drug industry by pavon · · Score: 4, Insightful

      One thing that someone in the biomedical industry told me is that the path that drug research usually takes is that a Phd candidate will do basic research at the university, carry this research with them to a small startup company, which is then acquired by a big pharmaceutical if one of their drugs looks promising, who then goes thought the FDA testing process and gets the drug to market.

      According to her these marketing/research numbers that get thrown around don't include the costs of acquiring start-ups. Since it is pretty much impossible for a small company to afford to get a drug through the FDA approval process, their entire business model is to sell-up to the big phamaceuticals, either the entire company or individual drug patents. Therefore, this aquisition / patent license money funds an awful lot of research that doesn't get counted in the numbers.

      And it seems to me that this system works fairly well - the university / small lab environment is really more conducive to basic research than a large company who is focused on getting products to market. And in this case, the patent system helps provide a business model for these research labs that wouldn't exist otherwise.

      Thanks for the folks that posted those sources, I'll have to check them out in detail later on, and see if they confim/refute what I've heard.

    12. Re:The same for drug industry by nelsonal · · Score: 1

      Sure we are, it's indirect, but by not "group buying" at the national level we're the only nation that encourages investment (and the drug companies have been moving their R&D here as a result). One study estimates that if Europe wasn't paying nationally negotiated prices, there would be another 44 drugs on the market. Sure 40 of those might be "me too" Lipitor competitors, but one might be a breakthrough drug that revolutionizes treatment of some disease that's currently untreated.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    13. Re:The same for drug industry by hedwards · · Score: 0, Troll

      Because Canada is one of many countries that chooses to free ride on US development effort and subsidies. Ever notice how so many major pharmaceutical corporations are based in the US? On top of that the Canadian government has a different standard for what they consider to be safe, drugs that have been banned in the US for being dangerous don't necessarily get banned in Canada.

      I'm sure I'll get modded to flamebait over this, but nations that take that approach to drug pricing risk being cut out of the loop on medications that are more specific to the region.

    14. Re:The same for drug industry by AndersOSU · · Score: 1

      If you're astonished at the cost of developing a new drug you'll be doubly (or triply) astonished at the cost of marketing a new drug

      over the last three decades, companies spent about 3 times as much on marketing/administration as R&D (36% vs. 12% of revenues).

      (administrative costs are a small portion of that spending, as the next quote illustrates)

      It's not all bad news though:

      The news, however, is that recently, R&D spending has been increasing more rapidly than marketing-- since about 2000, R&D has gone up from about 10% to 17%, while marketing has been just about flat near 39%.

      (-source - a blog that gets it's info from a paper in Nature - which is behind a paywall.)

    15. Re:The same for drug industry by Dan667 · · Score: 1

      Drug companies should not be allow to market directly to the public. Only a doctor should assess the patient and determine if they should need a particular drug. Health care should not be a for profit business.

    16. Re:The same for drug industry by oldhack · · Score: 1

      Getting a drug approved by FDA through clinical trials is a part of research, I should think.

      --
      Fuck systemd. Fuck Redhat. Fuck Soylent, too. Wait, scratch the last one.
    17. Re:The same for drug industry by rthomanek · · Score: 1

      Your safety is the main reason why drugs are so expensive, not research or marketing.

      Sure. Next time you better at least try to omit "your" from these kind of sentences. It reads like a cheap ad now (which it is).

    18. Re:The same for drug industry by Anonymous Coward · · Score: 0

      holy shit, 1.97 million times as much on marketing as development??? At that rate, even if you pay just ONE researcher to spend ONE hour doing development, and he is able to work with 0 equipment of any kind and you just have to pay him a bottom-of-the-barrel $18 for the whole hour -- for just that one hour Pfizer spends another $36,000,000 marketing the results... I flat out don't believe tha-- wait, you didn't say million?

      Just 1.97 times as much on marketing as development? Dude, that is fucking close to parity. STFU.

    19. Re:The same for drug industry by maxume · · Score: 1

      Whether you know it or not, you are being disingenuous. "Selling, informational and administrative expenses" includes all sorts of other spending (things like salaries, rent, etc.), not just marketing.

      --
      Nerd rage is the funniest rage.
    20. Re:The same for drug industry by LanMan04 · · Score: 3, Insightful

      One thing that someone in the biomedical industry told me is that the path that drug research usually takes is that a Phd candidate will do basic research at the university, carry this research with them to a small startup company, which is then acquired by a big pharmaceutical if one of their drugs looks promising, who then goes thought the FDA testing process and gets the drug to market.

      According to her these marketing/research numbers that get thrown around don't include the costs of acquiring start-ups. Since it is pretty much impossible for a small company to afford to get a drug through the FDA approval process, their entire business model is to sell-up to the big phamaceuticals, either the entire company or individual drug patents. Therefore, this aquisition / patent license money funds an awful lot of research that doesn't get counted in the numbers.

      So big drug companies are the RIAAs of the drug world: They don't actually create anything useful, they just exploit it for huge profit. Awesome.

      --
      With the first link, the chain is forged.
    21. Re:The same for drug industry by Anonymous Coward · · Score: 0

      Pretty much, but don't forget the part the FDA approval process plays in this. It's a huge expense, so only the big boys can play.

      They're also the only ones who can take the loses when that stage 3 trial doesn't turn out as expected and they have to can the whole development.

    22. Re:The same for drug industry by DaveGod · · Score: 1

      but I'll let that slide if you'll give me "administration expenses"

      That's the catch-all category that includes just about everything other than cost of sales & R&D, only a fraction of it is marketing (how big a fraction, we don't know). "Costs and expenses" only has a few categories to cover ALL the expenses so they're heavily grouped.

      Also need to be careful with the figures you use for R&D expenditure because what is recorded in the income statement isn't necessarily even close to what was spent. R&D spending may be capitalised (treated as an asset) and then amortised over the expected useful life of that R&D, e.g. the work on a drug will be capitalised and then slowly amortised (written off) to the income statement over the remaining duration of the patent on the drug, but R&D accounting is a bit messy. Here's one of the "explanatory" notes:

      Amortization expense related to acquired intangible assets that contribute to our ability to sell, manufacture, research, market and distribute products, compounds and intellectual property is included in Amortization of intangible assets as it benefits multiple business functions. Amortization expense related to acquired intangible assets that are associated with a single function is included in Cost of sales, Selling, informational and administrative expenses and Research and development expenses , as appropriate. Total amortization expense for finite-lived intangible assets was $615 million for the second quarter of 2009, $694 million for the second quarter of 2008, $1.2 billion for the first six months of 2009 and $1.5 billion for the first six months of 2008.

    23. Re:The same for drug industry by dunezone · · Score: 1

      Wrong. The RIAA was a way of getting new artists into the mass market. The RIAA would offer to help you reach that mass market under certain contractual means. Of course over time the music industry changed and it became very easy for anyone to reach mass market (iTunes, Myspace, Internet, etc). This is actually when the RIAA became very evil(suing people left and right) because they lost control, instead of having fair contractual agreements they basically stole everything from the artist and in return he or she had a shot at the spotlight which could lead to their own revenue streams outside of their record sales such as endorsements or other product lines. The RIAA was not always evil. Just like Microsoft wasn't or Apple. When you cut into someones bottom line they will fight back and they will change their behavior to become more aggressive. Its business, every company does it to survive, be it right or wrong.

      As for the pharmaceutical industry. The big names offer a means for the smaller guy to get into the market. And in return the pharmaceutical pays off the smaller guy for his or her patented drug. The pharmaceutical company gets to make their profit selling the drug (after they go through the millions of dollars getting it approved and marketed to doctors) and the researcher gets paid off for their work. Both parties are happy and both go on their separate paths. Heck, the big pharmaceutical company might come back to the researcher for assistance in improving the drug or creating a new variant once the patent expires.

    24. Re:The same for drug industry by Anonymous Coward · · Score: 0

      What is the ration between marketing and Schrute Bucks?

    25. Re:The same for drug industry by Anonymous Coward · · Score: 0

      http://www.boston.com/business/globe/articles/2006/01/13/fda_rules_aim_to_speed_drug_tests_and_trim_costs/

      Eight hundred million dollars to develop a new drug. If three quarters of that cost is in clinical trials for FDA approval, that leaves two hundred million for the rest of the R&D. Not to mention what is spent on marketing. That's a large investment to "eat" if the drug fails in the approval process. Is our safety worth the price?

    26. Re:The same for drug industry by Anonymous Coward · · Score: 0

      Don't forget that the "research" to determine what colour to make the pill and the box it comes in is probably in the R&D budget (for tax purposes) instead of being in the marketing budget.

  6. Wrong? by Garbad+Ropedink · · Score: 1

    The article linked is about handheld consoles outnumbering the regular sort, nothing about marketing.
    I assume it's just a mislink. I'll just sit here and wait for a correction.

    dum de dumm dum dum

    --
    And that was the last Terry Fox run I ever participated in.
  7. Madden 2056, now with realistic tackling! by not+already+in+use · · Score: 1

    All it takes is marketing to sell the same game repackaged with a new player on the cover every year.

    --
    Similes are like metaphors
  8. Probably on par with other entertainment ... by MartinSchou · · Score: 1

    I believe Kevin Smith said in one of his Evening talks that to many movies the cinema more or less functions as advertisement for DVD sales.

    1. Re:Probably on par with other entertainment ... by sanosuke001 · · Score: 3, Insightful

      He also said that a lot of his movies tank in the theaters and then do really well on DVD. People see the movie in theaters and then tell their friends to grab the DVD. That's why the Weinsteins let him make "his" movies without a lot of oversight. He makes enough money so nobody loses anything which keeps them happy.

      However, it could go the other way. Everyone sees your movie/game/etc and they tell their friends it sucked. Nobody buys the DVD. I feel about the same with marketing. If your commercial looks like shit and I see it over and over, I am less inclined to buy your game/movie/etc. Even if I were thinking about it (fan of IP or whatnot) but am spammed with ads, I'll not buy it out of spite. Which is to say, too much marketing can hurt in my opinion.

      --
      -SaNo
    2. Re:Probably on par with other entertainment ... by MickyTheIdiot · · Score: 1

      But then they sell to various overseas markets (TV and theatrical), to airlines who don't care what they are showing, to online markets, etc etc etc. Even sucky movies make their money back most of the time.

    3. Re:Probably on par with other entertainment ... by ThisIsForReal · · Score: 2, Insightful

      While there are a lot of not so obvious revenue streams for smaller movies, it is not necessarily true that they turn in the black. Hollywood execs are businesspeople looking for profit and so they naturally want the blockbusters, but most of their human capital likes to consider themselves artists. Many of the good movies we see from major studios (I'm not talking about the arthouse movies) - those sleepers that fall under the radar but are very good (e.g. Shawshank Redemption, L.A. Confidential, etc.) are sometimes made as a business expense to keep the talent happy so that they can churn out the tentpole memorial day spectacular filled with explosions and such. If they turn a profit, all the better, but their intent is to keep the high end stuff in production. Put another way, the art fanfare is a business expense to keep the team assembled to produce the schluck that makes the big bucks.

      --
      -THE END-
    4. Re:Probably on par with other entertainment ... by MonsterTrimble · · Score: 1

      I believe reading his blog (Which is excellent BTW: http://silentbobspeaks.com/ ) he said Clerks II cost $5 million to make and made $20 million in the opening weekend. I'm pretty sure the Weinsteins let him make his movies because they're low risk - $5 mil is nothing in movies nowadays and anytime you make 300 points on a something like that you'll make the bosses happy.

      --
      I call it 'The Aristocrats'
    5. Re:Probably on par with other entertainment ... by codeguy007 · · Score: 1

      I think you will find that will most movies, it isn't if the movie will make money but how quickly. (I am sure some big budget blunders for example may never make a profit.) Most Movie success is measured on the domestic numbers. If you don't turn a profit before counting the overseas and dvd sales, you're a failure.

    6. Re:Probably on par with other entertainment ... by Anonymous Coward · · Score: 0

      That's a rather tricky and bold thing to say.

      It's pretty well known that in the film industry, no film ever makes a "net profit". This is because a net profit would have to be paid tax on. Instead, a bonanza of "supplier" companies are paid by the film making company, and if the film company looks like it makes a big profit, it pays the supplier companies more so it won't.

      I would think this also makes it difficult to actually know for sure how many films make a "true profit" - because they all look loss-making, and you would have to determine which losses are on paper only and which are real.

  9. Explains why... by blahplusplus · · Score: 1

    ... many modern games are mediocre Sometimes I wish they need to lay off the marketing and pour that money into the game and giving devs more time to work on it.

  10. Suspicious by mobby_6kl · · Score: 1

    I'm not surprised that marketing is a very large percentage of their total expenses, but three times higher sounds suspicious. Maybe their marketing expenses grew three times faster than development costs? Or maybe they look at not just a single title... It's really impossible to tell only by that joke of an article.

    1. Re:Suspicious by Anonymous Coward · · Score: 0

      Maybe their marketing expenses grew three times faster than development costs?

      Management to Developers: "We want that game out by Christmas. You'll all be pulling 120 hours all the time, and by the way we're letting 1/4rd of you go".
      Developers: "No way can we do that"
      Management: "OK, 1/3rd of you and by Thanksgiving"
      Developers: "Yes boss"

      Management to Marketing: "We want this game promoted so it makes TEN BILLION DOLLARS"
      Marketing: "Sure thing, boss, by the way, I could use a new Ferrari"
      Management: "OK, here's a million for the Ferrari"
      Marketing (a couple of weeks later): "We've got Gamestop on board, but Best Buy seems lukewarm. I'm going to need another 10 subordinates to hit all their regional managers at once. Also I need new tires for the Ferrari"
      Management: "Great job, you've got your subordinates, here's and $5,000 for the tires.
      Marketing (later): "Best Buy in the Southeast region is still holding out; we're also going to need a viral marketing campaign, I found just the consulting firm for it; they did work for Sony. Also the Ferrari needs a tuneup"
      Management: "Great, great, where do I sign?"

      Developers to Management: "Wait, we've heard that marketing says the game has 5 different skill levels and 150 game levels, and the real numbers are 3 and 100 respectively. Also contrary to what they've been saying, we only have a Playstation version, not an XBOX 360 version"
      Management: "Guess you better get cracking then. BTW, the whiner who brought this to me is fired"
      Developers: "Yes boss".

    2. Re:Suspicious by ivan256 · · Score: 1

      You screwed up that last part:

      Developers to Management: "Wait, we've heard that marketing says the game has 5 different skill levels and 150 game levels, and the real numbers are 3 and 100 respectively. Also contrary to what they've been saying, we only have a Playstation version, not an XBOX 360 version"
      Management: "Who cares? We'll have sold 3 million copies before the first one gets unwrapped on Christmas, and we don't accept returns! We can say the rest is coming in a patch. And when we finish it we'll call it an expansion!"
      Developers: "We're all going to hell".

  11. Hmm... by Volda · · Score: 5, Insightful

    Maybe if they would make better games they wouldnt have to spend so much on advertising.

    1. Re:Hmm... by clickety6 · · Score: 1

      Well, obviously it takes a lot more work to make a turd look shiny and polished than it does to produce a turd...

      --
      ----------------------------------- My Other Sig Is Hilarious -----------------------------------
    2. Re:Hmm... by Minwee · · Score: 2, Insightful

      Maybe if they would make better games they wouldnt have to spend so much on advertising.

      Good thinking. Just like how Amiga put their effort into making a better computer than Apple, so today nobody has ever heard of a 'Macintosh'.

    3. Re:Hmm... by Aladrin · · Score: 1

      Unfortunately, it doesn't work that way. Some of my favorite games (Shadow of the Colossus, Psychonauts) had crappy marketing and are 'underground hits' instead of massive money-makers. Had they been marketed correctly, I think they would have been massive.

      So no, you can't skimp on the marketing money no matter how good the game is. However, you can skimp on the development if your marketing is up to snuff.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    4. Re:Hmm... by teg · · Score: 1

      Maybe if they would make better games they wouldnt have to spend so much on advertising.

      Making great games that noone is aware of or care about doesn't help... history is full of games that have gotten great reviews, but sold little. Especially if they are from a small or independent publisher. Marketing is a major part of the difference (distribution is another).

      Also, it is important to know that marketing isn't just buying tv spots or ads. Marketing also means creating and distributing materials to all the magazines, blogs and game sites so they can get people interested in the game... creating character backgrounds, game story teasers, game movies, going to trade shows and showcase the game/talk about the game, fan forums and finally getting the games reviewed. Everything you know about the game until you stand in the shop looking for "a game" is marketing... and if you can avoid it, you don't want to depend on just people who are looking for a game and like your box.

    5. Re:Hmm... by jparker · · Score: 4, Interesting

      I've been working in games for 10 years, and I really, *really* wish I could agree with you.

      Did you know that it's only been in the last few years that review scores and sales started to correlate? Until recently, there was virtually no connection between the review scores of your game and how well it sold, and it's still somewhat tenuous.
      (see http://games.venturebeat.com/2009/05/29/does-game-quality-translate-into-better-financial-performance/ and http://www.dreamdawn.com/sh/features/sales_vs_score.php for some backup on that.)

      If I could show you a graph of marketing budget vs sales, you'd see that the correlation is much stronger. Making a great game doesn't immediately make people aware of it, and the public isn't the most sophisticated video game consumer.

      Remember Daikatana? (http://en.wikipedia.org/wiki/Daikatana (I can't believe I'm posting a wp link in case people on Slashdot don't know what Daikatana is. No one click that.)) It was famous for being over-hyped and a total mess. It looked good once, but by launch anyone who knew about games knew that it would not be good. And it was still a top-10 seller for 3 months on the back of name recognition. Because the majority of game buyers don't know much about games (just like most industries). People had heard of the game, and they forgot that what they heard was a joke, so they bought it. Oh yeah, it had a big marketing budget too...

      The reality is, sales (and therefore income) are better correlated to investment in advertising than the game itself. That pains me (as a game designer) deeply, but it's true. Things like this article used to peg my rage meter, but there's no point in getting upset at EA for realizing the way the market works.

      Luckily, that's changing. The market is becoming more savvy, and quality is finally becoming important to publishers. I'm not spilling inside secrets when I say that WB is very excited about the high quality of Arkham Asylum. They knew it would be good, but you can never be sure that a game will be great, and their faces light up whenever they talk about it. It's very encouraging to me to see executives this excited about quality; that's new.

      It's now common to hear people say things like "They're an 80+ developer" or "We're targetting 85+", which is also really encouraging. People used to talk about making good games, but now it's important that you be able to clearly establish that. It used to be only sales that mattered, but now people are more willing to accept that if you make quality games, the sales will come. That's huge, and you can expect to see it shift more resources from marketing to production, where they belong.

    6. Re:Hmm... by hibiki_r · · Score: 1

      Shadow of the Colossus didn't spend nearly as much as Madden games, but it sure had some reasonable marketing push, including some TV ads, and some serious push by Gamestop.

      The reason that those two games didn't sell all that well is not the lack of marketing, or the lack of quality, but the fact that they were in no way designed for the mass market. It's the same thing that happens with movies: No amount of advertising of Grave of the Fireflies, an amazing animated movie about war, would turn it into a blockbuster. It's too far from mass market sensibilities to bring mass audiences.

    7. Re:Hmm... by hibiki_r · · Score: 2, Insightful

      Your main point is valid: The best selling games are typically the most advertised. However, you are missing one more piece to the argument: There's plenty of great games that, no matter how much money you sink on advertising them, could never be huge sellers.

      Marketing can't do miracles: It sure can make up for bad quality, but what it can't do is make an unpopular premise work. Would 30 million worth of advertising make Hearts of Iron III sell 3 million copies in the US, regardless of its quality? There's no way you can convince the mass gaming public, the buyers of the Call of Duties and Halos, to go buy a slow paced strategy game. The fact is that, no matter how finely crafted a game is, the first step is making people being interested in the game's premise and main mechanics, and that's something that requires aiming at the mass market in the first place.

      Many developers just don't craft their game thinking about that prototypical mass market consumer, and then find that their great game sells half a million copies. The reason that we are seeing good quality more related to sales is not just the advent of gamerankings and metacritic, but the fact that publishers are making it a lot harder for talented studios to take on projects that aren't even marketable in the first place. Great quirky games are now limited to publishers like Atlus, and have budgets designed to keep the studio alive even if the sales are nowhere near the top of any sales chart.

      As the industry ages, and learns what the potential of each idea really is, we see the proper amount of development and marketing put into most game designs, which helps fuel the same forces you talk about: Nobody wants to sink millions in marketing for a bad game, and nobody wants to put a lot of resources into a game that does not have a good chance at appealing to the market. Who loses? Those of use that want to see games that aren't aimed straight at the mainstream. It's sad that Beyond Good and Evil didn't sell, but wouldn't it be worse if it had never been created, and instead we had yet another well polished shooter?

    8. Re:Hmm... by CRiMSON · · Score: 1

      But that would make sense, and they can't do that.

      --
      oogly boogly!
    9. Re:Hmm... by amplt1337 · · Score: 1

      Er... aren't you assuming that review ratings actually track with the average customer's perception of game quality?

      I can imagine a world in which reviews start to track with game sales, solely because reviews are bought-and-paid-for marketing efforts, so the increased correlation is actually pointing to increased marketing influence on reviews rather than increased customer preference for highly-reviewed games (or more reliably being able to use reviews as a proxy for consumer preferences).

      --
      Freedom isn't free; its price is the well-being of others.
    10. Re:Hmm... by TwoBit · · Score: 1

      In fact most markets are like this and not just games.
      Most of the food people buy at the supermarket falls under this.
      Most of the clothes people buy falls under this.
      Most of the TV people watch falls under this.

    11. Re:Hmm... by gmhowell · · Score: 1

      Don't worry, nobody will click on your Daikatana link, as you messed it up. Hope you aren't in QA.

      As to your thinking that quality games don't need as much marketing if they score well? Are you really naive enough to believe in the wall separating the editorial side of the publishing business from the money/advertising side? Perhaps online (maybe) but certainly not in print media.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    12. Re:Hmm... by Minwee · · Score: 1

      Would 30 million worth of advertising make Hearts of Iron III sell 3 million copies in the US, regardless of its quality?

      Absolutely, as long as part of that 30 million involved changing the name to something like "HALO WARS EVOLVED", and dressing up some of the in-game text and maps accordingly.

      Sure, some players may wonder why it is that the Spartans are commanded by someone named Irwin and be puzzled at what they were doing on "Planet North Africa", but they sure would buy it, play it, and loudly tell all of their friends that it was so much better than "Some dumb WW2 game".

    13. Re:Hmm... by rastoboy29 · · Score: 1

      Tell me about it.  I've been working solo on an FPS for the last couple years (see my sig), and I firmly believe it could make money with just a little marketing budget (which I don't have).  I'm not talking Halo money but I'm not talking Halo marketing budget either.

      It's maddening.  Word of mouth is incredibly slow because as you said, most people can't see the potential.  If I could just get 20-30 people playing the game *at the same time*, then I think it would be easier for most people to fork over say $15 for my game.  Considering a total production cost of around $60k, becoming profitable is not madness, I should think.

    14. Re:Hmm... by SL+Baur · · Score: 1

      Great quirky games are now limited to publishers like Atlus, and have budgets designed to keep the studio alive even if the sales are nowhere near the top of any sales chart.

      Atlus makes great games. I may not want to replay them this very moment, but I've never regretted buying an Atlus game. Never.

    15. Re:Hmm... by rastoboy29 · · Score: 1

      Thanks to whoever logged into my site and contributed the great idea to pay 20-30 people to play it for a while.  Brilliant!  Thought I'd pay it forward in case any other indie game dev stumbles across this again.

  12. Add classification by Avatar8 · · Score: 1
    I think the "duh" classification needs to be added to this.

    As if we couldn't tell where the money was being spent; definitely not in development.

    Why do you think the games are so disappointing after seeing those shiny, 3D, live action commercials? "Actual game play may vary."
    Let me guess. Their second largest expenditure is for the legal team: assimilating new development talent, buying out competition, defending against false advertising.

  13. Monopoly by tepples · · Score: 4, Insightful

    Umm, no decent games. Their sports titles are often the best. They get the best reviews and most sales.

    That's because EA has signed exclusive agreements with so many relevant leagues (NCAA, NFL, NHL, FIFA). By definition, the only player in a market will get the best reviews because it gets the only reviews.

    1. Re:Monopoly by codeguy007 · · Score: 1

      Monopoly? Hardly what about 2K Sports.

      http://2ksports.com/

    2. Re:Monopoly by Ascagnel · · Score: 1

      AFAIK, this isn't quite true. They make the NCAA football games because nobody else wants to (and theirs doesn't sell particularly well anyway). 2K is still making the NHL2k series, but has lost the mark and hasn't done a good job since the X360 launched. Konami is still working on the Pro Evo series for soccer, and has the FIFA license.

      --
      "It's the end of the world as we know it, and I feel fine."
    3. Re:Monopoly by The+Moof · · Score: 1

      AFAIK, the only exclusive deals EA has is with the NFL and NCAA.

    4. Re:Monopoly by Anonymous Coward · · Score: 0

      Well, that certainly negates the point, what with the mass appeal of their competitors' WNBA, Pro Rugby, and Greco-Roman Wrestling franchises.

    5. Re:Monopoly by Anonymous Coward · · Score: 0

      They sell the NCAA games cause it's a simple rebranding from FIFA and UEFA cup games they sell in Europe, and those _do_ sell a lot. Very high return on investment.

    6. Re:Monopoly by Chris+Mattern · · Score: 1

      2K sports no longer has the rights to produce sports games with actual major-league teams. EA has bought exclusive rights to all of them.

    7. Re:Monopoly by The+Moof · · Score: 1

      No, the point is negated since the NFL and NCAA only have exclusive agreements. Not the NHL, MLB, or NBA. 2k Sports completes with then when it comes to other American major league sports, and Pro Evo competes with FIFA for soccer games.

    8. Re:Monopoly by philipgar · · Score: 1

      or maybe, a HUGE portion of their marketing dollars are spent acquiring these licenses with the different leagues. I think I read somewhere that half of Maddens profits go straight to the NFL . . . If those dollars are considered marketing, it would go a long way to explain this ratio.

      Phil

    9. Re:Monopoly by gmhowell · · Score: 1

      Yes, those dollars are generally considered marketing. Are you sure you belong on slashdot? You are one of about 10 people in this story who actually seems to realize that things other than advertising make up marketing costs.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
  14. How is that rolled up? by sunking2 · · Score: 1

    I can't get to the article, but what do those numbers mean? Is that a yearly average across all games, or for certain games? The words 'up to' always raise a flag with me as it often applies the worst case across a broad range. For example, it wouldn't surprise me if Madden 09 (is that ea, if not its equivalent?) fits this case. Much of the development is carry over from previous years, however its major bucks to advertise for your target audience during NFL games. This pretty much applies to all their sports games, which is a major part of their profits. I think the sports games will always be more marketing simply because they have a larger audience that can be easily reached by paying big bucks at the right time. And these games are pretty consistent cash cows.

  15. What if they did the opposite? by rotide · · Score: 2, Insightful
    And if they reversed their expenses and spent that huge gob of marketing money on the actual game development, they could have games that are awesome and would potentially sell themselves.

    Seems to me, the best products don't need advertising. The ones that don't sell themselves need others to run around selling them instead.

    1. Re:What if they did the opposite? by yuna49 · · Score: 4, Insightful

      I take it you've never actually run a business yourself? Believe me, in the modern world you can make the best product but if you can't grab "mind-share" it won't sell. Marketing is always a large proportion of the cost of a product whether it's a videogame, a movie, or a dishwashing liquid.

    2. Re:What if they did the opposite? by Anonymous Coward · · Score: 0

      Seems to me, the best products don't need advertising. The ones that don't sell themselves need others to run around selling them instead.

      Tell that to the shareholders who invest heavily in the development and expect that cherished "first week's sales" number to follow the pattern of anything produced from the entertainment industry.

    3. Re:What if they did the opposite? by b4dc0d3r · · Score: 1

      Forget the opposite. What if they reduced their marketing expenses and sold games cheaper?

      You need to advertise games to get the initial customer base. At some point, however, you have to spend a lot of money convincing people to spend $60 for a game. 3x marketing means the game would be $15, except that they had to spend $45 convincing you to buy it.

      First-round releases could be $60, because you have to get the word out there and generate console sales and initial game purchases. But then spend less on marketing and let the consumers browse available titles. I'm positive you'll see more money spend in increments of $15 than $60. If I have $150 available, I could buy 2 games at $60, for $120 spent... or 10 games at $15 for complete $150 spent. Plus more likely to have a splurge purchase while out looking at other things.

      Surely Sony has figured out the only games I buy are the $20 classics. In fact that's why I bought myself a PS2 last Christmas. Also why I won't be upgrading to a HD console soon. And, I don't buy a game because of marketing - just based on other people saying it's awesome and must-play. So I am trying to save them money and subtracting the cost of advertising that I never see from the prices - seems to work out for me, why can't it work for everyone?

      PS - at $15 games would be cheaper than CDs. So discretionary spending could migrate from audio to gaming, and music purchases go down and a new round of "music losing billions through piracy" stories can get started again, fun times for all.

      Post post script - I just saw an advert - buy furniture and get a free LCD tv. The more you spend, the bigger tv you get. Marketing likely thought htat up, but in my head I hear "Our furniture is so overpriced you can't afford to buy both furniture and a TV". People like free, I know that, and marketing knows that. But I don't want a bundle. I don't want to pay $5 to rent a movie for 5 days - I only need one night. Two or three hours in fact. Marketing expenses should die, but that's just me being biased and a thoughtful consumer.

    4. Re:What if they did the opposite? by apoc.famine · · Score: 1

      The problem here is that EA has mindshare. They have a ton of franchises with rabid fans. They don't need to advertise to their fans, they need to keep providing them with quality games so they STAY fans.
       
      If we were talking about some no-name company, what you said would be spot on. But we're talking about one of the largest game publishers in the US. This is that company that published everything from Ultima Online to Dungeon Keeper, all the Madden NFL games, the decade+ running FIFA and Need for Speed series, American McGee's Alice, the entire Battlefield series, etc.
       
      It really looks like EA has pulled resources from making games to marketing, to make up for lower sales, because their games are now sucking hard. They have the fans - all they need are games that don't suck.
       
      This isn't some joe-bob company who's making games in their basement. This is the Mafia of game producers we're talking about here.

      --
      Velociraptor = Distiraptor / Timeraptor
    5. Re:What if they did the opposite? by Auroch · · Score: 1

      Seems to me, the best products don't need advertising. The ones that don't sell themselves need others to run around selling them instead.

      If that's the case, why does apple do so much marketing?

      ... oh. wait.

      --
      Quartz Extreme and Core Image. Are there any other real reasons to spend all that money on generic hardware?
    6. Re:What if they did the opposite? by DavidTC · · Score: 1

      The 'first week' concept is exceptionally stupid, and only showed up because publishers of crap wanted to look successful, so started measuring the only thing they could control with advertising. 'How many people can we sucker into seeing this movie based on ads before they realize it's crap and stop coming?'

      A much better judge of how well made something, and, hell, a better judge of how much it's going to sell in total, is second week sales, at least for movies. Once the word of mouth actually gets around. (With games it might be even longer, might want to look at second month sales, or even 'first six months'.)

      --
      If corporations are people, aren't stockholders guilty of slavery?
    7. Re:What if they did the opposite? by DavidTC · · Score: 1

      Oh, and the reason the shareholders care about them is solely because shareholders don't care about how much money the company makes, they care about their stock price, and would like to see it move up and down in predictable patterns so that they can make a profit from selling and purchasing stock.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    8. Re:What if they did the opposite? by Anonymous Coward · · Score: 0

      Mod parent up!

      As an employee of a small business, we're regularly taken to the cleaners by competition that charges 3x for something that does the job half as well. Why? Because our ownership doesn't believe in marketing our product in the ways that have colloquially become known as the American way - advertise, give-away, bribe, bad-mouth and cheat.

      You may think 3:1 is high, but I would argue that that is very close to the norm (especially for smaller business).

    9. Re:What if they did the opposite? by Anonymous Coward · · Score: 0

      Which is more than a little related to the fact that most people aren't very clever, and need to rely on others to tell them what to think.

      The percentage of intelligent people on this planet is so small that their purchases don't really matter apart from a few odd cases. That's why doing the right thing (making a good product and letting it stand on its own) will get you screwed, and doing the wrong thing (badly scripting some derivative piece of crap into someone else's engine, then paying for high review scores and hyping the hell out of it) will allow you to only screw others.

      If you buy an EA game you will get exactly what you deserve.

  16. I'm shocked... by Anonymous Coward · · Score: 0

    You're telling me EA actually spends money on development? Last time I touched anything EA made was 2003, Command & Conquer Zero Hour. A game full of pathing bugs, multiplayer sync problems and random crashes. They never fixed it.

  17. Re:Who's Wrong? by codeguy007 · · Score: 3, Informative

    Noting the success of the DS, PSP and iPhone, Hilleman slammed the price of producing console games has rocketed, with marketing costing up to three times more than the development of a title.

    While the article is about handheld sales now being double that of consoles, it most certainly talks about the marketing costs. Read the whole article Sparky.

  18. Makes sense by Opportunist · · Score: 1

    To sell a turd, you need a lot of gold plating or people will smell and see that it's a turd. And gold plating ain't cheap.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  19. Cute by Anonymous Coward · · Score: 0

    The fact that a new console game costs 100-110$ (my local currency converted to $) does not help them. I don't really buy new games anymore.

  20. 3x more? by Anonymous Coward · · Score: 0

    Isn't it obvious, it's not the marketing costs that are high, it's the development costs that are low. Title should read EA spends 3x less on development than marketing.

    Poor developers, scraping together just in order to eat. Can't even afford to buy the console to play the games they develop.

  21. Not a problem by Monkeedude1212 · · Score: 1

    Otherwise they wouldn't be -THE- largest game developer out there in North America. If you haven't heard of EA, you either never left Nintendo, or live without video games.

    If they were doing things wrong, they wouldn't be doing so well.

    In my eyes, its not that they should cut back from marketting, but spend more on developing! I'd be more inclined to jump into game development commercially if they got paid more decently.

    1. Re:Not a problem by Anonymous Coward · · Score: 0

      Otherwise they wouldn't be -THE- largest game developer out there in North America.

      They're not since Activision and Blizzard merged.

    2. Re:Not a problem by Monkeedude1212 · · Score: 1

      You ask everyone to name 1 game developer - everyone who plays WoW will say Blizzard. Everyone else will say Electronic Arts.

  22. How about Microsoft? by trust_jmh · · Score: 0, Troll

    w7 is just a repackaged version of Vista with minor tweaking. (ie not much development time to make.) The marketing on the other-hand has everyone praising it. Seems a bit too much free PR.

  23. Film industry? Try drugs! by linuxwrangler · · Score: 1

    Take a look at the annual reports of some big drug companies and you'll find they spend more on marketing (we need to keep the prices high to support R&D...) than they do on actual R&D.

    --

    ~~~~~~~
    "You are not remembered for doing what is expected of you." - Atul Chitnis
    1. Re:Film industry? Try drugs! by Scrameustache · · Score: 1

      I'm pretty sure the film industry has tried drugs :p

      --

      You can't take the sky from me...

    2. Re:Film industry? Try drugs! by xenolion · · Score: 1

      LOL I agree you also need to add, they spend more on marketing to convince you that you need their drug to continue on with your life. ...depressed you need "get-a-life"... ok I think i need to stop drinking coffee now....

  24. Like in the movie by RenHoek · · Score: 1

    If you make a good game, they will come..

    1. Re:Like in the movie by Donkey_Hotey · · Score: 1

      If you make a good game, they will come..

      Which explains the rising popularity of hentai games.

      --
      (There is supposed to be a Sarcmark® here, but my $1.99 check hasn't cleared, yet...)
  25. Corn Flakes by Shivetya · · Score: 1

    I remember the stories about Corn Flakes, as in less than 10% of the cost of a box of corn flakes was for the corn.

    In regards to EA and their like, I wonder if its related to accounting similar to Hollywood accounting. Get in lots of subs to spread out expenses which only pad select people's paychecks

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Corn Flakes by hardburn · · Score: 1

      In regards to EA and their like, I wonder if its related to accounting similar to Hollywood accounting.

      I doubt it. Hollywood Accounting happens because some people fall for signing a contract for a cut of the profit, so they make sure the movie doesn't technically make a profit. Game development is usually salaried.

      --
      Not a typewriter
    2. Re:Corn Flakes by Nicolay77 · · Score: 1

      Of course they must invest more money on paperboard than in corn, if you judge by the flavour of the end product.

      --
      We are Turing O-Machines. The Oracle is out there.
  26. 3X on marketing rather than on development... by Anonymous Coward · · Score: 0

    Such a pity.

    EA's games aren't that bad by any means, but imagine if they spent that money on real R&D and actually making awesome games.

  27. Question the need for game ads... by Anonymous Coward · · Score: 0

    I'm going to buy NHL10 not because of any ad I saw on the tv, news, or heard on radio, but because they put a simple producers video up and a game demo.

    I'd question the need for a lot of marketing hype, specially since most consoles are well connected nowadays.

    BTW, could they fire the marketing teams and maybe stop putting in-game ads in?

  28. 2K football? by tepples · · Score: 1

    Does 2K Sports have a recent soccer or American football game? I couldn't find one on the site you linked.

    1. Re:2K football? by codeguy007 · · Score: 1

      They use to have an NFL title. They probably dropped it because Madden is just that much better and the EA purchased every NFL related right they could. However Midway does make an NFL title.

      http://www.midway.com/us/Game_BlitzTheLeagueII.html

    2. Re:2K football? by tepples · · Score: 1

      They use to have an NFL title. They probably dropped it because Madden is just that much better

      Citation needed that NFL2K was measurably worse than Madden in its final years.

      and the EA purchased every NFL related right they could.

      Which is exactly my point. EA owns the exclusive video game rights to all major professional and college football leagues.

      However Midway does make an NFL title [called Blitz: The League series]

      Blitz: The League is not NFL any more than 10-Yard Fight was NFL. It uses a fictional league.

    3. Re:2K football? by ivan256 · · Score: 1

      They use to have an NFL title. They probably dropped it because Madden is just that much better

      They dropped it because EA secured exclusive rights in 2004, giving them an actual monopoly on NFL video games, and forcing 2K to abandon theirs.

      Blitz: The League is *not* an NFL game.

    4. Re:2K football? by sloomis · · Score: 4, Informative

      2K doesn't have a soccer game, but Konami does. Pro Evolution Soccer was considered the best soccer game for quite some time. Fifa 09 gave EA the upper hand once again and the competition has forced both of the companies to put a fair amount of innovation in their upcoming titles.

    5. Re:2K football? by ivan256 · · Score: 4, Insightful

      Incidentally, EA bought the rights in response to 2K gaining significant market share on Madden. Additionally, 2K had started to sell their annual edition for $20 (Half of what Madden cost at the time). Rather than enter into a price-war, EA decided they could screw everybody out of their money by making a deal.

      Sports games are the ones with the lowest overall development costs for EA. They get to re-use 90%+ of the assets and code from the previous year and get to charge full price. All they need to pay is marketing and licensing. It's a perfect market for a price war, and you can only sustain high prices by changing the rules.

    6. Re:2K football? by PitaBred · · Score: 1

      Gotta love frat boys... that's the only reason half the consoles out there are bought, for college guys to play Tiger Woods and this year's Madden.

    7. Re:2K football? by Anonymous Coward · · Score: 0

      Why does everyone blame EA for this? The NFL is the one who went around selling exclusivity for everything. Don't believe me? Try to watch ALL the NFL football games over the weekend without having DirectTV.

      SOMEONE was going to win the NFL contract. It was either going to be EA or 2kGames.

      But it was going to be SOMEONE.

    8. Re:2K football? by SL+Baur · · Score: 1

      Which is exactly my point. EA owns the exclusive video game rights to all major professional and college football leagues.

      They don't own rights to NPB, thank God. But how can I buy Japanese-only titles outside the country? Sigh.

      I have some great NPB baseball simulation games from the early 2000s that I would gladly buy (and brush up on my Japanese to read the screens) newer versions of.

    9. Re:2K football? by SL+Baur · · Score: 1

      2K doesn't have a soccer game, but Konami does.

      He said "Konami" Beavis, heh heh heh, heh heh heh, heh heh heh.

      I used to consider Konami the poorest quality game maker ever, until I encountered EA ... No matter how buggy the Konami games I bought were, at least they allowed you to win, unlike EA.

  29. Doesn't compare to the film industry at all by Anonymous Coward · · Score: 2, Informative

    In 2006, the average studio movie cost $65.8M to produce:

    http://www.cinematical.com/2007/03/08/mpaa-in-2006-an-average-movie-cost-65-8m-to-produce/

    In 2007, the average studio movie spent $36M on marketing:

    http://articles.latimes.com/2009/apr/20/business/fi-ct-movies20?pg=1

    1. Re:Doesn't compare to the film industry at all by Anonymous Coward · · Score: 0

      That sounds about right. The movie industry doesn't consider a film to be financially successful until it generates double the production value. Once they cover the costs to make the film, they have to factor in advertising and marketing, as well as distribution and such.

  30. I always knew EA wasted money, but this is nuts! by DragonTHC · · Score: 2, Insightful

    Imagine if they spent that cash on development instead?

    gamers don't need TV commercials.

    Madden and other crap franchises are the bulk of the ad budget.

    --
    They're using their grammar skills there.
  31. Out of control costs by CopaceticOpus · · Score: 1

    Is this the reason that new games cost $60 or more? Without the marketing costs, new games could cost a more reasonable $15-20. This would encourage people like me to buy new games rather than waiting to buy them used.

    Perhaps the trouble is that there is nothing to keep marketing expenses in check. A large bag of store-brand, non-advertised charcoal might cost $15. Kingston brand charcoal might cost $20, with much of that extra cost due to advertising. If Kingston decided to spend another $40 per bag on advertising and sell their charcoal for $60, they'd sell almost nothing and go out of business. They would be crazy - but this sort of crazy marketing seems to be standard in the games industry.

    1. Re:Out of control costs by Gizzmonic · · Score: 1

      Is this the reason that new games cost $60 or more? Without the marketing costs, new games could cost a more reasonable $15-20. This would encourage people like me to buy new games rather than waiting to buy them used.

      What evidence do you have that games would cost $20 with no marketing? There are plenty of games released with little or no marketing, and they cost more or less the same as a standard game.

      --
      (-1, Raw and Uncut is the only way to read)
    2. Re:Out of control costs by CopaceticOpus · · Score: 1

      I'm just basing it on the title of the article, and a little math. (These costs are per unit sold, and assume that there is a profit margin baked into the costs.)

      C = Cost of Game ($60)
      D = Development costs
      M = Marketing costs (3*D)
      P = Packaging / Distribution costs (Should be less than $5)

      D+M+P = C
      D+M+5 = 60
      D+(3*D)+5 = 60
      4D = 55
      Development costs = About $14
      Cost of game without marketing = 14 + 5 = $19

      Presumably the games without marketing sell far less units, and therefore need to recoup more development costs per units sold. However, if there weren't any games with excessive marketing costs, then sales would distribute more around those games which are well reviewed, and it would be possible to sell a top notch game for $20 and make a profit.

  32. Sums. by ledow · · Score: 1

    Let's do the maths (Yes, there's IS an 's' in it)

    makes $35 on a $60 video game
    needs to sell 1.1 million copes to break even
    new games have just six weeks to sell.

    So you make $38.5m in order to break even for ONE game, and you do that in six weeks. But marketing costs "up to three times more than the development" so that would mean that, say, development *definitely* costs less than $9.6m and marketing, say, $28.8m roughly (if you were to assume they were the only expenses).

    So after investing let's say $5m over several years in development, you make $38.5m with that in SIX WEEKS and you think that's *all* to do with the marketing (especially as it DIES within six weeks - good marketing would stop the game dying I would think, not provide a one-off boost purchase)? I would think it was more to do with being a good game. Can't remember the last time I picked up a game because of a review in a magazine or online. I play demos (no demo? Aw, shame... not buying it then), I view videos on Youtube, I buy things because they appear as a new item on Steam, or I spot them in the shops.

    Gaming is a demand industry, hence the only one that really solved the "on-demand buying/playing" with things like Steam, etc., hence the high piracy, pre-release leaks, etc. People want the new games. I don't think the marketing has anything to do with this because games that don't even get advertised get leaked/stolen before the marketing really drives up. How much is valve spending on HL2:Ep3 marketing? It'll spend next to nothing, I'm sure.

    If you were to scrap that $20m-ish on marketing and just, say, make it equal to game development, you could instantaneously half the price of the game. That would BE your marketing right there - you'd barely need to do anything else, you'd be cheaper than all your rivals but the same quality. Or, say, just scrap the marketing entirely, release it on Steam (so it gets a lot of exposure on pre-release download, demo, release, etc. with little-to-no effort. Then you'd be raking in a slightly reduced amount much much quicker and over a much longer term and probably still at a much-reduced price.

    The indie-games are going to win over the big titles sooner or later because this is exactly how they work. If I do have £50 I want to spend on games, then I'd much rather get 500 hours of gameplay for the same price than 20. I can even get a mix of genres, a mix of play-types (long, high-investment, or short, casual games), a mix that ensures I get at least one good game, etc.

    The sums don't add up - imaging convincing an investor: we want $38.5m, we intend to spend three-quarters of that on the marketing for a six-week window in which we'll claw back the $38.5 if it takes off, and then the game is dead after that. We'll be spending a tiny proportion on development of the game.

    If it tells you nothing else, it tells you that games are ALL hype these days. Give me Crayon Physics any day - saw it on a Youtube vid (not even an official one), wanted it, played demo, wanted it more, bought it, played it, still replay it. Not once did I see any marketing for it except it's official website. Did the same for Left4Dead, believe it or not - played a free weekend on Steam having only ever heard the name and never seen it played - ended up playing it to death and buying it. Where did the marketing work there?

    Stop faffing about, making FIVE blockbuster games for the same money by just paying the development side, release them on something like Steam whenever you feel they are ready, when you make you development budget back, start another game project. I bet you'd make a lot more, and a steadier and sustainable, income.

    1. Re:Sums. by codeguy007 · · Score: 1

      Math is the short form of the word "Mathematics" so it is already plural. No need for an 'S'.

      The reason they spend so much money on marketing isn't because the game wouldn't necessarily sell without it it's so they can make a profit faster. Just like movies that want to see a profit in domestic numbers and not 2 years later in DVD sales.

    2. Re:Sums. by Arthur+Grumbine · · Score: 1

      (Yes, there's IS an 's' in it)

      But do you know where there's is NOT supposed to be an 's'?

      --
      Now that I think about it, I'm pretty sure everything I just said is completely wrong.
    3. Re:Sums. by Anonymous Coward · · Score: 0

      Let's do the maths (Yes, there's IS an 's' in it)

      Ignoring the "there is is" portion of that sentence, let's poke at that strange Britishism that is "maths."

      Why would you pluralize an abbreviation for a word which is already pluralized? Surely that makes you sound like Gollum: "Mathematicses, the precious."

      Do you abbreviate "Physics" as "Physs?"

      Getting snooty about pluralizing a word in such a way that makes it both redundant and unpronounceable is absurd.

    4. Re:Sums. by ledow · · Score: 1

      Do you call multiple refridgerators, "two fridge?" No. One refridgerator, two refridgerators. One fridge, two fridges. One mathematic, two mathematics. One math, two maths.

      Aicraft: One aeroplane, two plane? No.
      Cars: One automobile, two auto? No.

      No. Americans get this wrong and all UK speakers say Maths -- with the s.... Which is why I had the (hastily typed and thus typo'ed) disclaimer there.

    5. Re:Sums. by dizzydogg · · Score: 1

      One fish, two fishes? No.
      One money, two moneys? No.
      One information, two informations? No.

      Mathematics is an uncoutable noun. It does not change depending on number counted.

      You do not say "I solved it using Mathematic" when you use only one field of Mathematics.
      You do not say "Math(s) WERE my worst subject", you say WAS.

      Saying you need an s on Maths because there is an s on Mathematics is like saying you should spell the short form of Biology with a y as in "Bioy"

  33. Why are games so expensive? by H4x0r+Jim+Duggan · · Score: 5, Funny

    Q: Why are games so expensive?

    A: Because it costs us that much to convince you you want to buy it.

    1. Re:Why are games so expensive? by ArbitraryDescriptor · · Score: 1, Redundant

      Spot on. Why on Earth are you spending 75% of your game budget on commercials? A good review is all the marketing you need, and they're free. Spend a few more dollars on a longer development timeline and you just might get one.

      GameReviewer.com raves: "Game is actually finished!"

      "Works right out of the box!" reports angrycustomerforums.com
      etc

    2. Re:Why are games so expensive? by Anonymous Coward · · Score: 0

      Q: Why are games so expensive?

      A: Because it costs us that much to convince you you want to buy it.

      Answer # 2: Because it takes 1 woman, 9 glasses of wine, 1 romantic overlook and 9 months = 1 baby in the car.

    3. Re:Why are games so expensive? by Donkey_Hotey · · Score: 1

      Q: Why are games so expensive?

      A: Blow and hookers.

      --
      (There is supposed to be a Sarcmark® here, but my $1.99 check hasn't cleared, yet...)
  34. Not that surprising by lysergic.acid · · Score: 1

    As a consumer society, we've evolved to be more responsive to advertising/marketing than actually good products/services. That's why our society has become so (over)saturated with advertising. You may design the best product in the world, but if you don't market it correctly, and no one knows about, then it doesn't really exist. Though the internet has begun changing that through the proliferation of viral marketing—and I don't mean the marketing gimmicks created by hipster "new media" advertising agencies, but rather true word of mouth.

    And while I don't have any idea about the cost of marketing versus production in the movie industry, I do have some idea of the figures for the music industry. You can record a professional quality album for as little as $6000 these days. In fact, if you're a DIY kinda person, you can do it for a lot less than that. Heck, even a lot of major label artists are opting to record outside of a professional recording studio, and instead just renting out a house or warehouse and setting up their recording equipment there (and you can actually get some pretty interesting effects this way just by trying out different speaker/mic placements throughout the building). Mastering an album may cost another $3000-4000, but this can be offset sometimes by hiring a producer who does the mastering. I won't include the cost of album design and artwork since that's very variable and could be considered part of marketing. So in total, you're looking at only about $9~10k to produce the album itself.

    Now, with most indie labels, you'd hire a publicist to do the majority of the marketing for you (i.e. get your music onto radio stations, get magazine reviews, get magazine/radio interviews, etc.). You might also do in-house marketing, which mainly just involves retail relations, sending out promo CDs, perhaps calling some radio stations to promote your music, submitting one-sheets, paying for magazine ads (this can run pretty high, but is more a function of the size of the label and what you can afford), etc. If you've got distribution through one of the majors (i.e. through a label group like Megaforce) then you also have other marketing/promotion options available to you, like co-op audio booths, co-op ads, etc.

    Those are the usual variables/options a mid-sized indie label typically has for promoting a new album. A publicist these days seems to cost about $3000-4000 or more per month per album. A ballpark figure for ad space might be around $3000-4000 a month for a mid-sized indie, though that usually is spread amongst multiple album. And the co-op promotion campaigns through major distributors might run as low as a couple hundred dollars each, and again depends on how much or how little you want to invest in it. Our label probably spends ~$2000 a month on the options offered by our distributor, but, again, these are very rough ball-park figures as each label has their our marketing strategies. The smaller your budget, the more efficiently you're forced to use your resources, and so you might rely primarily on in-house or free marketing (like posting torrents, posting youtube videos, myspace, etc.).

    For some of the larger mid-level indies, I'd be willing to bet they spend much more on marketing than on actually producing the album. And for the majors, I have no doubt that they spend far more than 3x as much on marketing as for producing the music. Of course, this doesn't include the cost of the record contract, nor does it take into account touring support in aid of promoting an album.

    1. Re:Not that surprising by Haffner · · Score: 1

      What this fails to take into account is that throwing more money at a band will not do much to improve their overall album quality. What drives sales is how much people like the songs, not how flawless the sound reverberations are. I would say that you cant increase quality by more than 20% with just money on equipment. So in this case, if you have the extra money, it makes sense to market it. This argument is fairly basic economics - suppose you have two goods, marketing and development. buying $1 of marketing sells .05 games. Development gets you .1 sales per $1 spent, but for every $100 in development, the sales margin decreases by .01. If I gave you $10 and said get the most money, itd be $10 into development. If I gave you $500, it would be $500 into development. But as soon as development hits $600, the rest goes to marketing, as you sell more games per dollar spent. Saying this is oversimplified is an understatement, and the margin changes are wrong, but this is how executives look at it.

      --
      "Going to war without the French is like going deer hunting without your accordion." ~General Norman Schwarzkopf
    2. Re:Not that surprising by gmhowell · · Score: 1

      Hey, I can argue without anything other than anecdotes as well. The reason we are inundated with ads is that society is becoming immune to them. You got it exactly backwards. Because of societal immunity, advertising must creep in everywhere in order to have more possible 'infections'.

      I can see that you, like most on slashdot, have never actually taken a marketing course, so I'll spare you the b-school info on the actual purpose of ads.

      Oh, you need an anecdote? Indie bands suck, that's why the majors don't sign them and people don't listen to them.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    3. Re:Not that surprising by lysergic.acid · · Score: 1

      So much hostility...

      I was simply stating what my experiences have been, as the summary asked if other industries spend similar proportions on marketing versus product development. I made no comment on whether marketing is good or bad, and I would have quite liked to hear the "b-school info on the actual purpose of ads," actually. (Doesn't it make more sense to share that knowledge knowing that the rest of us lowly non-b-school-graduates aren't privy to it?)

      And a friendly tip from one slashdotter to another: it's probably a good idea to try to keep a cool head when you're posting a comment. A level head means you're less likely to say something incredibly stupid or come off as a troll or some angry teenager. So stop foaming at the mouth and cheer up. =]

      Indie bands suck? That's your opinion; the rest of that sentence doesn't make a whole lot of sense. Except for manufactured pop groups like O-town or Backstreet Boys, every band starts off as an indie. Majors would never invest in the money to develop a fresh new band who's never recorded a prior album or doesn't already have a well-established fan base. Very, very few bands go straight from learning how to play their instruments in their garage to signing a multimillion-dollar contract with EMI/Warner Music/Sony BMG/Universal, or one of their subsidiaries. So you probably didn't think that one through...

      BTW, have you turned on the radio recently?

    4. Re:Not that surprising by lysergic.acid · · Score: 1

      That's a very good point, and I think that's probably how most industries look at it. And I do understand the logic in that, but you're still left with the problem that marketing muscle more often determines a product's success than the merits of the product itself (i.e. how much the consumer benefits from it). Though I suppose part of the problem with industries like music and games is that the market is so over-saturated that the only way to break out of the noise is to put a ton of money into marketing.

    5. Re:Not that surprising by gmhowell · · Score: 1

      I was posting on slashdot when you were still sniffing Justin Timberlake's undies. I know the troll to modpoints game quite well.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    6. Re:Not that surprising by lysergic.acid · · Score: 1

      I'm not trying to start a flame war with you. And I didn't mean to imply that you were a troll. I will admit that I was a little angry when I wrote the previous post (so I guess that makes me a hypocrite :-P), as you did get under my skin a bit.

  35. Re:Who's Wrong? by Garbad+Ropedink · · Score: 1

    All I got was a paragraph there. I take it the full article is only for dicknuts such as yourself.

    --
    And that was the last Terry Fox run I ever participated in.
  36. Import:"Hollywood accounting"? by Anonymous Coward · · Score: 0

    Of course the film industry is worse. Much worse. When even seemingly successful films like the "Lord of the Rings" trilogy lose money due to Hollywood accounting practices, you know they must be overspending on something! Marketing. Yeah, that's it.

    Perhaps that aspect of the entertainment industry is being brought into gaming? The clue would be if EA is heavily invested in advertising companies that are supposedly at arms length, but are little more than shells.

  37. Give players more longevity by elh_inny · · Score: 1

    Seriously, if they'd stop to think about, they really should focus on giving players games that have lasting value and are re-playable.
    I bough Half-Life ages ago and still haven't sold my copy, because it allows me to play Counter-Strike. Later I bought Half-Life 2 Counter-Strike Source etc, but I keep the original as it's got it's own merits.
    This solves some major problems for the publisher: used games market and tight deadlines.
    If you keep players occupied for an entire year, you can probably charge a bit more for such game...

    Currently EA publishes a new sport title every year. I think they should just admit it and start selling yearly updates, becuase those title are really not that revolutionary - they just contain up-to date player names, stats, maybe some minor graphic tweaks.
    No wonder that they have to spend so much on marketing, it would take a hell lot of an ad to convince me to buy fifa 09 if I had fifa 08 already (not that I have any)...

  38. Half the movie budget is set aside for marketing by AnalPerfume · · Score: 1

    There have been quite a few reports from filmmakers over the years to the effect that around 50% of a movies budget is set aside for advertising. A movie reputed to cost $200m actually cost $100m, with the rest in marketing. Of course the half actually used in making the movie also has big chunks set aside like celeb fees and licensing of rights. Take away those fees, pay the cast and crew a decent wage and you could make the same thing for less than $50m.

    With that type of money, it's hardly surprising investors want to see the best chance of making a return and profit from their money. The movie business is not about telling stories, creating art or any other fancy stuff.....it's about making money. They churn out mainstream bland sequels of tried and tested formulas knowing their marketing budget gets all the endorsements, quotes and interview slots done by sycophantic journalists to ensure the people have their predictable buttons pushed that get them through the cinema door having paid to see a rehash of something they've already seen a million times before.

    Investors want to ensure the movie is made with clipboards, ensuring it ticks as many boxes as possible to maximize it's potential audience. Anything original, which is more niche is not even considered. The aim of the game is to pump out what they want to sell you, rather than sell you something you want to buy.

    On the EA issue, I've long known they spend more in other areas than development, their sports games are terrible. A large chunk of the costs go into paying for the rights to use the NBA, FIFA etc names, stadia, player rosters, player likenesses etc that they have little left to spend improving the next version of the game beyond a few graphical polishing tweaks; the players facial hair looks a little more real now.....wow, how about improving the game itself? Not to mention the releasing of half-baked versions like "road to world cup" which only has the qualifying rounds, if you want to actually play in the world cup you have to buy ANOTHER version of the fucking game. They've long taken the piss out of their customers, knowing there's a HUGE number of kids who will put up with a pile of shit if they can see their favorite players names, likenesses etc coming up hen they score. EA are a factory for mainstream shit, there's little creation there, the "arts" part of their name seems like it should be investigated under from the "truth in advertising" perspective.

    With football (soccer to the US) games, compare FIFA to Konami's Pro Evolution (formerly known as ISS). No rights to tournaments, players or stadia but the ability to edit team and player names. Everything was recognizable to the fans but under different names. Oh and the game itself was a million times more accurate to football. ISS gained the reputation of being the best by players themselves, so they don't need to spend much on marketing to get it selling. They created something people are desperate for. In short, they respect their customers, and fans.

  39. Re:Third post ! by Anonymous Coward · · Score: 0

    SQL Programmer goes into a bar. He walks up to 2 tables and says "you 2 up for a threesome?" "No" they reply, "We're related."

  40. "marketing costing up to three times more..." by Anonymous Coward · · Score: 0

    Business management fail.

    Good games will market themselves. You don't need to spend money on marketing when your name is EA, people are going to come to you to see what you have if they want a driving game, a basketball game, etc. If you make a cake for $1, spending $3 describing how great it is is stupid.

  41. Dosnt surprise me. by stfvon007 · · Score: 3, Informative

    With my experience with the quality and stability of their games, this does not surprise me in the least. I used to work for a cyber cafe. EA games made up about 30% of our titles and 25% of the playtime, but 95% of crashes occurred while an EA game was being played. also many times patches for EA games broke them, A problem we rarely had with non EA titles.

    --
    All misspellings and grammatical errors in the above post are intentional and part of my artistic expression.
  42. If you do not have a decent product... by TheDarkMaster · · Score: 1

    ... then make anyone think your product is the best thing on universe using more marketing!

    I know, is irrational, nonsense and stupid. But is how the CEOs thinks and works

    --
    Religion: The greatest weapon of mass destruction of all time
  43. Re:Who's Wrong? by natehoy · · Score: 1

    There are three sentences in the entire article. Sentence 2 reads: "Noting the success of the DS, PSP and iPhone, Hilleman slammed the price of producing console games has rocketed, with marketing costing up to three times more than the development of a title."

    If being able to read and comprehend three consecutive sentences makes one a dicknut, then I accept the title with pride. What, pray tell, is your epithet to describe someone who cannot? ;)

    No, the development vs. marketing cost was not the main thrust of the article, but it's an interesting point. I would have preferred to see an article that actually talked about it in more detail, and possibly contained more than a one-liner from a badly "[source needed]" post on a gamer board, but it is still an interesting point.

    --
    "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
  44. Sounds pretty normal by crmartin · · Score: 1

    3× development costs is pretty well comparable to movies. Sounds pretty reasonable for any mass-market item; those PC vs Mac ads, for example, don't come cheap.

  45. Shhhh..... by scarboni888 · · Score: 1

    There's a whole industry of advertisers & marketeers with families to feed who don't want to have to go and get real jobs that actually contribute something to society. So keep this on the down low.

  46. Re:I always knew EA wasted money, but this is nuts by PhrostyMcByte · · Score: 1

    You can usually spot them if you mention a cool new game and the first words out of their mouth ask how the graphics are or comment on how bad they looked in a youtube video. I know people who _despite reading terrible reviews_ will acquire games hoping the graphics make up for bad gameplay. I'm not certain if that is the majority market segment, but it's probably pretty high up there and it makes sense to market heavily to them.

    The majority of this marketing isn't meant for the average gaming slashdotter who still plays 10 year old games just because they were fun as hell.

  47. Nutella and DDO, products without advertising. by Anonymous Coward · · Score: 0

    Now, I'd say that I've never heard of the stuff, and that would be true if it were not for word of mouth. I've never seen a Nutella ad and I usually can't keep myself from buying the "crack" every time I go to the store. A good product does not need extensive advertising.

    This can be expanded into gaming world as well. Turbine for instance has a game called Dungeons and Dragons Online. Atari owns the publishing rights and advertising rights to the game and Turbine owns the development and maintaining (money making) rights. Incidentally Atari would love to see DDO die so they could spin up their own MMO based off of the Dungeons and Dragons literature. Because of this Atari either does not or severely under advertises for DDO which has been a pretty popular game despite competition of World of Warcraft(Blizzard) and Lord of the Rings Online(Turbine). DDO has done pretty well and even has had recent member growth despite the lack of advertising.

    Solid products will maintain or slowly grow their market without advertising. Solid products with advertising can grow their markets more quickly. Crap products will grow their market on behalf of marketing until their market finds a better competing product with the same level of marketing.

  48. Rot by Anonymous Coward · · Score: 0

    I hear your army does something like this too....sucks up cosmic amounts of cash, while producing nearly nothing.

  49. Dunce Caps Unite? by kenp2002 · · Score: 1

    And this is news how? So far in any production and manufacturing scenarios development is a minor cost (with Pharma and Biotech being exceptions, thanks FDA for securing yourself a minimum of 500 million in trial costs...)

    The VAST MAJORITY of product development costs are lower then their lifetime manufacturing costs, administration, advertising, litigation, and maintenance. Hell most companies I would wager spend more on their legal department then R&D these days. I know 3 folks who, as a full time job, do nothing but search the patent stack to make sure no 'pending' projects are "at risk". (Offical job titles are "Patent Risk Analysts" apparently)

    Why is this surprising? Remember that the web sites fall under advertising. Yeah Blizzard.com, Warcraft.com, EA.com, etc all fall under advertising expenses. So would the billable hours to the art department. "Hey we need to update the warcraft site for the new expansion. We have 1200 hours of art dept work in the project plan. What cost center? Advertising Dept, got it. 1200 hours to AVT0001 at $$$ and since we use the same DB as the 2112 and Bnet projects we'll need at least 40 hours of admin work to those cost centers..."

    Here are some things that fall under advertising that you may forget:
    Expo booths and event sponsorship (PAX, GDC, etc.)
    Team Sponsorships (NASCAR is a great example)
    Business Cards
    Swag (Pens, Pencils, jackets, Post-It like stuff)
    Print Ads
    Online Ads
    Radio Ads
    Event Sponsorship (plays, etc.)
    Web Sites

    Now just stop and think about that last one... Yeah let it stew for a minute...

    Yeah, Holy Crap no kidding for costs there. Download that newest demo... How much bandwidth, servers, etc.

    Last I heard, as an example, many MMOs per shard hardware requirements are dwarfed by their own web sites!

    The fact this comes as a suprise and the comments that followed really worry me that kids might not have a clue how business works.

    The value of the dollar is lost, the fundamental understanding of basic business principles is endangered.

    --
    -=[ Who Is John Galt? ]=-
    1. Re:Dunce Caps Unite? by mjwx · · Score: 1
      adverting != marketing.

      Here are some things that fall under advertising that you may forget:
      Expo booths and event sponsorship (PAX, GDC, etc.)

      These are company wide costs, divided amongst how many games you are presenting.

      Team Sponsorships (NASCAR is a great example)

      Game specific, what does Team Fortress 2 sponsor.

      Business Cards

      Company wide again.

      Swag (Pens, Pencils, jackets, Post-It like stuff)

      It's about A$10 for 40 pencils? I work for a company which does a lot of promotion, swag is easily paid for with 1 weeks wage for a developer.

      Event Sponsorship (plays, etc.)

      once again, game specific.

      Web Sites

      Quite cheap. Demo hosting is often free as several sites (ISP's, Gamershell, FilePlanet and so on) are happy to host files to bring in ad revenue. When you buy bandwidth in the volume that Valve does then you get an extremely good rate on it.

      This is advertising.

      Print Ads
      Online Ads
      Radio Ads

      The only purpose advertising provides to a good product is to point out that it exists. The most effective form of adverting, word of mouth is free, to use word of mouth you need a good product otherwise you'll spend a fortune trying to fight against it.

      Even if we include packaging design, manual writing as marketing (which can easily be considered part of product design) it should not cost 65% of the budget. For any industry, when your marketing budget begins to outstrip your product development, production and logistics budget then you're doing it wrong. Good products almost sell themselves, only bad products need to be sold via advertising.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  50. Only in america. by Auroch · · Score: 1

    Wow, that's fairly amero-centric. The USA is the only country in the 1st-world that allows for drug companies to undertake marketing directly to the consumer.

    The USA has the highest (%age) of prescription drug usage in the modern world.

    That's an odd correlation, but not particularly surprising.

    --
    Quartz Extreme and Core Image. Are there any other real reasons to spend all that money on generic hardware?
    1. Re:Only in america. by Noren · · Score: 1

      Marketing directed to doctors is very active in both the US and in other first world countries. Certainly there is more marketing directly to consumers in the US, but marketing by drug companies is hardly exclusive to the US.

  51. Ummmmm..... by IHC+Navistar · · Score: 1

    "According to Electronic Arts officer Rich Hilleman, 'the price of producing console games has rocketed, with marketing costing up to three times more than the development of a title.'"

    -----WTF? You mean to say, the price of MARKETING games has increased, right? Production is related to development, not marketing.

    --
    Knowing Google's lust for data collection, the Soviet Union is still alive and well inside the psyche of Sergey Brin....
  52. Movies, Cars, Games by mr_java66 · · Score: 0

    I knew the auto industry was in trouble when they started spending three-x on marketing as engineering. These things have value because the DO something cool. NOT because I'm told to think they are cool.

  53. This is normal by Anonymous Coward · · Score: 0

    Development is a hole you dump money into and it converts money into DVDs.

    Marketing is what takes those DVDs and converts them back into money.

    If you double your development budget you can't get the DVDs made any faster, you could maybe have a second hole producing a different stack of DVDs.
    Increasing the Marketing budget however is a very efficient algorithm and will result in much greater revenues up until you hit a point of diminishing returns. EA understands this and thats why the marketing is only 3x the development, its the point where it is most efficient and generates the best possible profits. The costs do vary from company to company but you will usually find marketing is normally a lot more than development.

  54. No surprise - relatively cheap by garyebickford · · Score: 1

    A typical tech company product budget looks like this:
        - 45%-55% - cost of sales. This includes distributor and wholesaler margins if any; sales force, advertising, trade & public relations, market research and marketing. 45% is the goal, 55% is the point at which CEOs start throwing things.
        - 15%-25% profit (we hope)
    that leaves 20%-30% for EVERYTHING else - operations, management, engineering, facilities (buildings, servers, networks and such), manufacturing, and customer support. Engineering is generally in the 2% to 5% range. For software, more can be spent on engineering since the cost of manufacturing is essentially zero - but still under 10%, probably under 5%.

    Consumer products often have a higher cost of marketing due to the need for all those fancy TV commercials and so forth.

    Products are ALWAYS priced according to what the market will bear - what do we price this at in order to sell X number of units?

    Where I used to work, the price model was always done first. Then, if the product could not be manufactured for less than 20% of retail, they didn't do the product. This was a very well known engineering-oriented company in the test and measurement field with many products at the bleeding edge.

    --
    It's easier to be a result of the past, but more fun to be a cause of the future! http://www.spacefinancegroup.com/
  55. However things can market themselves by Sycraft-fu · · Score: 1

    The Internet has made it so that regular people can reach an audience of millions, and as such you can have your customers do the marketing for you. I'm not saying this works in all cases or that it is the only way to go, but you can have a great deal of success with little marketing on your part. You sell something that people really like, they do the rest.

    As an example in the games industry, take World of Goo. It is an indy game made by a couple of friends. They didn't have any budget to market the thing because they did it in their free time, self financed, and self published. However, because it was a quality product it attracted a great deal of critical attention, and then word of mouth quickly spread the news.

    There are companies that run their business a lot like this. Two examples I know of are SVSound and Emotiva Audio. Both do spend a bit on marketing in terms of some ads on audio websites and going to shows like AES, but that's it. No TV spots, no direct mail, no massive banner campaign. Almost all of their sales come from either customer referrals, or people doing web searches (which often comes across customer referrals). Basically they make a good product for a good price that people like. That, to an extremely large extent, "sells itself."

    1. Re:However things can market themselves by Anonymous Coward · · Score: 0

      The 1990's called, and they want their Internet mantra back. Oh, and World of Goo is the worst example you could have given: They advertised HEAVILY using a big-name companies marketing tunnel. I think about 5-10 pop-up advertisements placed on Valve's Steam platform when you logged in, both before and after the game's release. And don't forget the distribution costs would have killed it's market price were it not for Steam.

  56. Pharmacuticals are the same by petes_PoV · · Score: 1
    Drug companies also spend many times their development budgets on advertising and marketing. Why? Because when you have a generic product, your market share is pretty much proportional to your advertising spend. Provided you spend your advertising budget wisely, and targeting the correct groups (which is why successful advertising people get paid a lot - they *do* make it pay), your returns will increase in proportionately. The Asprin market - where the ingredients and quantity of *everybody's* product is regulalted by law (at least in this country, foreign parts may do things differently) is a textbook example, used in degree-level marketing courses for how to increase the share of a generic product.

    I would suspect the games market is similar to generic pharma. Lots of products, all very similar (at least until you rip the wrapper off), all totally dependent on good reviews from tame reviewers (who have to be kept tame - at a high price), where real-estate in gamer magazines, floorspace in shops and banner ads on the 'net are the primary ways of getting your stuff sold, in preference to the other guy's.

    --
    politicians are like babies' nappies: they should both be changed regularly and for the same reasons
  57. Bzzzzzt! by petes_PoV · · Score: 1

    Not funny, true. Someone should have a word with the person who modded that "funny". Maybe when they stop to think, they'll realise that.Hopwfully the next modder will change it to insightful.

    --
    politicians are like babies' nappies: they should both be changed regularly and for the same reasons
  58. Exclusivity costs a lot of money by jocknerd · · Score: 1

    EA pays for their exclusive contracts with the NFL. Its easier to spend money for that exclusive contract than to spend on development and have to deal with competition.

    1. Re:Exclusivity costs a lot of money by Tim4444 · · Score: 1

      I would imagine most of those fees would go under development costs since it's required to get the product on the shelf. Maybe there's also per use fees for using NFL logo's in ads, but that's probably small in comparison.

  59. People need to be told what to buy by Edgewize · · Score: 3, Insightful

    Everyone wishing that the money were spent on development instead of marketing is, unfortunately, living in an ideal fantasy world.

    People are dumb. They follow trends, soak up advertisements, and generally do what marketers tell them to do. You personally might be immune, but remember that just by reading Slashdot (and therefore being somewhat tech-savvy) you have already self-selected against most of the population.

    In modern culture, quality does not correlate with success. (Arguably, in entertainment, it never has... consider ticket sales for generic romantic comedies with famous actors vs thought-provoking art-house films.) Quantity is much stronger than quality. Exposure is all that matters.

    Nobody bothers to do independent research anymore; Consumer Reports has been dropped in favor of Google search, and whoever has the most hits wins.

    Welcome to the present day.

    1. Re:People need to be told what to buy by Angst+Badger · · Score: 1

      They follow trends, soak up advertisements, and generally do what marketers tell them to do.

      This isn't that different from Slashdot and tech people in general. How many people do you think formed their opinions on the best operating system, Linux distro, programming language, or text editor on the basis of a careful comparison of their strengths and weaknesses?

      --
      Proud member of the Weirdo-American community.
    2. Re:People need to be told what to buy by Anonymous Coward · · Score: 0

      You give people too little credit and marketing too much. Quality DOES map to success, if you look at the actual long term (and long term can mean as little as "one year instead of one quarter"). The thing is that due to word of mouth, the truth does eventually circulate and its impact exceeds marketing. People are actually pretty smart, but at any given time there's a certain percent of people who just happen to be in the mood to try something new, and that's what marketing tries to grab.

      So for projects not guaranteed success, there's an effort by way of marketing to get as many people as possible to buy the product on launch, because sales are going to fall off after that anyway. Additionally, there's the much-bemoaned element of corporate planning always focusing on the short term - trying to pump up that one quarter's sales, and also somewhat trying to fit the entire game dev cycle and first quarter of profit into a single year for a nice looking yearly summary.

      Notice the dev cycle and marketing efforts for MMOs looks a bit different? That's because an MMO is a much longer term effort. You still get a marketing push - because that $50 box obviously makes more than a single month of $15 subscription, and because word of mouth will kill sales after that first month if the game sucks - but it's not nearly as pronounced as the blitz for a mediocre game that'll be in the bargain bin the next month.

    3. Re:People need to be told what to buy by Donkey_Hotey · · Score: 1

      How many people do you think formed their opinions on the best operating system, Linux distro, programming language, or text editor on the basis of a careful comparison of their strengths and weaknesses?

      Not very many, apparently. Otherwise, there wouldn't be any fools who claim that Picard is better than Kirk...

      --
      (There is supposed to be a Sarcmark® here, but my $1.99 check hasn't cleared, yet...)
    4. Re:People need to be told what to buy by xtracto · · Score: 1

      People are dumb. They follow trends, soak up advertisements, and generally do what marketers tell them to do. You personally might be immune,

      Well, slashdotters may be "immune" to IT related products but for things like personal hygiene, cars, sofas, and lots of other products which are not of utmost importance (to them), their buying decisions are based on the alternatives they *know* exist.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
  60. Answering the Question by Anonymous Coward · · Score: 0

    For a typical Hollywood movie, the amount spent on marketing is about equal to the production cost of the movie, i.e. 1:1, rather than the 3:1 cited for console games.

  61. Re:Half the movie budget is set aside for marketin by Anonymous Coward · · Score: 0

    You are right that the advertising cost is equal to the production cost, but the movie's budget is its production cost. The film distributor (the big company) pays the for advertising itself, outside of the budget (its not the director's job to put advertisements in newspapers, so why budget him the money to do it?). So when a movie is reported to have cost $200 million, it cost $200 million to make, and about $200 million more was spent on marketing.

  62. Some old EA by Anonymous Coward · · Score: 0

    Back when I bought games for the Commodore 64 the EA games where always a great disappointment.... the most flashy boxes, the most impressive screen shots on the boxes.... Then you bought the game and the great 'screen shot' was only the opening screen which took forever to load, the game play sucked and graphics where really bad.

    There was only a couple of what someone might call OK games.... But do to the load times of useless flashy graphics we opted for the pirated version that jumped past the opening flashy screens. Ah pirated games on the Commodore 64 - no internet or P2P service and we could still amass 200+ pirated games. Now in the age of the internet (and P2P) I actually BUY the games I want to play.

    The more things change the more they stay the same.

  63. No shitake mushrooms sherlock by Twyst3d · · Score: 1

    This is news?

    --
    And this has been another installament of Captain Obvious! /whoosh
  64. Re:Who's Wrong? by Garbad+Ropedink · · Score: 1

    No the dicknut remark was just a response to the usual slashdot commenter policy of being as condescending as possible with all responses.

    Wink wink wink.
    Eh sparky? Wink wink.

    --
    And that was the last Terry Fox run I ever participated in.
  65. Looking it from a different view... by almightyon11 · · Score: 1

    EA's games could cost 25% of their actual price, if she made no advertisements. Wouldn't much more people be interested in giving out just a few bucks (a fraction of the cost today) for high quality games? I mean, if they at least sold the same amount of copies, they would have _more_ profit! How much they rely on distracte people reading outdoors then game news in newspapers/magazines?

  66. Hollywood by SpaceToast · · Score: 1

    Having spent some time in Hollywood, I'll answer the poster's initial question. The general rule on movies is actually 1:1, production vs. marketing. Thus a studio that spends $30M producing a movie is expected to spend about another $30M on promotion.

    This of course doesn't take into account the famous "Hollywood math" in which the cost of making a film can essentially be whatever the studio says it is. Essentially, any cost a production company incurs during the time of a film's production can be assigned to the budget of a film. This is done to make the film appear to have lost money or broken even no matter what its box office, DVD and television gross (Forrest Gump being the most famously ridiculous example of a "failure").

    I would expect Hollywood math to have filtered in some form into the games industry by now, but how I can't imagine. Are annual software upgrades and new video cards charged to the budget of an individual game, or considered an unavoidable infrastructure cost? If a game studio purchases a setup to do basic mocap in-house, rather than having to contract out, is that cost eaten by the studio, assigned to the current game's budget, or spread among the twelve games the system is used on during its lifetime?

    Accounting is a wooly and cutthroat art.

  67. fix link please by Anonymous Coward · · Score: 0

    The claim in the linked article does not seem to match the claim in the summary.

  68. Re:Who's Wrong? by natehoy · · Score: 1

    Ah, I see. I'll keep that in mind. :)

    --
    "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
  69. Microsoft by DarthVain · · Score: 1

    Insert Microsoft for EA and this still is true. Seems to have worked for them.

    People mentioned Big Pharma, again no surprise.

    Actually take any retail branded item, and Marketing is probably bigger than product costs by a fair margin.

  70. Re:Who's Wrong? by Garbad+Ropedink · · Score: 1

    I love you.

    --
    And that was the last Terry Fox run I ever participated in.
  71. Hardly Insightful. by bartyboy · · Score: 1

    Oh yeah, let's all boycott drug companies that make profit. What exactly is wrong with making profit?

    Boil it down to the basics and the process works very well for everyone involved:

    1) Drug company develops or buys the rights to a drug
    2) Patients live longer and more comfortable lives thanks to the drugs
    3) Drug company profits

    Everyone wins. Hell, you can even invest in a drug company and share their profits.

    And the fact that the USA has a fucked up pricing system for drugs is a discussion you should be having with your elected representative, not another Slashdotter.

    1. Re:Hardly Insightful. by Draek · · Score: 1

      Oh yeah, let's all boycott drug companies that make profit. What exactly is wrong with making profit?

      What exactly is wrong with them *not* making a profit? in other words, what do we lose if they go bankrupt? with the RIAA we already know the answer is "nothing of value", and I believe that was why your parent post made the comparison but perhaps you can provide a better answer.

      --
      No problem is insoluble in all conceivable circumstances.
    2. Re:Hardly Insightful. by bartyboy · · Score: 1

      Oh how, clever. You've taken my question and answered it with another question. However, I'll bite.

      Here's why your idea of non-profit drug companies won't work:

      Pay scale for non-profit companies is much lower than for-profit. This results in a brain drain towards for-profits. Even if you make it the law to be a non-profit drug company in the US, they'll either move their facilities to another country or the employees will move to a different field.

      Assuming you can pay the employees the same as a for-profit, you still need to make money to stay in business. This means you have to sell your drugs and you have to convince people that they are better than your competitor's product. This requires marketing and investment into areas other than R&D and manufacturing. But that's ok, because these are costs that are somewhat easy to predict.

      What's not predictable is how much failed R&D, drug recalls and lawsuits will occur. Nobody knows what these costs will be from year to year (with the possible exception of R&D, as the maximum you'll lose is what you spend on it). So you over-compensate, charge higher prices and end up with huge surpluses on the end of most years. Other years, you'll end up in court, paying out huge amounts that make the reserves from your fat years disappear.

      So the notion of non-profit drug companies is pure fantasy. Simply put they need money to sit out bad times. If a non-profit drug company has a magic way of avoiding or even predicting those, I want it around, too.

    3. Re:Hardly Insightful. by LanMan04 · · Score: 1

      My point is that it needs to be easier for a small company to bring a drug to market. You shouldn't have to pay the gov zillions of dollars to get a drug approved. If the drug has merit, the gov pays for the drug approval process. That way there's no need for bullshit middlemen (like the RIAA) who take your idea and then make millions off of it. Reduce the barrier to entry. I mean, you've already done ALL the legwork in creating a drug...and then you can't get it to market without some company with deep pockets getting involved (and taking all the small company's profits)? There's got to be a better way.

      --
      With the first link, the chain is forged.
  72. Insane but true by jordibares · · Score: 1

    The same rule applies for Film but they decide how much investment is worth by doing a few "research" studies where they measure how likely you are to tell your friends, how excited you are before the movie to watch it and if you like it or not along with few other parameters. If those factors are positive then they put the major money and go for a full on marketing, otherwise they do invest less as they know the life cycle on the theaters will be really short.

  73. Trust Word of Mouth Only by PingXao · · Score: 1

    I trust "word of mouth" only. Odds are any review you read is bought and paid for. Any forum posters singing the praises of a title are probably made by paid shills who are astroturfing. Unless a friend or someone I know recommends a game to me, I don't believe anything I read. This goes for gaming forums and magazines, too. Ginning up a viral buzz is more important than putting together a quality game these days, and TFA basically proves the point.

  74. An Inside Perspective by malevolentjelly · · Score: 1

    As a former game industry insider, I can safely say that EA is a dark and cruel factory of nightmares. Their employees are overworked and underslept like slaves or animals.

    So, perhaps the more alarming thing about this shouldn't be how much they're spending on marketing but how little they're paying their development teams. The entertainment industry takeover of game studios has truly been a travesty in terms of games as a creative medium.

    One story I'd heard was that EA essentially has many many developers who are so undermanaged and overworked that their products always come out totally broken internally, where they have a mere handful of highly skilled developers who just get flown from studio to studio pulling people out of crises to make deadlines. Of course, an EA employee might refute me on this- so I will say it's just hear-say.

    Disclaimer: I worked for a competing company, but knew many people who had left EA.

  75. Any other publishing house other then EA... by Anonymous Coward · · Score: 0

    And I would not believe it, but judging from my last 3 EA purchases yeah I believe it. EA has really lowered their standards.
     
    Before you Madden fans get up in arms out there, their sports games seem to be what they mostly bank on these days. As I am not into sports games these are not the titles I purchase. Those that I do, I've had nothing but heartache and a feeling like I'd been ripped off. Last EA title purchased, Mirror's Edge.

  76. Marketing is necessary? by MattRC · · Score: 1

    I see a lot of people suggesting that marketing is necessary for the success of not only the too-crappy-to-succeed-on-their-own games but also the truly quality titles. I disagree, based upon personal experience (which, really, means little, unless many of you agree with me): I have only played one game, ever, based upon marketing. My standard procedure for finding a game goes something like this: 1) Notice I have more free time for some reason OR finish a game 2) Go to a variety of video game review web sites - adblock is enabled. I see text and occationally a picture or two. I avert my eyes from the ads (sad, but true) out of principle. 3) Find a a game that meets my style and is affordable. 4) Will my hardware run it? Check! 5) Does it have DRM that has caused problems for other people? If so, skip or thoroughly research it. 6) Play. I have only once responded to an ad for a game. I had read quite a bit about the game by the time I saw the ad, but it did push me over the edge - because it offered a free trial. I think the real reason we see so much advertising expenditures has to do with how the market has come to be what it is. We used to have many smaller game producers - you would often hear of a game developed by some studio you've never heard of. Now, you might still hear about new studios, but they're more likely than not being published by EA (at least, in the PC world). Numerous companies have been bought up - leaving voids which could easily be filled by new, innovative startups ... if only there wasn't so much advertising money going out of the big companies. By advertising so heavily, these large companies prevent new competition from developing - who wants to spend 2 profitless years developing a game if it's a complete hit or miss? A truly good game won't get ignored, trust me - there's too much of a gaming culture. A mediocre game, however, that nevertheless deserves some fair profit, will have a much harder time if it's competing against similarly mediocre games ... with multi-million dollar advertising campaigns backing them. And if your startup has just created a mediocre game, it's likely that you cut some corners to get things done. You don't have millions to spend in the hopes that your advertising campaign will compete. If my interpretation is correct, the purpose and effect of these massive advertising budgets is not, as popular opinion holds, to allow them to create average but still successful games so much as it is to stifle competition. I'm sure EA would love for every game to be a hit, and they'd even be willing to pay for it. After all, they must surely know that a truly good game will rake in the cash even if the marketing isn't spectacular, so they would be willing to spend, say, 1/3 of their marketing money on development - if it would help. Which it won't. You can't pay a developer more and get more inspiration out of him/her (who am I kidding? Out of him). You can't hire more developers and expect a more polished game - unless you're hiring the developers to bug test, or unless you were understaffed to begin with). You can, however, guarantee that your mediocre game will be the one to rake in a modest, average profit, and not your competitors - if they don't advertise.

  77. Re:I always knew EA wasted money, but this is nuts by amplt1337 · · Score: 1

    Oh?
    Pray tell, how many games released in 2008 can you name off the top of your head? Are you pretty sure you included all the good ones? What about all the so-so ones?

    Quality doesn't matter if nobody knows the game existed.

    --
    Freedom isn't free; its price is the well-being of others.
  78. I forgot the real troll part: by bartyboy · · Score: 1

    Apologies for the double reply, but I forgot this gem in your post:

    in other words, what do we lose if they go bankrupt?

    How about access to medication? Are you gonna spit into some breadcrumbs and add some spider webs next time you need penicillin?

    Your argument is about as intelligent as proclaiming that we should all simultaneously stop paying taxes. The government can't do anything, LOL! Wrong. They can stop picking up your garbage, maintaining the roads you drive on and providing any other service. You give a little, you get a little - same with the drug companies.

  79. This isn't surprising by Anonymous Coward · · Score: 0

    I don't find this all that surprising. Being someone who has played a variety of games, from many different companies I can say that EA has been (pretty much since the beginning) my least favorite gaming company.

    I am going to use Tiger Woods 09(xbox 360) as my prime example of why I dislike EA. The game itself, is fun, plays well has nice graphics easy to use controls and runs well. However with that said, I regret buying it.

    Now you are asking yourself "But if it's so great, why would you regret buying it?" Well it's simply, despite how much I enjoyed the game, the biggest, most annoying and rampant bug I've seen occurs when you have multiple users playing on the same system. The profiles and golfers get confused, and intertwined. I had my golfer being saved to another persons profile and another profile was buying items for their golfer, and it was being applied to mine.

    This also applied to stats, awards, scores. It was just a mess, and it wasn't a one time thing. Every time I've played that game with more than one person this happened. It was such a blatant problem.

    EA's solution? Buy Tiger Woods 2010, which for all I know the problem still exists. Oh I should say I had a similar, but less drastic problem with Madden 09 as well.

    I've had account problems with Battlefield 2. They killed the Need for Speed series a long time ago (in my opinion anyway)

    In either case, they don't strike me as a company that actually bug fixes there products very much, although I hear there is a massive patch coming to Battlefield 2, which I find quite shocking.

  80. EA does not Dev alot of titles by Foo2rama · · Score: 1

    Remember that EA does not Dev alot of titles mostly they publish other peoples titles, so on those titles they only spend money on advertising....

    --


    ---In a time of Chimpanzees I was a Monkey.
  81. Nonsense by cmseagle · · Score: 1

    Go to the nearest church and advertise a game involving dead fetuses. Word will spread like wild fire and your marketing budget is next to nothing.

  82. So what did you expect? by dfenstrate · · Score: 1

    Disgustingly, this is also true of big pharmaceuticals. They spend close to 2:1 marketing to research. Given that marketing cures is not something that you need to do, a sick person will come looking for it, one has to wonder why they need to spend such massive (we're talking billions here) amounts of money on, and why.

    If you had to run a pharmaceutical company, maybe you'd come to the same conclusions and perform the same basic things, given the environment they work in. It's easy for you to criticize, but sitting there and abstractly moralizing is a luxury that the people who put effective drugs in your hands don't have.

    They also spend enormous amounts of their marketing funds on lobbying. Getting your drug listed on the PBS is essentially a free ride on taxpayers, so pharma pays huge amounts of money inviting prominent doctors and other members of the medico-political fraternity to lavish "conferences" in exotic locations, showering them with luxury after luxury. I've been to a few of these events, and the thinly veiled palm greasing in such a socially crucial industry is sickening.

    Old axiom- when politicians control buying and selling, the first things bought and sold are politicians. Any increased oversight necessitates that those who are being overseen influence the process, in order to conduct any kind of business. Think of that next time you demand the government 'do something.'

    --
    Alcohol, Tobacco and Firearms should be the name of a store, not a government agency.
  83. Any insiders? by BigSes · · Score: 1

    I majored in Marketing, with a minor in Journalism, so I am a bit familiar with the insane sums of money that companies will spend to "polish a turd" as it were. Although I don't work with marketing professionally (pushing numbers wasn't my thing, and to work as a creative in the field really requires a Graphic Design or English/Communications degree - thanks a bunch to my professors for letting me in on that little secret), I was hoping some fellow /.'ers might.

    This ties back to an article earlier today, about in-game advertising and how much money developers get paid to force advertisements on consumers (http://games.slashdot.org/article.pl?sid=09/08/30/1618218), many times through underhanded tactics such as longer loading screens filled with adverts. Call it naive, but wouldn't it simply be a case of robbing Peter to pay Paul on something like this?

    Development costs time more than any other resource. There would be infinite time for development if money were no factor (Duke Nukem Forever, well, bad example, how about Diablo III) or if you didn't have to release a game within its commonly expected demand window (NHL, Madden). Wouldn't it just be easier to take additional income made from advertisers, and simply push that money into the marketing cycle for the game itself? I would think that by the time the suits up in the office at any major gaming house go looking for in-game advertising sponsors, the game is 80-90% complete. On that thought, they aren't going to take the profit and put it back into development on what may well be a sub-par game, thereby delaying its release (especially if its something that they know is already terrible). Instead, its easier to fool Joe Public by bombarding them with commercials on every major network, buying magazine and internet ad space, retailer product placement preference, etc. GameSpot is in bed with everyone on things like this.

    It seems like a vicious cycle, taking money from advertisers for annoying in-game ads, then using it to punish me with a Fight Night Round 4 commercial every 15 minutes on any given network, just to have me buy the game and get punished with more ads. Many of the stories lately point to gaming being built on an economy of trading ad time, no longer on installed console units or game sales. Anyone here have any familiarity with how the marketing practice works at an actual publisher? Its a sad state if this is what gaming has actually become. Id still take something like the Might and Magic series, which short of an ad or two in a handful of industry mags became popular via word of mouth, over terribly marketing shovel-ware bullshit any day of the week. Wow, that turned into a rant. My fault, just got back from the dentist, and the office prior to that.

    --- This post sponsored by Batman: Arkham Asylum, featuring the new "FreeFlow Combat System" for ultimate control!

  84. Vicious Circle by Roger+W+Moore · · Score: 1

    Batman has huge appeal, cost a fortune to make. If you just put it on shelves, only a few people will walk by and pick it up.

    The problem is that, like most things, you need a good balance. If you spend huge amounts of marketing and very little on development then the chances are that someone will walk by, pick up the game, hate it and tell all their friends not to buy it thus undoing some of your marketing and harming your reputation. Then for your next game you spend even more money on marketing telling people that no, this time the game really is good and so the circle repeats until you spiral into bankruptcy.

    If you are spending more to market a game than to produce it in this age of rapid, personal communication then I cannot help but think you are doing it wrong. If you make a good game, provide a reasonable level of marketing to get people aware of it then you can afford to let word of mouth/facebook/rblogs/... help do some of the rest. You will also grow a reputation and may be able to get away with less marketing in the future.

  85. Marketing 3X R&D in Medical Technology Also by mencomenco · · Score: 1

    Imaging (x-ray, CAT & PET-scanners), Intensive Care & Surgical monitoring, Surgical robots & Remote Visualizing, drugs, and on and on.

    Financing these new toys is a big driver of rising healthcare costs as expensive capital equipment is usually leased or purchased w/long-term financing. Like buying your house, the medical costs of using other people's money (mortgage) are usually equal to initial cost of the device.

    Interestingly, compensation for supervising MDs & administrators tends to rise with device costs whereas operator salaries do not.

  86. Re:I always knew EA wasted money, but this is nuts by ajlisows · · Score: 1

    I don't know that I would call Madden a crap franchise. I have not purchased a Madden game since Madden 99 or Madden 2000 and it was pretty darn fun to play. I know that some version since then have been a little bit broken by player statistics (I think the year Michael Vick was on the cover he was unstoppable) but most people I know that do play the newer versions think they are great. They certainly sell enough copies of it.

    The problem with the ad budget here is (I'd imagine) the cost of advertising during NFL games. Super Bowl Ads are of course insanely expensive, but I am not sure about regular games. What they get in return is some pretty awesome targeted marketing. Again, no stats, but I'd have to guess that people who would be interested in playing a football video game are the same people who watch football on TV. Not to mention that most people watching are a sporting event will be watching it live which means that the ads will acually be seen.

  87. Completely unsurprising by cbybear · · Score: 1

    I worked for EA Redwood Shores for over 2.5 years. It was a freaking mill. Work the people to death on games. The Godfather game (which was the last one I worked on), ended up with over 200 people on the project. 200 people to make what turned out to be a less-than-exciting game. The tech used to make the game was constantly changing. There were battles in the studio as to which toolsets should be used. Major decisions in level design (like scale of the assets) were still shifting even as the production deadlines loomed. Not that they cared. Six and seven day weeks became the norm. And much of that is uncompensated overtime (at least it was until they got dragged into court).

    Which makes the marketing numbers even scarier. Their game productions are totally inefficient, littered with excesses and poor management, yet they still spend 3 times as much on marketing. Turd polishing really. Honestly, like many people have suggested, put the money into creating better development processes, free the game developers from the stupid marketing constraints put on them (so many times we made changes just to serve marketing). Let people focus on making games and they might surprise you and make a game people will actually want without being brain-drained into believing it is something they want.

    I went back to working on visual effects since that struck me as a far saner industry.... :)

  88. When you do not put out quality games ... by SL+Baur · · Score: 1

    Maybe if they put out more titles that didn't crash before you can win the game, they wouldn't have to spend so much in marketing. They're at 0% on the games I've bought for the PSP. And they'll stay at 0% because I'm just not going to ever trust them again. It's a pity too. Tiger Woods for the PSP is a lovely game, right up until the point it hard crashes.

    But maybe they can hire Jerry Seinfeld to make up for the lost revenue ...

  89. ah, electronic arts by Nekomusume · · Score: 1

    The company that is best known for making the same games every damned year.