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Games Entertainment

Why Next-Gen Titles Cost $60 241

Heartless Gamer writes "Forbes.com has up an article detailing what goes into the $60 price tag for next generation games. Publishers get about a buck per copy sold. 'The remaining $59 per game goes into many hands. The biggest portion — nearly 45% — goes toward simply programming and designing the game itself. Then the console maker, retailer and marketers each get a cut. Add in manufacturing and management costs, and depending on the type of game, a license fee. Some gamemakers also have to pay a distributor to help get their titles in stores.'"
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Why Next-Gen Titles Cost $60

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  • by Kevin DeGraaf ( 220791 ) on Tuesday March 20, 2007 @11:04AM (#18414483) Homepage
    Easy!

    On!

    The!

    Exclamation!

    Points!

    There!

    Dude!!!
  • Re:oops :-( (Score:1, Funny)

    by Anonymous Coward on Tuesday March 20, 2007 @11:23AM (#18414921)
    That's okay, you can probably blame it on the bootloader.
  • Next-gen? (Score:2, Funny)

    by ebingo ( 533762 ) on Tuesday March 20, 2007 @11:51AM (#18415487)
    I'm sorry, but I always buy games for current-gen systems. What would be the point of buying a game for a system not out yet?
  • by tepples ( 727027 ) <tepples.gmail@com> on Tuesday March 20, 2007 @11:51AM (#18415501) Homepage Journal

    A "magnitude". Is this a mathematical or scientific term? How big is a "magnitude"?
    An order of magnitude difference [wikipedia.org] is a factor of approximately ten. For instance, Mega Man X for Super NES was 1,280 KiB, which is an order of magnitude larger than Mega Man for NES, which was 128 KiB.
  • by Garridan ( 597129 ) on Tuesday March 20, 2007 @01:02PM (#18416879)
    For independant game designers who make shareware games, price probably depends directly on development cost.

    For the heavy hitters, development cost is a function of price, which is a function of demand. A game designer comes up with some idea, and passes it onto marketing. Marketing does some research, and finds that x gamers would be interested in a certain type of game. Then, with some simple calculus, find that y games will sell at a price of z for maximal gross sales of yz. Subtract out the price to manufacture, franchise fees and the whatlike, and you have a budget. If the budget is too small, tell the designer to shove off, or tweak the idea until it appeals to a more profitable market.

    Consider the game Duke Nukem Forever. Marketing discovered that as time passes, market interest has decreased at a linear rate, such that a negative number of gamers are interested in the game. Also, as time increases, the development costs have increased at a linear rate. So, at this point, any reasonable price tag will result in a loss -- that's a negative sum of money. Here comes the stroke of brilliance: by selling the game at a loss, to a negative number of gamers, this is a product of negative numbers, so positive! Thus, 3D Realms' marketing department has determined that by delaying the game, since both market interest and profits are decreasing at a linear rate, the profit function increases quadratically! I figure, they're waiting until this profit will result in every employee earning a cool hundred million -- then they can release the game, and retire!
  • by animaal ( 183055 ) on Tuesday March 20, 2007 @01:29PM (#18417371)
    Well, as you're implying, Forbes aren't surprised. It's all economics. Forbes must think they can sell more issues by writing about high game prices than by writing about the price of trout in Belgium.
  • by LordRobin ( 983231 ) on Tuesday March 20, 2007 @02:56PM (#18418785)

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

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

    ------RM

  • by Anonymous Coward on Tuesday March 20, 2007 @04:21PM (#18420267)
    This! Is! Yahoo's! Legal! Department!

    We! Demand! That! You! Stop! Violating! Our! Trademarks! Immediately! Or! We! Will! Go! RIAA! On! Your! Ass!

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