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.'"
What about Wii? (Score:5, Insightful)
Re:What about Wii? (Score:4, Insightful)
They are the only ones who are not subsidizing the price of their consoled with the games that they are selling!
Sony takes about $150 hit they need to recap!
Pay for it now, pay for it later in the end you are still paying for it! I for one do not mind paying a bit more now to save later!
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True... but how does the cost of porting Oblivion compare to the cost of creating Gears of War? Or even Twilight Princess, for that matter.
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With programmers, though, unless you have fairly extensive technical skills, or someone else with said skills doing the hiring, you can't be sure what you're getting. If the person you interview knows just enough more about programming than you do, it's hard to say that he's incapable. People pad their resumes and embellish thei
Re: Cost =! price. (Score:3, Insightful)
No. There is no direct correlation between development costs and consumer price.
If it did you would have non-standard prices that would vary wildly. Do you pay more to see a 'summer blockbuster' that cost 200 million dollars [to make] than an independent film that cost $5 million?
The developers have standard price points and they set their price and development budget to a level they feel they will make the most profit.
Welcome t
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Re: Cost =! price. (Score:5, Insightful)
If their is any coorelation between the cost to produce a good and the price of a good, it starts with what the customer is willing to pay. The cost of the final product to the consumer dictates the development costs and not the other way around (otherwise the market would not support it).
The Fact that Gears of War cost more to make than Dead Rising didn't mean it debuted at a different price. They were priced equally to maximize profit on each. Gears sold amazingly well, but would not have sold at a $99.95 price point simply because it cost more to produce. We as the consumer don't care how much it cost, we care about the value added to us, and what we are willing to pay for that.
Likewise, games that were easier to develop, like Katamari Damacy, often went for $40, $30, or even $20.
Lower development costs help a publisher's ability to do that, but it was priced lower to make it more attractive to the average buyer. If a Mario game, or Harry potter game cost the same to develop as Katamari it wouild still be priced higher than $40 since that is what the market will pay.
Furthermore, games were almost never sold at $50 for their lifetime. Once publishers have exhausted the amount of people who are willing to pay $50 they generally drop the price to attract customers who are more price conscious.
Exactly, and this works reguardless of initial development costs. Once the publisher has exausted the maximum profitability of the higher price point, they lower it to bring in more people. That's why you typically have a step down in pricing (from $50 to $40 to $30 to $20) rather than simply cut the price from $50 to $20, because you are optimizing profit and brining in new people at each level.
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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 pric
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On!
The!
Exclamation!
Points!
There!
Dude!!!
Re:What about Wii? (Score:5, Insightful)
But there's also this: in the end, they don't charge you what the game costs, they charge what you're willing to pay and then distribute the monetary yield. The Wii is an economy system, whereas the PS3 and XBox 360 are more high-end gear, (and with more "loss-leader" money to recover) so the game titles are priced to match.
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Re:What about Wii? (Score:5, Insightful)
You're absolutely right, and that's a big part of why I didn't buy a console for 2 decades until the Wii arrived. I want enjoyable games, not tedious movie-wannabes or, even worse, pretentious dross by programmers who want to be "artists". That approach just means sinking the budget into visuals instead of game design.
Cheap and fun beats high-definition dullness every time.
TWW
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Sez you! I'd love to see a super-deformed Kratos rampaging through the Mii Plaza, decapitating Miis left and right!
------RM
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You can disagree all you like, but you'll still be wrong.
Blow me. Like you're Mr. Industry Analyst and I'm just the know-nothing feeb? Don't be a prick, we're both just armchair quarterbacks here.
If you want to talk about effort required to make models - Miis are a special case as they're rather simple. But people don't want that in all their games. They don't want cartoon characters in Red Steel. If you're going for a complex look, it's harder to make a good-looking low-poly model than it is to make a good-looking high-poly model. Game designers have, of
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A big reason a lot of previously-exclusive PS3 titles are going multi-platform or jumping ship altogether is because of the substantial increase in development cost for the PS3, combined with the very slow sales of the
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Re:What about Wii? (Score:4, Informative)
I don't think that the designers of the console should be entitle to anything.
They're not "entitled" ... the companies have simply established a mutually beneficial business arrangement that you're willing to pay for when you buy a game. Nintendo sinks money into developing a console, in the interests of making money. The software company sinks money into developing a game title, in the interests of making money. The software company pays Nintendo to license the Wii name and logos for marketing and sales purposes (you know, so they can say the game is for the Wii), and to get Nintendo's technical assistance and expertise. That serves the software house's interest, as it allows them to sell more games, and hence make more money. It also serves Nintendo's interests, as they also make more money. You're free to go ahead on your own and develop and market a console game without the help of the console manufacturer ... but you aren't going to make a whole lot of money without their assistance and logos. Really, how many people are going to spend money to buy a game for a console when the box doesn't say it's for that console? Bloody few....
I don't see Dell getting a cut when PC games are sold.
In this instance, there's no mutually beneficial business arrangement that would dictate that. The correct comparison would to Microsoft getting a cut for each PC game sold. And they DO get a cut (of a kind ... I don't know if they get an actual slice of money per box), in that they license their Windows logos and tools to developers in another kind of mutually beneficial business arrangement.
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The scale of how much money goes back to the console maker is a sliding scale. Last generation, several high profile games came out on Gamecube for $40 instead of $50. Nintendo lowered their own royalties so that publishers would be more willing to take a smaller hit by offering the game cheaper, but likely be able to sell more units. If you have a $20 title, it pays less royalties because it's sold for cheaper than a $50 title.
Of course, there's also Virtual Console to deal with...
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The spreadsheet that is made to determine whether or not a project goes forward considers many things: both the upfront revenue and future revenue. All of this, minus costs, get calculated into a NET PRESENT VALUE.
If the net present value, minus the liscence fee that you don't think should exist, was not sufficient, the company would either not produce as good a console or not produce the console at all.
It doesn't MATTER if a
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The console makers generally charge a fee to publish the game on their console, but then they spend this fee in additional testing and QA for the gam
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Indeed, this was around back with the NES. They called it the "Nintendo Seal of Quality" [wikipedia.org]. Basically, back then (as I remember it), the developers had to pay for this seal or the game was not allowed to be published on the NES.
That's the skinny on it anyways. Nintendo would claim that it means their 'standards of quality' but that certainly wasn't the came for many, many games at the end of the NES
What about microstudios? (Score:2)
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If that were true, then feature-filled Wii games should be expected to cost more than $50. And yet I can find feature-loaded titles like Sonic and the Secret Rings (all-new for the Wii) and The Godfather: Blackhand Edition (with new Wii-exclusive missions and career paths) at the same $50 price point.
Inflation (Score:5, Insightful)
-Why did next-gen titles five years ago cost $50?
-Now, take that answer and apply inflation for five years.
1.1^(1/5) = 1.9% per year inflation is all it takes, and it's been worse.
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You've got a good point. It's amazing that the $50 price tag held on as long as it did. However, even a bad next-gen game still fills the DVD with textures etc. because Sony and Microsoft insist on it.
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-Now, take that answer and apply inflation for five years.
It's not that simple, or else Atari 2600 games would have retailed for under $10.
Come to think of it, they DID, after the industry collapsed. I know MY cartridge collection, for one, grew substantially circa 1984 as retailers attempted to liquidate their remaining stock.
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Yeah... games were so cheap then... I bought a shovel and dug out lots of cartridges [wikipedia.org], they were coming out of the ground, for free. I later attempted to sell on a gray market to make a hefty profit (no eBay back then)... I still haven't recovered the cost of the shovel...
Animal Crossing (Score:2)
I bought a shovel and dug out lots of cartridges, they were coming out of the ground, for free.
Yeah, I dug up a Pitfall [gamefaqs.com] that way. All I had to look for was an asterisk marking on the ground. [wikipedia.org]
I later attempted to sell on a gray market to make a hefty profit (no eBay back then)... I still haven't recovered the cost of the shovel...
Perhaps if you bury it in the right spot and dig it up later, you can get a golden shovel with a built-in metal detector.
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There is really nothing to complain about the current prices, even if one doesn't like the 60EUR price tag, there are a ton of used games out there and all those cheap platinum/classic r
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Back when the SNES what up to date, there was no such thing as an EUR.
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That's why things like DOOM ($35?) were so nice.
I guess some things never change.
Cute (Score:2)
Beats the music industry (Score:2)
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Basically that 45 percent they are talking about is already spent by the time any of this profit comes in. And suprisingly it works. Most programmers are salaried and they get paid whether the game does excellent or awful, but they are held accountable because they really do want to make the b
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Order of magnitude (Score:3, Funny)
Because it's what the market will bare. (Score:5, Insightful)
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Unless you are going to rail about the "unfairness" and "greed" inherent to the current system, I recommend you find another place to discuss the matter.
(Now in your defense, you did disguise your rationality by using "bare" instead of "bear".)
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Most games on a given platform despite their differences are priced within about $5 of each other at launch. Pricing them any lower tends to give consumers the impression that the game is a "value" (read "inferior") game. That impression is worth more than any possible collusion. Pricing them much higher simply keeps consumers from buying in the first place. At launch, games are priced as high as consumers will tolerate. After that
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NES cartridges could be $45 back in the late 80's (possibly higher, I don't recall, just remember that as an average price point for new releases). Some games on the SNES were even more expensive: I distinctly remember seeing Mortal Kombat being advertised at $79.
Adjusting for inflation we're looking at $75-$105 prices nowadays. And outside of specialized collector's editions or games requiring additional hardware, we're not at that
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There, I fixed that a bit for you. It goes far beyond the money aspect. Some people actually appreciate the fact that the developers put a lot of hard work into the game and if sales
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Not everything is about piracy.
Re:Because it's what the market will bare. (Score:4, Insightful)
I'm confused by a strange attitude I see in people today I'd label "entitlement". Somehow, we are entitled to anything we want, whether or not we can afford it. Instead of dealing with it and living without luxuries, we take what we want.
I don't know where this attitude comes from, I'm just noting what I've been seeing here in America.
Market forces (Score:3, Insightful)
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Way past my impulse buy point (Score:3, Interesting)
$60 seems to be pushing the extreme limits of how much I'd even pay for a video game under ANY circumstances. I wonder if this line will ever be crossed?
And People Wonder Why DS Sells So Well... (Score:2)
This is why I'm disappointed in this era for consoles. Both the XBox 360 and PS3 are overpriced, their software is overpriced, and the games are getting shorter and maybe of
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Not to mention systems.
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However, for a PC game from Steam, where you can't resell the game, where your PC might not be enough to get optimum performance from the game, where you have paid the full unsubsidized cost for the hardware, and especially on the PC where they release beta products that need to be patched before they work properly... then def
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At $60, so long as it looks like it'll be "decent" I'll pay up.
But more than $60 bucks and I would take a long hard look at what else I could be buying for that price. Opportunity costs.
Thing is, while inflation keeps moving, the practical buying power of the average consumer isn't necessarily moving at the same pace. And that buying power is much more relevant than how
This is pure bullshit (Score:2, Troll)
For the record I've worked in the industry for 15 years. There doesn't seem to be a hair of truth in this article.
Re:This is pure bullshit (Score:5, Insightful)
In short, greed has nothing to do with it. It's a simple matter of money value over time, and mildly increased production costs.
And honestly, using a vague work history for the record industry isn't likely to increase your credibility for most people here, most of all in a post that tries to imply that -game- publishers are greedy.
Where do you live? (Score:2)
He lives somewhere they teach math (Score:2)
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When we were buying those NES and SNES games, we were also buying a cart that generally made up a large portion of the manufacturing cost. ($20ish) A lot of PS1 titles were $40 because they were cheap to manufacture.
How much do you think it costs to press those optical discs? Are Blu-ray discs an extra $10 per disc to justify that cost?
--Jeremy
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Spoken like someone who doesn't develop games, which isn't your fault, but here's some clarification:
Depending on the types of games you play, production costs have risen dramatically since the last generation. Heck, they've been rising since long before then, but only have we seen a price hike now. The workload to produce your average FPS is now *many times* more than during the times of Halo 1 or Half-Life 1, and the size of teams have ballooned dramatically just to give you all the marvelous eye candy
It's mostly licensing... (Score:5, Insightful)
The obvious reason why console games are expensive is because of console licensing costs. It's why the same game for PCs costs $10 to $15 less. PC games have been $45, at most $50, for years but console games seem to have been creeping up in price in that same time period. So the price difference clearly isn't due to increased development costs.
This is one of the reasons I never really got into console gaming. I don't like having to pay for these nonsense licenses nor do I like having to spend that much on games. Certainly consoles have some desirable games, but not desirable enough that I'm willing to spend that much more money on them. And if you think what we pay in the US is bad, you should see prices in Japan where your average game is at least $70, and I've seen some close to $80.
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What gets me is that I know I'm not the only one who would be more likely to drop $25 or so on a game without thinking twice if they were priced as such, but when they're priced at $60... I feel more compelled to wait. Then, by the time the prices for the game actually come down, there's usually a newer version of the game out and I don't w
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You've struck on the exact reason that I own neither an Xbox 360 or a PS3 yet. When the $25 "Greatest Hits" libraries for those systems grows to something sizable, perhaps I'll reconsider my ownership position. $60 for a game is on the borderline of what I'm willing to pay, but they push me
Why does anything cost what it does? (Score:3, Insightful)
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A fine example of an over priced product disapearing from the market.
Wrong, It's all about what people will pay. (Score:2)
The $59.99 is completely artificial, because that's what people will pay. There's no other reason for it. Of course, some games do cost quite a bit mor
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That said, I think they're focusing too much on detail [the wrong details], which is why the games cost so much. If you had to hire 200 artists, musicians, modellers, etc. for a year to make a game, you'd sell it for $60 too. Back when games were the product of 10-20 folk, it was totally possible to sell them for $20 and profit.
Tom
Supply meet Demand (Score:2)
Next-gen? (Score:2, Funny)
Because They Can (Score:2)
GoW production cost: $10m not $20m (Score:2)
It's getting to be too much at times... (Score:2)
Many of the franchise games, with recurring themes, are no longer worth the $60. Many of these simply look better, or have some nifty feature and that's it. Hmmm... reminds me of Microsoft software actually. --no thanks! This title was big (really fricking big), expanded on the story line and overall theme nicely and had fantastic art direction. Beautiful and engaging game,
better question... (Score:2)
The games in question have already been out for a fair while on XBox, yet the 360 version costs even more and the game is old. (OK, maybe not a better question, but I find it damn irritating
Bad math corrected: $28 per copy, not $1. (Score:3, Insightful)
Aaah, no. This is terrible, terrible math. The article is claiming that for copies 0 through 1,000,000, the publisher makes nothing. Then for copies 1,000,001 and beyond, the publisher is only making a dollar per copy. Utter nonsense.
Why would be publisher not be profiting for the first million? Obviously because they're recovering their initial investment. The investment into programming, design, art, and the like. So once that millionth copy is shipped, you don't get to count it as an expense any more.
The attached graphic indicates that art/design is running about $15 per copy, and programming is running about $12. From this we can conclude: For copies 1 through 1,000,000, the publisher is making zero profit. For copy 1,000,001 and beyond, the publisher has recovered the art, design, and programming costs. Add in their $1 pre-planned profit (also in the graphic), and now they're making $28 per copy. A significant difference from the articles insanely wrong claim of $1 per copy.
Nothing new (Score:2)
Correct me if I'm wrong, but... (Score:2)
The laws of inflation don't seem to apply in the video game realm. We get off kind of easy now as compared to before. I don't remember relatively new "greatest hits" being sold for $20 a pop back then
Chrono Trigger was $100 in speciality stores (Score:3, Interesting)
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Yeah, especially when they doctor their books so that the $1mil they were supposed to spend on marketing and PR went straight into their own pockets, and when they massage sales figures so they don't have to pay the developers what's fair. Publishers are a dirty dirty breed. Their entire business model pretty much falls apart if you remove the corruption.
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1. To clear stock, selling a game at a lower loss is better than a total loss.
2. Older game could inspire future sales (lead generation)
3. Why the hell not?
Tom
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If the game is selling million*S of copies, there is still a strong demand for it. Lowering the price would not make much economical sense.
When sales taper off they usually promote them as "players choice" or "gold" games for $39 or $49 or whatever...
If you can resist buying a game for the first year after it comes out, you usually can save yourself some money. However, if you instead just buy fewer games you can get them early.
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Homebrew on what platform? (Score:2)
You meant on Nintendo DS, right? Wii, Xbox 360, and new PSP units are still completely locked down, and PLAYSTATION 3 homebrew using the "Other OS" bootloader still has to use Quake 1 era software rendering because the hypervisor turns off the RSX chip.
360 not locked - XNA (Score:2)
Xbox 360 with XNA is $894 (Score:2)
As I understand it, the XNA Creators Club subscription costs $99 per year per console for all users, not just developers. This adds $495 to the total cost of ownership over the five-year expected life of the Xbox 360 platform. XNA Game Studio software also needs a recent PC running Windows XP Service Pack 2, unlike Dreamcast and DS that get along fine with a not-so-recent PC. From XNA Frequently Asked Questions [microsoft.com]:
Right now XNA Game Studio Express is only designed and tested for Windows XP SP2. [...] The individual you are planning to share the game with must be logged in to Xbox Live and have an active subscription to the XNA Creators Club
The $495 extra cost of XNA over the 5-year life of an Xbox 360 isn't far off from the $599 co
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