Silent_Buddha
Legend
I was reading this thread and I was thinking there must be something wrong here, I mean companies like EA, Microsoft, Sony etc losing money and continue to do the same what are they game lovers? doing it for the fun?
And why in the world are costs so high nowdays? Big companies are very inneficient? Something doesn't seem right and way too much money is spent on advertizing imo, maybe big companies ruined the fun for everyone else with huge budgets and marketing? Seems to me that good marketing is a lot more important nowdays tha the quality of the game when it comes to making proffit.
There's a lot of reasons why things have gotten to hard.
Back in the 80's and early 90's developement costs (location, utilities, programmer wages, number of programmers needed) were far far lower and packaging costs were a fraction of what they currently are. Thus margins were also significantly higher. As someone noted previous in that climate your potential return on investment for an average titles was about 7:1. Meaning for every one dollar invested you had a fair chance to get 7 dollars back.
It's also why you saw far more experimentation in game design and game types around that time. Far more risks taken and far more niche products, because it was also far easier to get a return on your investment.
Fast forward to today. And not only are programmers getting more more (2-3x more) but you need more programmers. Going from a team of 3-5 [or less] for the average dev. team in the early 90's to anywhere from 50-200 programmers and artists. Likewise facility fees, administration fees, taxation, etc. have also risen. Oh and let's not forget the impact of regular old infation on a static non-changing game price.
Packaging even though in most cases is limited to a DVD case + DVD is still more expensive than the Big box + Floppy Disk(s) + 200 page Manual + cloth map + whatever else. Print media costs have skyrocketed in the interim which is why you don't see manuals. Ditto for Cloth Maps. Or for consoles I'd be willing to bet that DVD/BRD + Case is more expensive than the old NES/Genesis cartridges, but probably not much. Consoles have always been fairly low on packaging compared to computers.
Add to pirating is far more prevalent and commonplace now than it was in the early even late 90's. It wasn't until the advent of P2P filesharing that pirating on computer's skyrocketed. Dial-up analog modems, terminal software, BBS's, FTP, Usenet, etc aren't something your average joe on the street knew about or knew how to use. Edonky/Kazaa and now the ubiquitous Bittorrent however, everyone knows about and knows how to use.
Oh and marketting budgets have also had to skyrocketed, not only due to cost of ad spots, but also needing more marketting to be able to reach a larger audience to try to get enough sales to hopefully recoup costs and make a profit.
Now, all that equates to far FAR higher dev costs. We're talking going from 10's of thousands to 10's of millions. Higher packing, administration, facilities costs. And so we end up with an industry average of return on investment of 1.7 dollars for every dollar spent, IF you manage to have a blockbuster.
Remember this is all with regards to AAA titles that everyone likes to play.
So, knowing that ~70% of games are going to NOT make back your return on investment. And rather than spending 10's or even 100's of thousands you instead have to spend multiple millions (10's of millions for the really big AAA titles), how many people do you think would be willing to do that.
Other than slashing dev. costs (less programmers, less artists, lower wages = lower quality) or going Digital Distribution only (lower potential market, but higher margins), there really isn't a whole lot the industry can do.
It's easy to say, change how you do things. But there really isn't all that much you CAN change. You can't exactly go back to the 3-5 (or less) programmers/artists days. You can't cut wages. You're not going to get a break on property taxes/rent and utilities. You're still going to need administration. Packaging is what is and there isn't anythin gto be cut there either. And you certainly aren't going to reverse the effects of inflation on everything.
The music, movie, and computer games industry all have alternative models. But I have a feeling almost everyone on this forum wouldn't be happy with those alternatives.
For movies, Indie films are an example of low cost developement. Would everyone be happy if Pixar for example folded shop to go to a lower budget Indie approach?
For movies, we have self promotion, which rarely reaches a large audience and often with low production values. But I have a feeling this would be easier for people to swallow. Sacrifice quality for price.
For computer games you have pop-cap/stardock style developement. Small scale, limited single player, limited storylines, limited graphics. Sound like a plan? Drop devopement of all UC2, KZ2, Halo, MW2, etc style games in order to lower dev/publishing costs?
Regards,
SB
Last edited by a moderator: