Just Googled this:
http://www.eurogamer.net/articles/2...arly-double-its-3-4-million-first-month-sales
"The company thought its Lara Croft reboot could sell at least 5-6 million units in four weeks - "
That raises questions about the management and forecasting. Considering the long-term 6.5 million sales of the game represent the
highest ever of any iteration of the franchise, wanting that much in the first month is plain crazy.
Maybe they budgeted for 6 million early sales, 10 million long term, and it was too expensive in the end? Maybe now they're looking at 2 million early sales and some marketing and financial help will help cover the cost of targeting a six-million seller?
It's probably time we moved more attention on to the SE side of this situation.
Edit: If we factor in the 'action adventure library' aspect, MS want a third-person cinematic adventure which they currently don't have (as Spencer explains). Meanwhile, TR would butt heads with UC4. A delay for PS4 probably wouldn't hurt TR on that platform, and it'd enrich XB1's library, so the choice seems mutually beneficial. The only real downside was fan flak and how it was handled.
If you consider that they (CD) want to maintain the scope of the first game and improve on not only that but the graphics as well (to better suit Next Gen, IE - better than the redone TR reboot), then the costs are likely going to be the same or higher. Sure they might be able to reuse some assets, but I'm sure they'd like to improve most or even all of it.
Soz. Updated. I've never heard 2/3 of the value of a disk, or anything like, going to publisher. I've always taken it to be about a third from bits I've seen and heard here and there. So even a comfortable 50% seems implausible to me.
That's also per disc printed, which includes units not sold. At least it used to be that way, and I don't know that it's changed this gen. This is why producing a disk was so expensive and limited to larger publishers.
1/3 is a good rough estimate. Depends on the sales, it could be around that or it could be drastically lower due to having to cover the cost of unsold units.
That can compound a bad problem. Let's say SE budgeted for the 5-6 million in sales in the first 4 weeks, so basically maximum price. If they then only sell 3 million in that time frame that means that unless they sell the rest of those before the title is discounted they'll now be taking a significant loss on the title until they sell more than the projected units. That is also then compounded by storage of said product (product in storage not only sits there but costs the publisher money).
So while selling 5-6 million in the first 4 weeks likely would have recouped the investment with future sales generating profit. Now, 5-6 million in 1 year would likely be a loss. The longer it takes to sell copies the larger that number needs to be to break even. Especially as the price generally gets reduced in order to move more copies, compounding the problem. Also the longer it takes to generate sales, the more used sales become a factor taking away from revenue and making it harder to recoup the investment in the title.
After all, there's a fixed cost with regards to production, packaging and distribution per unit. But that's only a part of the real cost.
Now take a look at this...
http://www.gameinformer.com/blogs/m...re-enix-big-franchises-but-little-profit.aspx
Sleeping Dogs, Hitman, and Tomb Raider have critical success but not financial success. Company is losing money. What product actually made them money? Localization of COD: BO2 for the Japanese market and Smartphone games. They flooded the Final Fantasy fanbase with too many games in too short a time. And they didn't release a followup to a game which would likely have guaranteed big sales, Kingdom Hearts.
And that trend goes back to 2011 and likely even further back.
IIRC, Thief has also underperformed. And Deus Ex: HR despite high critical acclaim also underperformed.
Is there a trend here? Western IP from the Eidos aquisition aren't generating much profits, if any. Thus large continued investment into them is an extremely risky endeavor for a company that has only started to see some signs of hope. Where does that sign of hope come from?
http://www.ign.com/articles/2014/02/05/square-enix-financials-cast-final-fantasy-14-as-saviour
and
http://www.gamerheadlines.com/2014/...lowing-unexpectedly-strong-financial-results/
None other than Final Fantasy 14. A game more in tune with the traditional titles that Square Enix develops. If not for FF14, the company would likely be having yet another year of losses.
Also make note of their cost cutting measures. Part of that will be re-evaluating what titles get funded and putting limits on developement spending on high risk titles (those Eidos IP aquisitions).
So, how can the company possibly justify as large an expenditure on Tomb Raider development as Crystal Dynamics would like (something similar to if not more than the previous title). And on top of that how could they justify a marketing budget that would be large enough to generate enough sales to justify the development costs of such a title?
Basically, their CEO and board of directors likely decided that development costs would be more limited for the Tomb Raider sequel, but Crystal Dynamics required a budget larger than that to do the sequel justice. Keep in mind that sequels aren't guaranteed to do better than the original title, and generally tend to do worse.
So Square Enix Eidos and/or Crystal Dynamics goes shopping around for a development partner for Crystal Dynamics and only Microsoft were willing to step up to the extent they wanted. I'm sure they would have preferred Sony as they are currently doing better in next gen console sales, but Sony already have Uncharted so I'm sure they weren't interested in funding at the level that SE/CD wanted.
People get too caught up in critical acclaim for a past game mean a sequel will obviously sell better. Ignoring the fact that many critically acclaimed games don't even make back the investment in selling them.
Perhaps if we lived in an age where physical distribution was a small minority of sales this wouldn't be the case. But the cost of physical distribution continues to rise while the price of products remains the same. Something has to break...
Regards,
SB