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Magical Wasteland is a home for essays, fiction, and writing experiments. Much of it has to do with video games.

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Friday
Dec292006

Did the Game Make Money?

Oftentimes I’ll happen across a discussion about the business side of games and someone will bring up sales figures, saying things like “but the game sold great, so they must be doing fine,” or “why do these big dumb publishers keep making such crappy games that sell so poorly?” Assertions like these are usually backed up by no data at all, or some anecdotal evidence that doesn’t inform how successful the title actually was from a financial standpoint. Unless you’re a higher-ranking employee of the publisher that released the game, it’s safe to assume you don’t know the complete picture of how a particular game is doing– even if you work for the developer that made the game (sometimes especially if you are the developer, since someone might decide that keeping you in the dark about the numbers that lead to your royalty payments is the best strategy).

Everyone, of course, gets the basic idea: sell enough copies of the game to make back more than what you spent to make and market it. But as soon as you start trying to find real numbers to plug in to our easy equation, things get much more complicated. Firstly, the initial budget of the game, a crucial piece of information if you want to talk about this sort of thing with any leg to stand on, turns out to be one of the most closely guarded numbers in the industry. If you are an industry veteran, some knowledge of the team size and length of development cycle might allow you to come up ballpark figure, but ballpark figures are just that, and can be off by a factor of two or three. There are also industry rumors, figures heard from a friend of a friend who works at a certain company; these are usually wrong, and in any case, not the kind of source upon which you would want to base an argument.

In addition to the budget for development, we must also figure in the expense of marketing, since that too must be made back by the game before it can be said to be profitable. The marketing budget number is often shared more readily, especially if it’s to be a large campaign. The publisher will use the figure to impress retailers, saying “look how much we’re spending to advertise this game— you’d better stock up a lot of copies for your shelves.” The scope of a marketing plan can be estimated by looking at how much is done in the mainstream, not in gamer-centric media, since that’s usually a given. A television spot during Monday Night Football, for example, is absurdly expensive, and a sign of a huge marketing push. But a giant marketing budget just means the game must sell all the more to recoup the outlay.

Now that we’ve laid our shaky foundation in the realm of expenses (not counting numerous other complications that can arise there, such as payments to an intellectual property holder for a licensed game), let’s move onto the second half of the equation: how do we know how well a game has sold?

When a publisher announces it has “shipped” one million copies of its latest game, this means the copies were shipped to retailers and that they are waiting to be purchased by consumers. It doesn’t mean consumers have actually bought a million copies yet. In fact, if nobody picks up the copies sitting on the store shelves, the retailers have the right to return the unsold merchandise back to the publisher. So, while we hope the publisher has accurately forecasted demand, and that those one million copies will really end up on customers’ shelves, we must also keep in mind there’s a big difference between “shipping” a copy of a game and having the copy “sell through” (to the consumer). The publisher only collects money in the latter case.

Gamasutra and Next Generation, two of our inadequate industry news publications, publish “sales charts” based on Amazon.com Sales Rank, which is already freely available. Basing a purportedly informative and industry-wide sales chart on data from a single retailer, no matter how big or well-established, is disingenuous. Amazon.com in no way makes a claim to represent a cross-section of the general consumer landscape; in fact, in their own marketing they claim the very opposite (they say they possess a “unique customer base of high-income, highly-educated consumers”). Furthermore, the algorithm that generates the Amazon.com Sales Rank is proprietary, unknown to anyone except themselves, and rankings are updated every hour, whereas the charts are republished by these industry sites weekly. None of these “charts” can be used as evidence for much beyond an anecdotal level. And, even after all that, no numbers are actually published– only relative rankings.

Much better are the numbers compiled and released by NPD Group, a company that tracks retail and consumer data for its livelihood. NPD charts are credible since they compile actual sell-through numbers from a wide variety of retailers nationwide. However, because this is how the company makes money, it charges handsomely for its reports and they are not widely available to the public at large. Even if we do have access to the NPD numbers for a title, we must keep in mind they don’t track, but only estimate, sales made at Wal-Mart and Sam’s Club stores (potentially many), nor do they track any sales outside the US. This is important because the European markets can account for half or even more of a game’s overall sales, depending on the kind of title. An NPD number is a solid piece of information, but it’s just another piece of the puzzle that isn’t too useful unless put in the context of other metrics. Only then do we begin to get a complete financial picture of the game in question.

Publishers like that it’s difficult to determine from the outside if a particular game has made money or not. They will always announce positive news about their products, such as a title achieving a certain sales mark, but will rarely discuss how much money a specific title is actually bringing in. Sometimes it’s obvious when a game is a great financial success, but more often than not, the picture is more complex than we initially assume. It’s possible that a big, highly anticipated game ended up being so expensive to make that even though it sold extremely well, it only broke even from a financial standpoint. So, instead of speaking about the relative financial successes or failures of games as if we know what we’re talking about , we ought to keep in mind that such talk is largely based on conjecture and invention. Only a few know how much money a game has actually made, and they aren’t about to say.

Thursday
Dec282006

What to Name Your Game Studio?

Engine Parts:
Valve
Gearbox
Turbine

Civil Unrest:
Radical
Rebellion
Guerilla

Team Effort:
Ensemble
The Collective
The Creative Assembly

Self-Descriptive(?):
Irrational
Nihilistic
Insomniac

Make Up a Word – and Get Bought by Activision!:
Treyarch
Luxoflux
Beenox

Thursday
Dec212006

Being Everything to Everyone

PR materials of upcoming games find themselves under a lot of scrutiny, and sometimes intense debate. There’s always going to be an element of exaggeration in the old art of selling, but games in particular seem to have bred a culture of mistrust between the marketers and their audience. I’m not laying blame, though, because how to get people excited about a title in development is actually a more difficult question than one would first think. Speaking simply, we have three options:

A. Show something that’s not done yet and that doesn’t give an indication of the final game quality;
B. Spend a lot of time and resources creating a movie or a rigged demo in-game;
C. Just go with complete fakery made by an outside group.

All three choices are unappealing for different reasons. The first option contains the risk of people judging and dismissing the game based on unfinished work. The second is expensive and distracts the team from what they really should be doing – finishing the game properly. The third has the potential to be dishonest, generates knee-jerk sarcasm from the hardcore audience and sets the wrong expectations.

A lot of the bigger games get some combination of these three things, and this can provide much grist for the mill of hate. For example, a game’s early PR campaign might start off with C., because the game doesn’t work yet and there’s nothing to show, and then we’re in for a huge contrast and a cavalcade of self-righteous “I told you so”s when we finally release media in the A. category. Or, for another example, I once worked on a game where the PR campaign started with C., and then several months later we nearly killed ourselves getting B. done. When our awesome B. demo was finally shown to the world, commentators who style themselves savvy said things like “when are they going to stop releasing this stupid pre-rendered crap?”

If we as an industry had established terminology and were more forthcoming about what exactly we’re showing, all three options would go down better with our audience. Let’s say we all agreed to call the C. option the “concept video” - then we could be clear on the intent of the movie as well as eliminate the idea that actual gameplay is featured. We could clearly say that the point of the concept video is to represent the idea of the game and to provide a graphical bar for which the actual team will shoot. This way, we could still create these movies and get consumers excited about the game, while avoiding practices that contain the potential for deception.

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