Fun Times: Economics of Game Development and Publishing
Wrote a post earlier discussing an interview with Michael Russell of Ritual Entertainment. In that interview he talked about software piracy and some of the effects it has had upon his company.
I’ve had some good conversations with Michael recently, and he pointed me to new post he wrote which I thought was worth sharing. In it he discusses some the economics of PC game development and publishing from a developer’s perspective, or as he puts it: “why does it take $15 million for a PC game with a $2 million development cost to break even?” While I can’t confirm any numbers (which are PC-centric), I will state that console publishing numbers are often worse, and that the overall description of where the money goes is accurate. It’s pretty sobering.
As you read, take into account the fact that the vast majority (think 98%+) of games simply don’t make money. The only reason the industry continues is that the hits at the top of the pyramid make up for all those losses. This is one of the reasons so many industry folks feel a great deal of angst about the effects of piracy and the rising cost of development. We wonder how many of those edge-case titles that just barely lost money might have been profitable otherwise. It’s one of those things we’ll never really know since it’s pretty much impossible to accurately quantify the effect of piracy, but it does make one wonder.
Makes me think there might be a post about ESD, or Electronic Software Distribution, and what the ramifications of that might be down the road (say 10 years from now). Let me mull it over a bit….
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