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What is the profit margin on video games?

X26

Banned
For your average american retailer who sells at MSRP for example, how much of that $59.99 is actual profit?
 

Farnack

Banned
Whatever the percentage of that is going to development cost after selling enough to cover development costs.

Usually 30% goes to development cost, I think.
 

Mik2121

Member
Farnack said:
Whatever the percentage of that is going to development cost after selling enough to cover development costs.

Usually 30% goes to development cost, I think.

1190320372166.jpg
 

TheExodu5

Banned
Xyphie said:
20% or so of the $60 goes to the retailer.

That's about right.

There was a breakdown for Xbox or 360 games a little while back. I can't remember exactly, but it was something like this:

Costs:

Developer - $15
Publisher - $20
Licensing - $10
Retailer - $12
Manufacturing and Distribution - $3
Royalties - give or take

I may be missing something, and values are definitely not completely right, but it's an idea. Of course, the developer cost there is variable. Development costs are upfront, so the money is still actually just going to the publisher. Once development costs are covered, the money becomes profit.

Can someone clarify on the developer point? Does the developer actually make money other than their salary in most cases?
 

McBradders

NeoGAF: my new HOME
TheExodu5 said:
Can someone clarify on the developer point? Does the developer actually make money other than their salary in most cases?

It's a case by case basis. Some guys can negotiate for royalties, others are simply 'guns for hire' and get paid $X regardless how much the game does or does not sell.
 

AndyD

aka andydumi
TheExodu5 said:
That's about right.

There was a breakdown for Xbox or 360 games a little while back. I can't remember exactly, but it was something like this:

Costs:

Developer - $15
Publisher - $20
Licensing - $10
Retailer - $12
Manufacturing and Distribution - $3
Royalties - give or take

I may be missing something, and values are definitely not completely right, but it's an idea. Of course, the developer cost there is variable. Development costs are upfront, so the money is still actually just going to the publisher. Once development costs are covered, the money becomes profit.

Can someone clarify on the developer point? Does the developer actually make money other than their salary in most cases?

It depends on the contract. Sometimes the actual developer guys, the engineers, designers make nothing but salary. And the actual developer company (say Naughty Dog) makes what you see there in the breakdown, and then any residual profits once the investment is covered. Whether there are bonuses it all depends on the individuals' employment contracts.

My friend works as a design engineer for various games for Activision, and he makes salary only. But they do get annual bonuses and other perks based on the overall performance of the company (its games).

Last I heard Circuit City and retailers made a little less than 8 dollars off a game. They bought it for about 12, but the shipping/storage/advertising costs would leave a pure 8 dollar profit on a 50-60 dollar game that sells within a reasonable amount of time. That is a huge margin for essentially simply displaying it on a shelf. Imagine getting 10 dollars off flat out by doing digital distribution if it were possible. Or letting that 10 bucks go to the developer instead.
 
TheExodu5 said:
Costs:

Developer - $15
Publisher - $20
Licensing - $10
Retailer - $12
Manufacturing and Distribution - $3
Royalties - give or take
this is not at all right. in fact, i would go so far as to say its really, really, really wrong.
 

acm2000

Member
it also depends what deals the shops strike up with the suppliers, GAME and EA fell out some years ago over the fact that supermarkets were buying games for cheaper than GAME were getting
 

bumpkin

Member
Well, when I worked part-time at Best Buy a Christmas or two ago, I could get a new $50 game for something like $42. Their discount is supposedly "cost plus 5%," so you can probably do the math from there.

Granted, I wouldn't put it past BB to pretend their cost is higher to give employees less of a discount on them.
 
TheExodu5 said:
That's about right.

There was a breakdown for Xbox or 360 games a little while back. I can't remember exactly, but it was something like this:

Costs:

Developer - $15
Publisher - $20
Licensing - $10
Retailer - $12
Manufacturing and Distribution - $3
Royalties - give or take

I may be missing something, and values are definitely not completely right, but it's an idea. Of course, the developer cost there is variable. Development costs are upfront, so the money is still actually just going to the publisher. Once development costs are covered, the money becomes profit.

Can someone clarify on the developer point? Does the developer actually make money other than their salary in most cases?
I remember the $12 retailer part a few years ago. That part sounds right, but makes no sense why a retailer should make that much, when they can and will turn around and double and tripple dip on the same disc anyway.

The developer is the one doing the heavy lifting, so I feel they should get the most, next to their pimp the publisher of course, who takes all/most of the financial risks.
 

Vitani

Member
bumpkin said:
Well, when I worked part-time at Best Buy a Christmas or two ago, I could get a new $50 game for something like $42. Their discount is supposedly "cost plus 5%,"

botticus said:
Last time I saw retailer costs (for Costco, I think?), they were paying $40-$42 for $50 Wii games.


So the "big players" pay about $40 for a $50 game? wow, no wonder there aren't many small specialist stores!
 

VanMardigan

has calmed down a bit.
I pay my distributor $50-$52 for X360 and Ps3 games, $40-$42 for Wii/new Ps2 games, and $26-$28 for DS games.

The smallest margin is for Nintendo first party DS games. You can end up paying $30-$32 for a DS game you're supposed to sell for $34.99. Game like Pokemon and Mario titles simply do not go down in price, sometimes even a year after release. The margin can be small for greatest hits titles too. Most titles that retail for $20 can cost $15-$17.
 

TheExodu5

Banned
Oh, I know what cost I forgot. Marketting and advertisement. As with development costs, that will be covered by the publisher, so part of the publisher's revenue will go towards that expense.

And yes, Cromulent Word, it's pretty close to correct. Give or take for some of the items (as Van said, retailer profits seem to be more around $8-$10). It's a rough approximation to what was posted about Xbox or 360 games a few years back (or maybe it was just a year ago). I think it was on GamesIndustry.
 
McBradders said:
It's a case by case basis. Some guys can negotiate for royalties, others are simply 'guns for hire' and get paid $X regardless how much the game does or does not sell.

Majority of the time it's salary these days. There is no case by case basis for most companies unless your speaking of independent developers negotiating contracts. There are a few that still pay royalties, Gearbox for example last I checked, but it's increasingly rare.

This may or may not seem fair but salary usually makes more on their annual pay than someone paid royalties will. For example Gearbox starting out was usually around 35k ~ 40K plus royalties, you have to ship a game for this to matter usually, where as someone like Raven might pay around 50k~60k (this is level designers by the way).
 
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