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Super Adventure Boxing
(06-10-2012, 12:44 AM)
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#251
I maintain that it's dumb to count marketing as part of the per unit sales revenue.
A licensing fee and a retailer fee are costs that apply to every unit sold no matter what. Marketing is not a fee which has a guaranteed cost per unit, much like dev costs. You get $60 - $12 (license/COG) - $15 (retailer cut), which comes out to $33. At that point, you take (development budget + marketing budget + return fee allowance) / $33 to determine how many units you need to sell. If you have a fixed royalty rate, it would make sense to take that out of the $33. If you end up spending more on marketing than expected, that simply effects how many units you need to sell. There are taxes, but that's something you would deal with on the year end revenue of everything combined because bracketing is important and it's a regional consideration, as opposed to applying it to each game. Of course, that's assuming full price, so what you really do is guess what your average sale price will and then base how many units you need on that once you remove the fixed and variable (but existent per every unit sold) costs.
Last edited by Nirolak; 06-10-2012 at 12:48 AM.
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(06-10-2012, 12:48 AM)
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#252
This thing will do that easily. |
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Member
(06-10-2012, 12:51 AM)
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#253
Nice reply ... smh.
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Member
(06-10-2012, 12:52 AM)
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#254
Well Pachter broke it down here On a $60 retail title, $12 goes to the store, and on average an additional $12 goes to the console manufacturer. So closer to $36~ is what a third party publisher receives. So we're still talking over $70 million dollars, a huge number for this thing to break even. |
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Member
(06-10-2012, 12:55 AM)
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#257
Apparently not; plus that kind of programming is super cheap so Viacom/CC are laughing all the way to the bank.
As far as South Park's specific ratings, I found this. It's the ratings from the last new episode of South Park. Basically it's still one of the highest-rated shows on cable, particularly among the precious 18-49 demographic. And that was actually on the low end for that season, the premiere scored 2.63 million (plus who knows how many watching online/via direct download/whatever) and a couple other episodes went even higher. It holds pretty steady at between 2-3 million people watching the live broadcast alone. In the world of cable television that's still an insane number (it's lower than most shows on broadcast TV but that's a whole different thing because more people have access to over-the-air TV). So yeah. Maybe you don't see as many Cartman shirts as you used to but the show is still popular and heavily profitable. Edit: In case you wanted to compare it to broadcast television, look at this page. A rerun of BIG BANG THEORY pulled in over 8 million viewers. A. Rerun.
Last edited by WatTsu; 06-10-2012 at 12:59 AM.
Reason: more numbers! more!
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Super Adventure Boxing
(06-10-2012, 12:56 AM)
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#258
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Worships the porcelain goddess
(06-10-2012, 12:56 AM)
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#259
Depending on the release date, I don't think it will. what is the release date? March? There are many, many huge games coming in March. Tomb Raider being one of them.
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Member
(06-10-2012, 01:01 AM)
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#260
now the last thing I wanted was to cause you involuntary neck spasms. okay, here's a more detailed explanation.
it shouldn't cost so much to make a game like south park that 2 million sales is the break-even point. if the costs were broken down it's a pretty safe bet that a huge portion of it would have gone to marketing and greasing the palms of reviewers with cool swag, neither of which actually improve the game. to me that represents a problem with the industry which stems predominately from the misconception that the only market worth wasting time on is the aaa blockbuster market. thq are so desperate to sit at the big kids table with the eas and activisions of this world that they're running their business into the ground. but what do I care? let them commit financial seppuku writ-large if that's the course they wish to follow, but I'd be pretty disappointed to see the volitions and vigils in their developer-stable being sent to the glue-factory in the process. |
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Member
(06-10-2012, 01:04 AM)
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#262
Is that the standard cut for this kind of deal? Seems huge. Your numbers make more sense though. It's crazy how much money is being spent on marketing these days.
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Member
(06-10-2012, 01:07 AM)
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#263
As someone who has run point on closing publisher deals for billion dollar IP, marketing should be as baked into costs as production.
The marketing team will have a full media plan with expenditure and real impact to P&L months before the game even wraps production. Marketing cost on a game varies between $5-$25 a title per unit cost. Lower end, I.e. pushing it out the door - closer to $5 per game. For a major event product push, like CoD or brave new heavily promoted IP (Gear 1) it can be 25% of cost per title. |
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Member
(06-10-2012, 01:23 AM)
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#266
I don't think some people are wrapping their head around the fact that this will be a full on RPG developed by Obsidian. They just see it's a licensed game of a show or movie and assume it will suck as a full priced title (and rightly so in most instances).
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Member
(06-10-2012, 01:24 AM)
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#267
And yeah, in a great many cases, marketing does in fact have a guaranteed cost per unit. A great many companies will launch something and have a (example) 2 cents on the dollar allotment for the total marketing budget of that product. For instance, I work my marketing budget and separate around 55 percent for on-site activations. Yeah, exactly. That's a major perception problem they need to be fighting, like, yesterday.
Last edited by WanderingWind; 06-10-2012 at 01:28 AM.
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Member
(06-10-2012, 01:34 AM)
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#268
It's things like this that makes me think that Nintendo is going in the right direction when it comes to making games and designing their hardware. It's not a surprise that developers are getting more attracted to mobile games because a console AAA could easily break them if it doesn't sell a decent amount of units.
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Member
(06-10-2012, 01:37 AM)
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#270
Yeah this seems like a ball park figure for a AAA game. I'm more surprised people are shocked at this, it's been taken as a good guesstimate figure for awhile that the average AAA title need approx 2m units to break even (usually fluctuating more due to increased marketing costs).
I don't know if that's fair, Hollywood seems to be doing ok with far higher budget blockbusters and games have more expensive AAA games that go on to make billions like CoD. It's all about calculated bets and this gen too many companies have made poor choices with AAA development. Plus let's face it that sector of the industry is too damn crowded so I guess alot of failures should be expected.
Last edited by AHA-Lambda; 06-10-2012 at 01:40 AM.
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Super Adventure Boxing
(06-10-2012, 01:47 AM)
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#272
I do think it makes sense to factor in marketing costs, absolutely, but I still don't think it makes sense to do it on a per unit basis unless you feel the company has 95%+ accurate predictions for all their products. I'm unsure, but I've seen analysts use that kind of number as a basis for royalties before. I mean, I feel this would be large, but Matt & Trey are actually working directly on the product for a long period of time, which is much different than a regular license deal where you just get to use the IP instead of having extreme support from the license provider. |
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Member
(06-10-2012, 01:49 AM)
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#273
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Member
(06-10-2012, 01:56 AM)
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#275
Apparently Max Payne 3 needed 4m to break even, GR:FS had been rebooted like 3 times and the new Rainbow Six seems to be going in this direction. Plus, the XCOM FPS has been in development for how long? This is the sort of crap publishers shouldn't be doing. |
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Member
(06-10-2012, 02:00 AM)
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#276
I'm really not understanding the dividing line here. Marketing is not separate from the making and sales of a game any more than any other part of the process that is figured into the per unit cost of production. They need to sell 2 million to break even on dollars spent, full stop. It does not matter to the red/black line where those dollars were spent in the process. (Obviously, they make sense, but hopefully you're tracking here). If they spent 30k on widget polishing and it's part of the process of making games, they'll say they need to sell X more copies to get back that 30k to break even. That's their source of income. The costs needed to stay afloat come from that and marketing is one piece of operations budgeting that is funded through that income. |
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Member
(06-10-2012, 02:03 AM)
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#277
personally I fully intend to buy the game. obsidian are the only dev out there right now I buy from sight-unseen.
it's simply not necessary for every single game to cost $100 million+ |
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Member
(06-10-2012, 02:08 AM)
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#280
And agreed, Obsidian working on this makes me very intrigued :) Oh yeah absolutely! GTA costing that much? Fair enough. Max Payne 3? No way! |
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Super Adventure Boxing
(06-10-2012, 02:08 AM)
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#281
I feel saying "Bob makes $20 for every $60 unit of a game sold because $20 of those dollars per unit goes to marketing." doesn't make sense, because really all that matters is that money they actually receive from retailers > dev costs + marketing costs + other costs. So like, if you are going to charge $60 for a game, and you pay $12 up front to Microsoft just to have that disc printed, you can receive a maximum of $48 in profit from selling that unit. If you then sell that game to a retailer for $45 dollar, that means you have received $45 for that unit, and already given $12 to Microsoft, so you're at $33 dollars. Now, that $33 * however many units you sell has to be greater than marketing + development costs + return fees + any other such costs. It doesn't make sense to me however to say "Well, we spend 15% of that $60 on marketing in projection, so we should count each unit sold as $24 and pretend our marketing costs don't exist, and only compare our final revenue result to development costs." That is what some people do and that seems crazy to me. It doesn't matter if you project to only have 15% marketing costs. If you spend $20 million on marketing and $20 million on development, you have spent $40 million on your product. If you then sell 1 million units at $33 dollars, you have made $33 million, and you're short $7 million dollars of the $40 million you spent. It doesn't matter that $24 * 1 million units is more than the development cost because you assumed 15% of your $60 per unit price would be spent on marketing, because in reality you spent more than 15%, so it makes zero sense to remove that from the $60 the unit costs on a per unit basis.
Last edited by Nirolak; 06-10-2012 at 02:13 AM.
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Member
(06-10-2012, 02:21 AM)
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#282
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Super Adventure Boxing
(06-10-2012, 02:24 AM)
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#283
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Member
(06-10-2012, 02:32 AM)
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#285
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Banned
(06-10-2012, 02:44 AM)
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#287
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Member
(06-10-2012, 02:49 AM)
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#292
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(06-10-2012, 02:53 AM)
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#294
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Banned
(06-10-2012, 02:55 AM)
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#295
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Member
(06-10-2012, 03:12 AM)
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#298
So they need 1 million more sales to keep the company alive for the coming 2-3 years. That sounds awful. It starts to make more sense to me why so many of them go under recently.
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Member
(06-10-2012, 03:22 AM)
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#300
I think that publishers (and developers) need to face the reality that, unless your 2D game is heavily tied to nostalgia like NSMB, Donkey Kong Country Returns, or any of the fighting franchise revivals, the majority of console gamers aren't interested in paying full retail price.
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