The Scribblenauts franchise alone has generated close to $100,000,000 in gross revenue, so down the line its totally possible for a company like us to do really big numbers.
while this is interesting there are a lot of golden quotes from this interview:
At what point do you envision well have all-digital consoles and handhelds? It seems like the popular prediction is that the next console cycle will be the last with physical media.
I share the same view that the next console cycle will be the last to rely heavily on physical media. Ive been on the digital bandwagon for years. It makes too much sense from a monetary perspective not to do it; especially cloud publishing. For publishers, they have such a huge incentive to end things like used-game sales, retailer middlemen, paying for manufacturing of goods, fighting over limited shelf space and piracy.
If you follow the trends of other similar industries, it's easy to see why people predict this. Music went digital, who buys CDs anymore? iTunes alone is a multi-billion dollar industry. Movies and TV shows are now following music through services like Netflix and Hulu. I doubt physical copies will ever go away completely, but for the vast majority they will become irrelevant. I think the infrastructure for making it happen fully is at least 2 console generations away.
Are developers as obsessed with Metacritic as publishers? Or do you look at each review individually?
Think about it for a second, you just made something youre very proud of, worked so hard on and poured your soul in to for years! Of course you want to see peoples reactions and of course you want to read reviews that will either excite or enrage you. But in todays ADHD society we just want the instant discourse of the number. I think developers put too much emphasis on Metacritic, its great to get the general quality feeling of a game, but thats about it.
Ultimately, do you think review scores can affect how a game sells? Or are sales largely dependent on marketing budget nowadays?
Neither, game sales are mainly dependant on one thing: word of mouth. This is true for all products; friends influence each other more than anything else.
Review scores are good for easily quantifying the quality of a game in a distilled form. If you say a game has a 90 Metacritic then that means that as a product its probably very well made. If it has a 60 Metacritic, its probably rather sloppily made. What it doesnt tell you is if this game is for the mass market or some niche audience. And thats what determines sales. There are examples of great games that dont sell and sloppy ones that do sell.
What marketing actually does is get the product in front of as many eyeballs as possible before the game is out. So people are aware that the product exists for them to purchase. However, at the end of the day if the game isnt compelling to a large number of people then it has a sales ceiling. The day one and week one purchasers will tell their friends not to buy the game and the sales will dry up quickly.
What would you say worries you the most?
It doesn't worry me as much as bothers me that a lot of people on the executive and decision making side of publishers doesnt actually play games, nor have they ever developed a game. This wouldn't be a problem normally, but a lot of the time those people start telling you how to make games. Now, this isnt a blanket statement, of course some execs did come from dev backgrounds and some love playing video games.
Anyway this kind of boggles my mind, why are you in this industry if you dont love games? Think of it like the military, every general went through training. It might have been through officer candidate school or boot camp, but they all know the basics of fighting. How to shoot and field strip a firearm, how to dig a foxhole, how to work as a team: the basics! Thus when they are at a high level and give orders they at least have an understanding of what its like to be in the trenches. In game development a lot of misunderstanding happens with whats feasible in a proper schedule and not insane crunch or whats fun so youre not just reacting and saying, Well, Call of Duty does it, so throw it in our RPG!
Is the current business model for traditional video games the $60 boxed game a broken model?
Yes, the $60 boxed game is a broken model. It was always broken, it's just more broken now because games cost so much to develop, produce and market. Before the model was tolerable, because the cost was reasonable enough to allow mediocre selling games to make money. Now it's just insane. If you aren't going to be a mega hit at $60, you might as well give up before you even try, because its tens of millions down the hole.
Think of it this way: Homefront was an okay FPS not great, not terrible, just okay. But as a consumer, why would I want to play an okay FPS when I can play a bunch of great FPS titles for the same price? And that's what the consumers did. While over 13 million people bought Black Ops last year in the US alone, smashing records, less than just 1 million people bought Homefront in the US. The consumer voted with their wallet, right?
But what if you could rent Homefront for $4.99 for 24 hours from your console? What if Homefront was only $30 dollars upfront for the single player and if you liked it you could buy the multiplayer for an additional $30?
All of the sudden it's not a binary purchase option anymore. Where before you had two options as a consumer, pay $60 or pay $0 for the AAA experience or the okay experience. The market proved that gamers were not willing to pay $60 for Homefront the same way they were willing to for Black Ops, so that is out of the equation.
there is more through the link - http://www.gameinformer.com/b/news/...ell-is-changing-the-game.aspx?PostPageIndex=1