[game_edu] Publishing a Game
carl callewaert
carl at measurand.com
Mon Feb 15 13:01:31 EST 2010
For the iPhone is very simple. You can sell directly on the appstore or work
with a publisher.
There is no standard rule that the publisher can set towards you.
Carl
On 15/02/10 1:37 PM, "Ian Schreiber" <ai864 at yahoo.com> wrote:
> LOTS of different ways this happens. Time for me to raid my Game Industry
> Survey lesson plans...
>
> Simplest route: self-publish as an "indie". Easiest on PC, although some
> services like XBLA and WiiWare are finally making this a possibility for
> console (though it's still limited). Direct download from your own website,
> shareware, put it up on game portals (which generally take a majority
> percentage, but are usually non-exclusive, so you can at least put it on many
> portals), make it free but with advertising... lots of ways to monetize this.
> Or, just put it up for free and your game is published... it is not a
> prerequisite that a published game must make money in order to be considered
> "published" (just ask any publisher ;-)
>
> The more traditional route, common for console, is the third party developer /
> publisher model, which works almost exactly like book publishing. Publisher
> puts out a request for pitches (or developer cold-calls with a pitch).
> Publisher green-lights a project, and pays developer an "advance" (i.e. the
> money that is required to actually make the game, and typically not much
> more). Developer becomes a machine that turns money into a working game.
> Publisher pays for marketing (for high-profile titles, marketing cost ~=
> development cost), manufacturing, distribution, etc. Business model is that
> retailer takes a good chunk of sales (which they need; they operate on thin
> margins as is, and shelf space is expensive). First Party (i.e. console
> manufacturer -- Sony, Microsoft, Nintendo) takes a small bite, around $10 or
> so for a $60 game per unit (and they need this too -- with the exception of
> Nintendo, first party typically starts selling consoles at a loss with the
> hopes they'll make up the difference in games sold). Publisher gets what's
> left. Developer gets screwed. :)
>
> Okay, ACTUALLY what happens is that publisher gets what's left, and pays
> developer a percentage of that (typically around 10% or so, depending on a
> bunch of factors), which is called "royalties." But the catch is that the
> developer must "earn back" their advance out of their royalties first. So...
> for example, if a game sells at $50 retail and developer gets 10% of that, but
> they had a $5M advance, that means that the game needs to sell 1M units before
> the developer sees anything (and then they get $5/unit thereafter). So,
> developers typically don't earn royalties except on massive breakout hits.
> Publisher breakeven is much lower, so a lot of the time you'll have a game
> that makes a modest profit for the publisher but puts the developer out of
> business. (Is this fair? That question makes a great class discussion if
> you're prepared to argue whichever side your class doesn't :-)
>
> Anyway. If you're a publisher, another route is to do the development
> in-house. That way you don't have to worry about royalties, so you get to keep
> more of the pie. (Or looking at it the other way: same deal if you're a
> developer with enough cash reserves to self-publish.) Which is one reason why
> EA has this habit of buying development studios, for example.
>
> If you're First Party, then another route is to do the development AND
> publishing in-house, and then you get to keep even more of the money (it's
> just you and the retailer at that point). All first parties do this to some
> extent, historically Nintendo relies on this more than the others.
>
> You would think at this point that you could continue the pattern, and it
> would occur to someone to consolidate development with retail, where a first
> party would merge with a chain of retail stores or something, but so far that
> has not happened. (Why not? That's another good class discussion :)
>
> PC development has the advantage that there's no First Party to pay (and, if
> you offer direct download, no retailer either), so you keep a greater
> percentage of sales. Down side is that, in spite of the larger install base,
> there are fewer PC sales for standalone titles (presumably most of the PC
> dollars are spent on MMO subscriptions these days, although there are some
> people still trying to make the argument that lower retail sales means the PC
> is a dying platform, go figure).
>
> So, those are the typical models.
>
> Are there other ways to make money? Sure, tons of ways. MMOs and Facebook
> games each have their own business models, and some indies are getting
> creative on this front. One of the Project Horseshoe reports from this year
> suggested a bunch of other theoretical ways a game could be funded. But what
> I've listed above is the most common.
>
> - Ian
>
>
> From: Nic Colley <Nic.Colley at cpcc.edu>
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Sent: Mon, February 15, 2010 11:45:35 AM
> Subject: Re: [game_edu] Publishing a Game
>
> Yes. Mainly console and pc are the main avenues I am looking at.
>
> Thanks,
> Nic Colley
> Faculty, Simulation & Game Development
> Nic.Colley at cpcc.edu
> ________________________________________
> From: Stacey Simmons [ssimmons at cct.lsu.edu]
> Sent: Monday, February 15, 2010 10:50 AM
> To: IGDA Game Education Listserv
> Subject: Re: [game_edu] Publishing a Game
>
> Nic, there are several different avenues depending on the source of
> the game, and the type of game it is (console, handheld, etc).
>
> Are you looking for your class?
>
> Stacey
>
>
>
> On Feb 15, 2010, at 8:53 AM, Nic Colley wrote:
>
>> > I have been looking around online now for a bit but my searches are
>> > coming up short. I am trying to find a solid breakdown of what
>> > happens or what steps are taken when a game is published or wants to
>> > get published. Any help would be much appreciated.
>> >
>> >
>> > Thanks,
>> > Nic Colley
>> > Faculty, Simulation & Game Development
>> > Nic.Colley at cpcc.edu
>> > _______________________________________________
>> > game_edu mailing list
>> > game_edu at igda.org
>> > http://seven.pairlist.net/mailman/listinfo/game_edu
>
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