Hiku said:
I think they do count the entire $60 as their revenue. However, I would not say it's exactly the same. You're familiar with the term "shipped units" I presume? That's what publishers/distributors have sold to retailers like Gamestop. Generally speaking, if let's say Capcom has shipped Resident Evil 2, it's almost as good as a sale to them, and they don't necessarily care what happens after that, whether it sits on the shelf of the retailer forever, or reaches the hands of a buyer. They still got their money. Of course there are other reasons for why sold through units are more important, such as the potential extra sale of DLC and microtransactions, etc. But they don't have to wait for the game to get sold (again) for them to present those shipment figures to their investors. That's not the case for a retailer like Gamestop though. In order for them to make money on that transaction, they're reliant on the product being sold through to the customer as well. So when Gamestop sell Resident Evil 2 for $60 to a customer, that's all Gamestop's revenue. Capcom don't take a piece of that sale literally speaking. They already got paid before the sale. |
Yeah, I got all that. Having worked for GameStop for years and played with their P/L reports on a monthly basis I can tell that the idea you have about the way they work isn’t far from the reality, it’s still a little bit more complex, but you have the basic idea.
I used this retailer as an example to validate how revenue and profit are seen as two different thing and the revenue made from a transaction processed on PSN isn’t different than the revenue from a transaction in a retail chain even if said product is already owned by the retailer. The first one is more straightforward in it’s process while the latter is more complex since it’s more dependent on ROI and inventory.
And like you, I’m curious to know how a sale are processed and shared with publishers on services like PSN, XBL or eShop. If someone has any insight, I’ll gladly learn something new.