Squilliam said:
And there you go. $60 of Gears, a la carte. http://www.1up.com/do/newsStory?cId=3156044
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That breakdown is bullshit. At best it can be applied to the spicific game Gears of Wars with very important details we don't know - such as an explanation about the ridiculous low amount of money that goes to publisher and distributor (did Epic as a developer get a spectacular deal?).
I've heard that it's much more common with an economic model where the developer gets funded by a publisher, has a set budget to create and deliver a game, but then doesn't get much royalties at all from game sales.
Let's imagine a case where the developer of a specific game isn't owned by the publisher.
Let's say their game had a budget of $30 million.
Scenario 1:
It sold 1 million copies, in this case all of that $28 developer/publisher headroom would go to the developer.
1 million x $28 = $28 million which is < $30 million, (which means game didn't break even):
developer gets $28 per copy, publisher gets $0 per copy (and actually lost $2 mill on the game).
Scenario 2:
Game sold 2 million copies, which was target goal when the deal was made between the dev and publisher (and the budget was set).
dev gets $15 per copy, publisher rakes in the rest which is $13 per copy
Scenario 3:
Game sold 3 million copies and a dev bonus comes in effect (= developer gets royalties):
dev gets $12 per copy (3 million x $12 = $36 million, means dev made $6 mill profit), publisher gets $16







