darthdevidem01 on 10 February 2009
mrstickball said: Bad math. I'm also not getting the 1.34 million SD units...Where did they come from? I see the Wii at 880k. Currently, we get the following numbers: X360: 4,800,000 units PS3: 2,850,000 units Wii: 880,000 units Now, the next question is development costs, porting, and the whole gambit of how to look at that. It's a huge mess of an argument, really, given the fact that the costs should have been spread out for all the systems. But to be nice, I'm splitting costs 40/40/20...80% for the HD systems, and 20% for the Wii. Assuming a $30 million budget, that puts it @ $12m for the HD-twins, and $6m for the Wii. Next, we go to profit per sale. Since there's a $10 surcharge on the HD versions, it should translate to roughly $6 more for the development costs. Using typical figures we've seen around the industry, retail costs around $10/disc, while Nintendo charges another $10, Sony around ~$7, and MS around $7 as well. So a revenue breakdown would look like: X360/PS3: $40/disc Wii: $30/disc So: X360: $192,000,000 Revenue to Developer PS3: $114,000,000 Revenue to Developer Wii: $26,400,000 Revenue to Developer Now take out development costs: X360: $180,000,000 Profit to Developer PS3: $102,000,000 Profit to Developer Wii: $20,400,000 Profit to Developer Given the fact that the numbers point to a lead of around 14:1 in terms of revenue of HD vs. the Wii....I think that it's safe to say which version(s) were more profitable. You can't compare a system that has sold about 3x less than the PS3 version AND has lower earnings per disc, and say it made more money. Even if the $30m was split entirely between the 360/PS3, it doesn't favor the Wii. Overall, it was worth it to make the Wii version. But given the abundant sales of the PS3 and X360 versions....They certainly did better, despite higher costs to develop. |
{claps} end of thread
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