WereKitten said: @Plaupius Under this assumption, it was reasonable to make that table. If you don't think the assumption is valid, you can still read it, just remember what each column means. With shams numbers ($18.5 vs $14), I can update my table to this: Salesx console Profit Wii Profit PS3+360 1M -6M -11M 1.5M 1M 7.5M 2M 8M 26M 2.5M 15M 44.5M Just for reference: the break even sales are about 1.43M on the Wii, 2.59M on PS3+360 (1.29M average and on my table) And double check your math about HD needing 7-8M sales more, it is wrong. The correct one is Profit Wii= $14*sales Wii -$20M= Profit HD = $18.5*sales HD -$48M => sales HD = sales Wii *14/18.5 +28M/18.5 = 0.76 * sales Wii + 1.51M So say that a Wii game sells 2.5M, then the same profit ($15M) will require about 3M HD sales (in total between PS3 and 360) |
The problem I have with your table is that it makes an assumption that the game will sell similar amounts on all three consoles, which is true for some genres/games, but false for some others. Maybe I was wrong in my approach to take things on a more general level, i.e. a game that would cost 20M to develop on the Wii and 48M to develop on the PS360, but I think it is fair to look at what kind of total sales generate what kind of profits.
You're right about my math sucking, I stand corrected. Prompted by this I made some calculations about how the Wii vs. PS360 platform profitability changes regarding the development costs but that work is still in progress. I want to find out, based on a number of different assumptions, what is the "sweet spot" for Wii development and for PS360 development as well. So, basically, what kind of projects should be allocated to what platform, based on sales and dev cost expectations. Once I get some results I am happy with, I can post them here if there's any interest.