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mibuokami said:
gebx said:
cura said:

um, .77 isn't almost double .53 lol...

The way I see it, 1.01 vs .56 and .77 vs .53 tell two different stories. Sure xbox 360 still > ps3 but the difference has been greatly reduced, especially when adding in the fact that the ps3 is a younger console (i.e. call of duty 3 was released around the launch of the ps3 and so will obviously have much higher sales on the 360).

Anyway, with the exception of a few games...that is one atrocious list of games. Maybe if the reduced the quantity and increased the quality of their games I'd actually care.

 

no.. 23.58 million is almost double 12.76 million

The attachement rate is directly related to the userbase, so it doesn't matter if the PS3 userbase is smaller. (Activision mentioned attachement rate as their complaint)

For every 100 PS3's, Activision sells 56 games
For every 100 360's, Activision sells 77 games (that's not counting bundle games, CoD 2, GH2, etc)

That's 69% more copies on one console

 

Perhaps you should look at recent sale trend rather than ineffecient data from when the PS3 was first launched? Pick any none GT/CD game recently release for both the 360 and PS3 from Activision, now compare their sale figure... now tell me if its substantially more profitable to support the 360 exclusively in today's market?

Bear in mind one thing - even if a game has 35-40% of it's sales on the PS3, doesn't nessecarily mean it was worth porting. Why you say?

Lets use some basic numbers

Lets say a game costs $20m to develop., and sells 1m copies (600k on 360, 400k on PS3)

If it was to release on 360 alone, it would not sell 600k, it would likely pick up half of the PS3's sales, since a large number of gamers  have both systems but will buy multiplats for their PS3.

so 1m copies split, or 800k on just the 360 is how the dev may look at things.

Now, that $20m budget shrinks to $17 or $18m developing for just one platform, and simultaneously allows them to create a more polished game on that smaller budget, since it can be focused on one system.

Also, factor in that MS charges less licensing fees for their games, which means those extra 200k sales are at a higher profit margin than 200k sales on a PS3.

in short, in a scenario like this, you get:

Multiplat - $20 dev budget - $50m sales - (Dev takes say... 40% of that all told after publishing and licensing fees) - dev about breaks even

360 Exclusive - $17-18m budget - $40m - (Dev takes about 43% all told after publishing and licensing fees)  = 17.2m - dev about breaks even - not including any incentives for making the game exclusive

But the issue is more than that. Not only can the numbers be similar, but there's less overhead. a company can maintain smaller development teams which means less money lost on flops/cancelled projects. It reduces overall administrative costs, which for a company the size of activision can really add up.

Note: none of these numbers are real, just an example of how multiplats(I don't know the exact figures) are not nessecarily more profitable, just because they sell more copies.