disolitude said:
shio said:
disolitude said:
shio said:
voty2000 said:
shio said:
voty2000 said:
So 53% sell more than 100,000? That sounds really good to me. Either Joe Danger sucks or Hello Games isn't very bright. I was actually suprised that so many games sell that well(if the data is correct).
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No, only 53% sell more than 25,000. 30% sell more than 100,000 copies.
And what's with the insult? Joe Danger is being a success on PSN, and those developers have more insight than most people on the matter.
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From the OP "23 per cent sold around 100,000 copies, 13 per cent 200,000 copies and 17 per cent more than 200,000. " I'm not insulting the game in any way. I'm saying that their stats seem to suggest that most games do sell well so it should have been released on both.
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...
Add up the 47% of those that sell less 25k with the 23% that sell up to 100k, and you get 70% that sell 100k or lower. So only 30% sell more than 100k.
I believe the intention of the dev wasn't "sold around" but "sold up to", which makes vastly more sense.
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Direct quote -
"23 per cent sold around 100,000 copies, 13 per cent 200,000 copies and 17 per cent more than 200,000."
"around" being the key word. 53% sell around 100K or more.
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In which case, people have been saying that he made a mistake and meant "up to", because otherwise it would mean that no game is selling at 40k, 50k, 75k, 130k, 150k, 170k, etc...
either way it means that only 30% sold more than "around" 100k. And since many developers only break even at 100k, you figure it out.
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huh? Break even at 100K? How do you get that?
Average XBLA price is 10 bucks. the revenue split is 70/30
So developer gets 7 dollars for each game sold.
Braid cost $200000 to make and there is no reason to believe that most independant games cost any more. In fact they should cost less...
So according to that pricing, Braid needed to sell 28500 to break even. 100K copies sold would have got Braid $500000 profit.
Except Braid cost 15 bucks and sold gazillion and made a shitload of money, as do most good XBL games.
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First of all, it's not a 70/30 split. They have a sliding scale that makes the 70/30 the best outcome possible. Second, you are forced to contract a publisher for the game, with the publisher only promoting the game at a minimum AND not giving any money for the games' costs.
In truth, it's probably worse than a 60/40 split.
And Braid is one of a kind. Very few games can do as well as Braid did.
And remember when Kotaku broke out the news that some indie devs only get 35% of the revenue on XBLA? http://kotaku.com/359668/microsoft-cuts-indie-royalties-in-half