flagstaad said:
i don't have that link, but can you provide a link saying that the lost money on the game? All we can do is make some math and especulate... like lets assume that 1.2 million units were sold at full price for Bayo 1... out of those the publishers get around 36 U$ per copy, which mean the game made them 43 million, do you really think the budget of that game was higher than that? Royalties are indeed high, usually between 9 and 12 U$ per copy, just check the image above. When a game price goes down the first to start losing their sahre are the stores, followed by the publishers, and when they produce a second or third batch the platform holders reduce their royalties but usually to half, that is why they are usually willing to lose money on the hardware so people can buy more software. The part about better budget handling it just a hunch, based on the fact that they know the platform better than anyone else, and can provide technical support faster and cheaper to solve project problems. |
I wasn't a fan of the lack of sourcing on that article. I found this pretty in-depth article (even though it's old) from IGN. I recommend reading it all, but the part about licensing is what we're talking about.









