By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming - 1 Million Sellers not good enough anymore? Multi-Platform to blame???

Also keep in mind Rainbow six did the 1 million in the USA alone in only 1 week! I think turok took longer and is worldwide but still not a very long time. I mean does it matter how long it takes to get to 1 million?



Around the Network
elnino334 said:

My stance on it is:

We don't know how much it is costing these folks to truly make these games.



No, we don't know how much every game costs. But we have a very good idea -- many games with high production values are reported, and ballparks are often reported.  Next gen games are reported to start around 15 million dollars as a production budget, and increase from there.  Many short development games cost $20-$40 million this generation.  Many developers have stated that they need more than a million units sold to break even.

A million unit seller for the Wii, in most cases, is almost certain to be profitable.  Some exceptions to this would be Nintendo first party games like Smash Brothers Brawl and Mario Galaxy, which certainly had very high production costs.  Fully orchestrating 300 songs for Smash Brothers alone would have been extremely pricey, and there is so much more in that game than that.

Sure, moving to multiplat doesn't necessarily add a ton of cost, depending on whether it was planned for, etc. But the cost of next gen games is already so high that adding 10% - 20% is a fairly significant additional cost requiring at least 10%-20% additional sales.

And this generation Sony is taking more money than ever before out of each game sold.  So is Microsoft, although still less than Sony.  This is part of the reason games cost $60: MS and Sony have more expensive hardware to recoup costs for and get profitable with in addition to the higher cost of development.



If we use some figures that are widely used on VGChartz we can calculate whether a million is worthwile.

It is estimated multiple times that it costs about $20 million to develop a (good) HD title.

- It is estimated that developers recieve about $20 per sold game.
- Let's say Turok and RSV2 cost a little less, say $15 million base cost on (most of the time) 360 + 2 million for the PS3 port. = $17 million.
- This is without any additional costs like advertising, which can add millions of dollars.

So to sell 1 million = 20 million revenue = 3 million profit. This is a very marginal return on investment of 15% (again, this is without advertising etc).

If you bring your money to the bank you can have 5% return, invest it in shares 10% return, so 15% return is not very spectacular.



elnino334 said:
Words Of Wisdom said:
elnino334 said:

So what do people think? Are 1 million sellers now overrated? Does it being multiplatform diminish the accomplishment? Does it depend on the game? When will people ever be happy with sales?


Essentially it comes down to the fact that it costs more to make a game on multiple platforms than it does for a single platform. With higher costs, higher sales are not only expected, but needed.

Without knowing the exactly levels one could ask if going multiplatform was worthwhile if you see 1 million sales on one console but only 1.3 million sales for that same game on two consoles for example.


I read a while back that multiplatform games only add 20% development cost since games are for the most part made on a PC/MAC and then just ported to the specific consoles etc. Sorry I do not have a link for you but I'll look for it. Basically 20% doesn't seem like much if that game can sell another 25% or more on another console. I think is why quite frankly I say over 75% of games coming out are multi platform whether it is 360/ps3 or ps2/wii etc. Again I wish I had links but it seems to me multi = higher sales which negate higher the higher cost. Of course all this can vary on the game.


Well it seems obvious that multiplatform is a worthwhile decision on the part of developers otherwise they wouldn't be doing it.  The real question is what figures make it worthwhile.  I'd also guess that 20% cost is a very soft number that could easily go much higher or lower for certain games.



Well there is DLC , and in game advertisement which is becoming and ever increasingly viable source of income.