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Forums - Sales - Whats up with the revenue?

Slimebeast said:

Damnit, I write long posts to try to explain what I mean, and here comes a guy from the business world (!) and misunderstands the whole thing.

Remember the prerequisites by the OP for this discussion:


Lately I've noticed that (more than usual anyways), people really enjoy talking about revenue in reference to just about everything. From software & hardware sales to the discussions back and forth over the merits of which consoles developers should choose to create games for etc...


I'm not debating the business uses of analyzing revenue guys. I just don't see how it (revenue) is useful for gamers on a website talking about specific games, or possible future games, hardware sales, and of course future hardware sales.

My answers are in green. This rich text editor is buggy as hell in Opera... 

Ok, sorry if I came on too hard but you were stating things that are not true, at least from a business sense. Your points have been already addressed by others, but I'll throw in my two cents as well.

First of all, you explain dividends for no use. Because from a laymans perspective that's basically the same thing as making money by trading stock.

Perhaps, then, I'm not a layman, but it seems to me there's a great big difference in money being paid to my bank account as dividends, without me needing to do anything except own the stock, and actually selling stock, which requires a tiny bit of effort in my part and means that I don't anymore own them.

Next, the part in red. "Fixed costs (in which you include R&D costs, administrative costs, salaries of R&D) are called fixed because they do not depend on the revenue". Are you insane? Yes, that is true for how the numbers are structured in each Fiscal report, but not in the real business world over time. R&D and all the other factors you listed are tied to revenue first and foremost. Or are you suggesting that Ford Motors has, or will have, a smaller budget for R&D than BMW, just because the former hasn't shown profits in a decade, while the latter has a 15% profit margin?

I see where you're coming from, and yes, in the long term all costs tend to be correlated to the revenue. However, within a fiscal year, which is what we're talking about here, fixed costs do not depend on the revenue. There is a reason why they are called fixed costs.

Ford is a HUGE car-maker and a $200 billion company, but one that just doesn't seem to be able to make profits no matter what they try, while BMW is one of the most profitable car-makers and a $60 billion company.

Yes, BMW makes $10 billion in profits each year, and Ford makes $0. Every single year.

But tell me which of the two has the biggest R&D budget, which has the most car models released each year, which has the biggest advertisement & sponsorship expenses (including Formula-1 and Rally)?         (no, it's not BMW)

I honestly fail to see how this is relevant to what we're talking about. Unless you want me to believe that Ford is more succesful a company, which, to a degree, is true. After all, they have managed to grow to where they are now, even though if current the trend continues they will face a downward spiral.

Blue part: You think Google, Amazon and Skype became world-leaders in their fields by being profitable? Nope. Generally companies grow by doing investments with external capital, at least nowadays when the risk capital mechanisms are so well-developed in the business world.

This point was very well covered by bdbdbd already, so I'll just reiterate: the companies you mention started their operation, as pretty much all companies do, by raising external money. They financed their growth with that external money. For those three, there were thousands and thousands of other, similar companies that went bust. And anyway, being the world leader in the internet economy does not mean you need to have high revenue. What's the turnover of youtube, or what it was before it was bought? According to this site, it's 85 million $, though I'm not at all sure where that number comes from and if it actually means youtube or Chad Hurley.

Anyway, your statement that companies generally grow by raising external capital is correct, but what you leave out is why the company is actually able to attract investors? Investors don't throw away money for no reason, they expect return on their investment. If a company were to forecast that it will not make profit for, say, the next 5 years, it's highly unlikely to be able to attract investors.

Let's take an example from real life game-related stuff, and start with the profit perspective. Every once in awhile you see an article about some obscure PC-game dev claiming they had success with their strategy game selling 100-200,000 copies and that it made a profit. Like Paradox (Europa universalis) and Stardock (Galactic Civiliz). But what do we make from this really?

Yes, it secures them a sequel, I'll give you that. What else? 200,000 copies and $25 from each copy translates into $5mill. Let's say the profit margin was 30%. So they made $1.5 mill extra and can put that into the next game. But it will still be a game in the $5 million ball-park. And no one will know that the sequel exists either. So low revenue means low budget and very little to talk about. No matter the profit.

I care to disagree with you here. For Stardock, for example, if the game brings in profit, it's a success regardless if the general gaming populace even knows about their game or not. And a good thing, too, because it means we can hope to see small devs make games for niche markets in the future as well. And, like I said before, if they are profitable, they can grow, spend more money on marketing, hopefully get more sales and so on.

Now we'll take an example from the revenue perspective. We have EA, which currently is showing no profit (and according to the experts on the Ninty forum, EA has a bad business model and will continue to develop high budget HD games showing no profits). EA makes strategy games too. The difference is that they sell in the millions raking high revenue. 1 million copies of C&C3 means $20 million in revenue (actually more because EA is both the dev and the publisher, but thats not the point here). But 0 profit.

What do we do with this revenue number, $20 mill? Well, it secures them a sequel too (they didnt lose money, so we'll sure see a C&C4). Also, it means that the next game will have at least a $15 million budget with hired actors, FMV between levels, high-end graphics, persistent online support etc. Further, C&C4, but not Galactic Civs 3, will be on the cover of gaming magazines, in the ads, in the mindset of us who discuss games, included in speculations about impact of console game libraries/sales and so on.

Now you're just cherry picking data to support your point of view. How did C&C become so succesful as a series? How big a budget did the previous installments have? I'm not disagreeing that bigger revenues are good for a company, they generally are. Bigger revenue means that the development budget of one game constitutes a smaller percentage of the total, which means that the overall risks for the company are smaller as well. In addition to making profit, it's important to make profit at a reasonable margin. That's how small things can grow to big things naturally.

 


 



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I have an example for you, sqrl.
It's somewhat generic, but I heard somewhere that GTAIV made $100m revenue the first day in US (I think...)
I also heard that it cost of making the game was around $100m.

Now, how would the statement "GTAIV made 0$ profit 1st day in the US" sound?

How do you count AFTERWARDS? Do you NOT detract costs then, because they were already detracted in the first figure? .... it's all messed up.

Profits can only be measured after everything is said and done. Revenue can be measured at once, and is exact.

I DO agree that revenue is probably being overused by the spindoctors, but especially in measuring sales it's extremely relevant.



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Killergran said:
I have an example for you, sqrl.
It's somewhat generic, but I heard somewhere that GTAIV made $100m revenue the first day in US (I think...)
I also heard that it cost of making the game was around $100m.

Now, how would the statement "GTAIV made 0$ profit 1st day in the US" sound?

How do you count AFTERWARDS? Do you NOT detract costs then, because they were already detracted in the first figure? .... it's all messed up.

Profits can only be measured after everything is said and done. Revenue can be measured at once, and is exact.

I DO agree that revenue is probably being overused by the spindoctors, but especially in measuring sales it's extremely relevant.

It's pretty hard to disagree with the bolded part since essentially revenue = sales :)



@bdbdbd 
@Plapius
.
Man, am I talking to deaf ears? You dont have have to go through the details of business management again. I don't dispute that. But you're missing the point. I'm talking about the topic of the OP: 
.
WHY IT IS FOR GAMERS INTERESTING TO LOOK AT REVENUE. AND WHY IS IT MOST OFTEN MORE INTERESTING/RELEVEANT TO BASE DISCUSSIONS/ANALYSIS ON REVENUE THAN PROFITS.
.
Change the perspective. 
.
How can I reach to you. Let me try this:
It's like taking pictures of reality.
.
* A report is released from Ubisoft/MS/EA/Sony/NPD/whoever.
* We analyze the numbers, try to draw conclusions - EVERYTHING RELATED TO THE PREMISE WHICH WE HAVE CHOSEN
(like similar to the ones that the OP asked; such as "will publisher X make games for this console?", "will there be a sequel?", "Is this brand big?", "will game Y be an AAA title?", "Will Sony compete with Nintendo next gen?", "will they make new IP?", "is this franchise a system seller? etc etc 
* the RELEVANCE is decided by OUR premise.
* our PERSPECTIVE is not the one of a shareholder/business leader.
.
.
bdbdbd said:


I'm not sure what was your Ford/BMW examples point. Ford creates more revenue? Or that Ford still exists despite making no profit? Or Ford is somehow doing better? The example is what Plaupius said. Ford uses its assets and investors (this counts in banks as credit companies) money.
The Ford/BMW example is a good example how stupid it is just to look at revenue, since revenue doesn't count for anything without the ability to make profit. Of course, it shows the potential, but it looks like Ford needs to focus (haha) on certain market segments, instead of trying to cater the full market. While Ford is the 3rd biggest car manufacturer and BMW is one of the smallest, BMW as a company, is financially much healthier.

Yes, yes, no.

Of course Ford as a company isn't doing "better" than BMW! Every business leader/shareholder would choose BMW. I picked the example easy so that you could see this.

You're missing the point.

Take a picture of reality. Just freeze time for a second and see what we got.

Ford is there.

BMW is there.

The PREMISE in that example would be discussion about cars. The PREMISE is not "will my shares go up? (well it can be technically, but it seldom is on a game sales related site).

I showed you, that Ford - despite showing 0 profit - can be more relevant to talk about than BMW thanks to it's revenue.

Revenue is a factor deeply connected to how relevant a gaming-related phenomenon is. I'm arguing that it's more relevant than profit. The PREMISE for discussion is set by US. Profit is also relevant, but I'm explaining why revenue, generally speaking, spawns a lot more analysis, disussions, speculations and whatnot among gamers on a site like this.

 

EDIT: frigging editing options, sometimes it adds double blank lines, sometimes you get none. WTF



Sqrl said:
Fuzzmosis said:
Sqrl: What drives stock prices? Stock purchasers perception in a companies profitability. "Holy crap, they raised their revenue by 20%! Something right is happening at that company, it's gotta be worth it to buy!". Higher revenue does indicate a higher chance at profitability though.

But that falls under the PR bullshit. I hate Edward Bernays, I really do.

Please read what I've already posted. Specifically 2 posts before this.


 I don't think you were mentioning Rubang G's talk about Nintendo making the other's profitability look like girly men. You were talking about Releasing games for some reason. I was talking about stock prices, which often falls into what higher management desire. But public perception was a key point and that I was agreeing with you.


That or you were defending Edward Bernays which is truly unforgivable.



See Ya George.

"He did not die - He passed Away"

At least following a comedians own jokes makes his death easier.

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To clarify.

As a basis for our (the gaming publics) discussions and analysis,
revenue is important
profit is important

I agree with the OP to the extent that too much emphasis by the gaming public is put on revenue visavi profit. But I'm arguing that despite this, revenue is - generally speaking - still more important.

A reality check:
* Nintendo fans often put a lot of emphasis on basing their analysis on profits.

Yes, this is often very releveant because I know about Nintendos intricate Blue ocean strategy, and how financials play into this. I also know how Fiscal reports can be used as sort of "markers" or indicators for what is really going on in the gaming world (which can be a topic of discussion). For example, if EA, Ubisoft or ATARI shows reduced profits quarter by quarter, a smart person draws conslusions from that, such as "Aha... something is going on.. old dinosaur business vs the new model... interesting". And so on.

* PS360 people tend to be very revenue oriented. "Stuck in the old".

I know all of this!

But just because the latter faction is putting way too much emphasis on revenue, it still doesn't change the fact that revenue is - generally speaking - more important for analysis and discussion than profit is.



Killergran said:
I have an example for you, sqrl.
It's somewhat generic, but I heard somewhere that GTAIV made $100m revenue the first day in US (I think...)
I also heard that it cost of making the game was around $100m.

Now, how would the statement "GTAIV made 0$ profit 1st day in the US" sound?

How do you count AFTERWARDS? Do you NOT detract costs then, because they were already detracted in the first figure? .... it's all messed up.

Profits can only be measured after everything is said and done. Revenue can be measured at once, and is exact.

I DO agree that revenue is probably being overused by the spindoctors, but especially in measuring sales it's extremely relevant.

Revenue for a specific game is definitely useful if we need to extrapolate unit sales should a company not provide that information in a press release for example. And I'm not debating that in terms of PR revenue plays a lot better for a company. Again I point out my issue isn't with the company's using revenue (this is like the 4th time I've said this now).

My contention is that if you really want to know where the games are going, which games are being remade, which games are being canned, and which studios are happy/disappointed with their results then profit is the number you want to look at.

I think just the fact that this thread has become a hot topic of debate sort of points to the idea that there is definitely some dissent about revenue's uses. I think if nothing else many people have shown that revenue is absolutely a useful number for a business to have when making strategic decisions and you are absolutely correct that it is probably much easier to work with for the PR teams as well.

I do not however think that by itself revenue can be used as an indicator of likely future projects. GTA IV provides a good example here in that if it were to only reach a total revenue of $300* million it would be considered a massive failure because $300 million revenue probably would barely allow them to recover the costs of the game and make a little bit of money.

On the other end of the spectrum a game like World of Goo probably cost those guys around $50-$80k* to make and if they sell only 10k* copies at $20 bucks a piece they would probably be happy..or if they sold 25k* copies at $20 they would be very happy. More likely they will sell 100k copies or possibly even more...it depends on how big WiiWare turns out to be.

The reason for this disparity is because WoG has no retail costs, no massive marketing budget, and in general there are a lot less people sticking their hand into the pie. With revenue by itself if you only know that Game #1 made $300m revenue and game #2 was only $200k-$500k* revenue you really have a horrible picture of how these games did.

Ultimately I think the real answer here is that you do need both numbers. And perhaps that should have been more obvious to all of us. With both numbers you could look at the above example and say game #1 had 5-10% return on investment and game #2 had 250-680% return on investment. And you also know that the 5-10% is larger than even the 680%. This is a very clear and accurate picture that the more I think about it the more you really do need both.

But that just brings me back to my original point again with a slight twist..."Whats up with revenue, and why does everyone ignore profit?. Perhaps that would have been a better title. I think maybe that is something we can all agree on?

* - The GTA & WoG example was exactly that....just an example, the numbers don't need to be even remotely close for them to be instructive. The point is that those scenarios are plausible and they illustrate problems that exist within those plausible scenarios. I'm sure someone will flip out on me anyways but I've stated explicitly its purpose so now I can mock them when they do

 


 



To Each Man, Responsibility
Sqrl said:

My contention is that if you really want to know where the games are going, which games are being remade, which games are being canned, and which studios are happy/disappointed with their results then profit is the number you want to look at.

I think just the fact that this thread has become a hot topic of debate sort of points to the idea that there is definitely some dissent about revenue's uses. I think if nothing else many people have shown that revenue is absolutely a useful number for a business to have when making strategic decisions and you are absolutely correct that it is probably much easier to work with for the PR teams as well.

I do not however think that by itself revenue can be used as an indicator of likely future projects. GTA IV provides a good example here in that if it were to only reach a total revenue of $300* million it would be considered a massive failure because $300 million revenue probably would barely allow them to recover the costs of the game and make a little bit of money.

(...)

Ultimately I think the real answer here is that you do need both numbers. And perhaps that should have been more obvious to all of us. With both numbers you could look at the above example and say game #1 had 5-10% return on investment and game #2 had 250-680% return on investment. And you also know that the 5-10% is larger than even the 680%. This is a very clear and accurate picture that the more I think about it the more you really do need both.

But that just brings me back to my original point again with a slight twist..."Whats up with revenue, and why does everyone ignore profit?. Perhaps that would have been a better title. I think maybe that is something we can all agree on?

* - The GTA & WoG example was exactly that....just an example, the numbers don't need to be even remotely close for them to be instructive. The point is that those scenarios are plausible and they illustrate problems that exist within those plausible scenarios. I'm sure someone will flip out on me anyways but I've stated explicitly its purpose so now I can mock them when they do

 


Now this I can agree with mostly.

But perhaps one type of scenario has escaped you, and I'm glad that your've focused on the topic of game sales/future titles (could have been console sales, or anything) because I have a good example where revenue is very important.

Scenario: How sales of a game affects the chance of a sequel being made. This is especially interesting in cases of new IPs.

We all know that devs seldom tell us exact budgets nor profits, but why is it that I get the feeling that a lot of games almost automatically gets sequels, regardless if the reception was bad or not? Often you ask yourself, "how did they make profit on that one.. another sequel??" Gothic, Two worlds, Medal of Honor, Empire Earth, Prey, Warlords, Blood Rayne, Just Cause, IL2-Sturmovik, Star Trek, Stronghold are examples of series when I ask that question.

Well, often games and especially if it's new IP is a risky investment and really a hit/miss project in terms of sales and profitability.

I can see many games even show a huge loss, but still get a sequel because you can tweak so many factors for the next installment.

Before the first game is released, the dev/publisher has just a vague idea of how much it will sell and how it will be reviewed. Will LPB get a gameranking of 83% or 93%? Will it sell 1 or 2.5 million? It's a shot in the dark. But target estimations becomes a lot easier for a sequel. Prey sold 800,000 copies, "ahh... if the sequel is similar we'll know it sells at least 600,000", they might think. "Let's budget it at 600,000". I bet the makers of The Settlers-series have a very good idea of how much the next game will sell.

The next game might be a lot cheaper to develop just because you already have the infrastructure set up from the first game (storyline, design features, game-engine, a dev team that is glued together etc). So even if they lost say $0.5 million on a new IP like Two-Worlds, they decide to make an expansion or a sequel anyway because they know it can be made a lot cheaper. Or Heavenly Swords, a high-budget game which in essence was a good game, but too short and didn't sell very well. Even if they lost money, I believe there is very good chance there will be a HS 2, only this time they'll be able to make it much longer even with a smaller budget (and aim for profit).

Often a new IP starts out on just one platform, because it's easier to be focused and thereby meet deadlines, but they know it's easier to expand to multiple platforms for the next game. So even if Condemned (X360) didn't make profit, Condemned 2 (X360 and PS3) might because of the larger total installed base.