| Viper1 said: @Squilliam I know A because Ubisoft said so. |
A: Ubi gave a range. I wanted specifics. Thats quite a range you know?
B. "
- 25% (aka $15) goes to pay the art and design guys.
- 20% ($12) goes to pay the programmers and the engineers.
- 20% (also $12) goes to your friendly neighborhood retailer. EB / GameStop, whoever.
- 11.5% ($7) goes to a "Console Owner Fee" - ie. whichever one of the Big Boys made your hardware (Sony, MS, Nintendo.)
- 7% ($4) goes to marketing, and puts Mad World and Marcus Fenix on MTV.
- 5% ($3) goes to "market development" -- paying for cardboard Standees of the Gears Crew and elbowing other games out of the way for shelf space at your local retailer.
- 5% ($3) goes to actually manufacturing and packaging the disc.
- 5% ($3) is spent paying the Man for IP licenses or maybe hiring some big name voice actors. If your game isn't an original IP, here's where you get dinged by Marvel, Disney, or Ray Liotta's agent.
- 1.5% (just $1) goes into the publisher's pocket.
- 1.5% (also $1) goes into the distributor's pocket.
- 0.3% (about 20 cents) goes into corporate costs. Management, overhead, lawyers, etc.
- 0.05% (less than 3 cents) go into the cost of paying for the Developer's Hardware. Who knew an SDKs can cost tens of thousands of dollars? "
Marketing expenses are accounted for already outside of the development budget but inside the cost of the game. I also meant if you can't pin the development costs then you can't say how many units must be sold to break even.
C. Marketing expenses See above.
"As for why Wii doesn't get big budget games, that's simple. They take 2-3 years of planning and development. How long has Wii been out? 18 months. Prior to launch publishers had Wii written off completely and had no big budgets allocated for it. Resource allocation and long term planning from 2005-2006 are the answer."
Thats true. I can't dispute that at all. Probably explains quite a few things about the third party offerings.
Tease.









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