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Forums - Gaming - Brilliant Sean Mastrom's blog entry

Ah, but rhetoric is easy to understand. Anybody can make a statement more complicated, add in references, make it bolder and more intimidating. Not many can reduce a statement and get an even better effect.



Sky Render - Sanity is for the weak.

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Sky Render said:
A related matter which I feel needs addressing: schooling does not teach a person to be intelligent. They can teach knowledge, they can teach theory, they can teach statistics, but they do not teach students to ask why. The knowledge, theories, and statistics are easy to convey; it takes time and effort, and of course a willingness on the behalf of the other party to learn, but there is no true challenge in teaching somebody these things. With enough time and persistence, anybody can learn them.

But to teach a person to think for themselves, to seek out answers and find the real reasons for what happens instead of sticking to a formula even when the formula fails... That is something that is not taught properly in schools. You cannot force a person to be curious, nor can you make them seek out answers to questions on their own. These things can be inspired, but no effort is made to do so for most students. So many leave school believing they are intelligent because they have knowledge, theories, and statistics, not realizing that they lack the most important tools of all: to be able to step back look at why it all means what it does as well as step forward and see why something specific happens.

That, above all else, is why I distrust those who turn to those three things in place of actual reasoning.

Schooling does so teach a person to think for themselves, to reason. Perhaps it didn't several years ago, but it is now becoming a thing of great importance. Courses are now being designed in such a way as to help the child create there own curriculum. They are even abolishing final exams for Science in my province and instead of the traditional 'Science Fair' students are now encouraged to do an 'Innovation Project'. It's not much, but it certainly is a start.

To your last comment... How can you possibly know that they are using knowledge, theories and statistics without first reasoning and agreeing with the application of them? I don't mean any offense at all in saying this, but isn't that a bit presumptuous?

I must say though, I am quite confused about this Malstrom guy and am absolutely amazed that people would rank him as a true genius... quite the exclusive list. I'm not entirely usre what see of the guy. Maybe an egoist, must be the egoist in pearljammer ( I'm sorry, I just really couldn't take that analogy seriously)

Alas, it is very late where I am. I look forward to seeing what comes of this thread tomorrow.



RolStoppable said:
Sky Render said:
Ah, but rhetoric is easy to understand. Anybody can make a statement more complicated, add in references, make it bolder and more intimidating. Not many can reduce a statement and get an even better effect.

That was clearly a stab at noname2200's posts.

 

 

 



A change to the school system now does nothing for those who went to school before the change.

As for the Misused Three, you don't have to know the details of how something works to recognize it for what it is. There is a method to the misuse, and it's not hard to spot. Just look for lots of words and numbers being put out there with nothing useful actually being said.

As for Malstrom, I'll explain why he confuses so many. Good writing shows you nothing of the author's hand in it. What you see in their writing is yourself. Malstrom reveals nothing about himself of note. What you see in his writing is what you expect to see.



Sky Render - Sanity is for the weak.



"[Our former customers] are unable to find software which they WANT to play."
"The way to solve this problem lies in how to communicate what kind of games [they CAN play]."

Satoru Iwata, Nintendo President. Only slightly paraphrased.

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noname2200 said:
Squilliam said:

Fine if you don't like my quick and dirty analysis how bout a more thourough database.

302 games in the database The number of games in the American database to prevent repeats. ( Conservative assumption because the games not included would have sold poorly anyway, the bias from this assumption further supports my point.)

142,000,000 games sold.

60 games comprise the top 20% (rounding down)

42 million sellers + 18 non million sellers. (94.6+14.8 = 109.4 million games sold comprise the top 20%)

The top 20% of games have therefore sold 77% of the total.

Therefore my assertion that 20% of games make 80% of revenue holds true.

Furthermore it is also well known that the top selling games hold their prices higher for longer and that most games sell in the first few weeks after the release (front loaded) These two factors further support my statement that 20% of games make 80% of the revenue.

Now consider that software development is a fixed cost once the game is released to the public with very little in terms of variable costs. So you see my assertion that 80% of profit goes to 20% of games is probably wrong, its closer to 90% actually. Since only about a 3rd of games actually break even.

This is typical of creative industries. Bookes/Movies/Games/Music all share the model where the lions share of actual profits go to very few endeavers. This would be an atypical model for other industries. This is not to say that profit cannot be found in smaller niches, what im saying is that most of the "total" profit goes to very few works.

The same would hold true of the software market on the Wii or PS3 or DS or PSP.

Hmm, we're getting closer, but we're not quite there yet. Assuming your figures are correct (and note that we're getting different figures, as I count 45 million sellers, not 42) the raw numbers do lean towards a split of revenue being as you say. Note though that I'm still not completely convinced: massive numbers of sales occur after a game achieves Greatest Hits/Player's Choice/Platinum Games status, wherein the revenue brought in plummets dramatically. I think that most of the big sellers haven't achieved that status in any great numbers at this point. Gears of war sold 75%  of its total within 1/3rd of its current life on the market (33 weeks). Most top sellers follow that pattern of selling most of their units at full retail price.

What dissatisfies me is that this still does not tell us about profits. I apologize for sounding like a broken record here, but I don't think you've directly addressed my concern just yet. For starters, I strongly disagree with your assertion that a game's costs are done when it's released.

You're forgetting the cost of advertisement, a cost which can absolutely massive when one includes television and print ads (as the best-sellers almost always do). You've seen the commercials, I assume, and the billboard ads for games like GTA, Wii Fit, etc. Indeed, we know that a game's advertisement costs are a hidden cost that can eat into the game's ultimate profitability.

http://www.gamasutra.com/php-bin/news_index.php?story=18699

"The margins on these games are good when you look at development, but it takes a lot of marketing dollars," said (North American president of Ubisoft Laurent) Detoc. "It's like packaged goods. You have to think about marketing, retail space, branding."

He follows on by saying that "He explained that the extra marketing is necessary for attracting casual gamers, as they are not as devoted to following new releases as hardcore gamers." Sorry for being pedantic.

Anyway heres a couple of points about profit/costs AFAIK.

1. Game engine development/art asset creation is counted as an expense rather than a capital cost, so initial engine development would show up on the balance sheet as a loss when in fact its actually more an investment in capital. So those first/2nd edition games cost a lot because of all the reworking of the tools and creation of art assets.

2. I didn't count advertising because I simply made the assumption that all games had advertising which cost about the same. Its true that it can be quite expensive but finding advertising #'s is even harder because finding out who paid what for what is a bitch in itself. However if we follow the principles of "game theory" that the equilibrium position in the market is that everyone advertises their games (Or at least the top 100 do) we would only have to work out an aproximate cost for the advertisement.

I also don't quite follow you on your logic leap between these revenue figures being 80%, with profits therefore being 90%. In fact, we differ on that count by quite a bit. You're forgetting that a game's profits don't depend on its revenue, they depend on the revenue and the total costs. To give an example, we know that despite selling over a million copies, Heavenly Sword was still not profitable. By contrast, Zak and Wiki selling 400k copies (many of them for $20 or less) is still enough to make Capcom happy. Thus, revenue arguments don't tell us anywhere near enough to gauge profitability.

It does tell us  a lot when talking about absolute profit, not return on investment. If game A cost X but revenue was 120 million and game B cost y but revenue was 300 million. So long as we know that y is smaller than the difference in revenue between A and B we know that game B made more profit. Putting numbers in if Game A cost 1 million to make and game b cost 100 million to make, profit on game A is 119 million and profit on game B is 200 million. Its not the complete picture but its a very indicative partial glimpse.

In fact, it appears that companies that focus on the low-revenue DS games tend to be more profitable in general than those which focus on making HD games (in general), even when the DS games barely crack six figures. Marvelous and Majesco are the prime examples of the latter, while Sega is a great example of the former.

I guess what I'm ultimately getting at is that these generalities, while simple to calculate, don't give us the angle we need to actually understand what in the blazes is going on. I won't call it "down and dirty", but it's still not enough for me. (I know, I'm kind of a jackass, huh?) While far from being worthless, the numbers you've brought are not yet a convincing enough counterpoint to Malstrom's assertion that rising HD costs are killing off gaming companies, not when there are so many signs that the times are a'changing.

 While individual examples may torpedo the general rule... It stands to reason that if most games do not profit at all, and if you follow the estimate that 30% of games break even or make a profit, which fits even better when you apply the theory that the equilibrium position in the game market is to advertise even if in spite of the advertisement the game will likely fail.

The only games which could profit and cover the massive losses on other games are the few which sell the most. We are talking absolutes here, not return on investment.

 

 



Tease.

Sky Render said:

A change to the school system now does nothing for those who went to school before the change. Thats false, new teachings can diseminate through the population by other means.

As for the Misused Three, you don't have to know the details of how something works to recognize it for what it is. I think the sun works because of a cosmic field of erotic energy, thats why its so warm. There is a method to the misuse, and it's not hard to spot. Just look for lots of words and numbers being put out there with nothing useful actually being said. What about just words and words with nothing useful actually being said? Thats what rhetoric is, because if it was useful then it would be classified something else.

As for Malstrom, I'll explain why he confuses so many. Good writing shows you nothing of the author's hand in it. What you see in their writing is yourself. I read the book, growing up gay. Does that mean I might have feelings for you? Malstrom reveals nothing about himself of note. What you see in his writing is what you expect to see.

 

 



Tease.

I'll try to sum up the above discussion for those who don't want to read it.

The main point is that many games don't sell well. Some games do better than others in units sold, but what counts is profits made. Squilliam argues that most sales happen for a few games, which is true.

There's a long debate about profits versus revenue, but it boils down to this: profit matters more than revenue. Argument are made about what cuts into profit, but the main point is that most games don't draw a big profit; the lucky ones break even. I think that's a bit shortsighted, since it weighs all games equally.

Squilliam says a lot of things about how things are. I'm surprised he didn't ask why they're that way, which would be the first thing I'd ask. My take: games that fail to sell have poor strategy behind them. They're made to cash in on a trend, not to sell to an audience. The difference being that trends are what you think people want based on what they buy right now, and selling to the audience is looking at what they do and making to what they're actually after.

That's the Cliff Notes version, anyway.



Sky Render - Sanity is for the weak.

Countering rhetoric with poor rhetoric is not clever or useful, Squilliam. It just shows that you missed the point. It also makes people question your intelligence when you act like you don't understand something phrased so simply.

You can argue all you want from here on out. I'm done with you, though. You act like you don't want to debate, like you just want to win. I have no interest in such petty matters. Sorry to disappoint you, but you've begun to bore me, to be honest. Good night.



Sky Render - Sanity is for the weak.

Sky Render said:
I'll try to sum up the above discussion for those who don't want to read it.

The main point is that many games don't sell well. Some games do better than others in units sold, but what counts is profits made. Squilliam argues that most sales happen for a few games, which is true.

There's a long debate about profits versus revenue, but it boils down to this: profit matters more than revenue. Argument are made about what cuts into profit, but the main point is that most games don't draw a big profit; the lucky ones break even. I think that's a bit shortsighted, since it weighs all games equally.

Squilliam says a lot of things about how things are. I'm surprised he didn't ask why they're that way, which would be the first thing I'd ask. My take: games that fail to sell have poor strategy behind them. They're made to cash in on a trend, not to sell to an audience. The difference being that trends are what you think people want based on what they buy right now, and selling to the audience is looking at what they do and making to what they're actually after.

That's the Cliff Notes version, anyway.

Source

"Bloomsbury, the UK publisher of the hit Harry Potter series has announced a large fall in profits for 2006.

The announcement regarding Harry Potter publisher, Bloomsbury came today and stated that in 2006 they saw a fall on 74 percent in profits. 2006 was a year in which no new Harry Potter book was published.

In 2005 Bloomsbury reports profits of £20.1 million GBP (around $50 million US) and in 2006 profits fell to just £5.2 million GBP (around $10.2 million US). It has been the normal trend in the profits of Bloomsbury to rise especially in the year a new Harry Potter book is released. This profit announcement is the first report of a loss for Bloomsbury in 12 years. The figures for 2006 came as no surprise, as Bloomsbury issued a statement last December that its profits for 2006 were down. The December statement came after Christmas books sales did not reach anticipated targets.

2007 will bring another big year of profits for Bloomsbury as the seventh and final Harry Potter book; 'Harry Potter and the Deathly Hallows' is released on July 21. Bloomsbury has already begun a strategy to continue its growth in a post Harry Potter era.

The chairman of Bloomsbury, Nigel Newton, said that the publisher was working hard to implements its growth strategy. This strategy includes finding and promoting new authors, acquisitions and Internet initiatives. Newton believes that all of these strategies will be beneficial, he said about them, "all of which we believe will enhance and strengthen our position as a leading publisher."

Bloomsbury has enjoyed enormous success from being the U.K. publisher of the Harry Potter books. It is the first publisher to agree to publish the book and introduce this now best selling series to the world.

However, with the end of the Harry Potter series approaching, Bloomsbury is now under increased pressure to find ways to boost its profits. In the past they have been able to count on the publication of soft cover versions of the Harry Potter books to help profits but once the frenzy over book seven dies down this will no longer be a realistic source of increasing profits."

And thats how the creative industry works. Its you know the reason why a book about the 2nd best flying ace of WWI doesn't sell nearly as well as the best. The best games sell the most, the best sports people get a disproportionate quantity of attention, the best moves also sell a hell of a lot more than an average movie.

Furthermore revenue proves absolute profit, it doesn't imply that a Wii game which makes a ROI of 100% isn't profitable or worthwhile it just shows that the games with the highest absolute profits are also the games which have the highest revenue.

 



Tease.