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The Economics of a Next-Gen Game

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Presentation on theme: "The Economics of a Next-Gen Game"— Presentation transcript:

1 The Economics of a Next-Gen Game
Kathy Schoback IGDA Chair Emeritus GDC Advisory Board Member Copyright ©2005 Kathy Schoback. All Rights Reserved.

2 Game Development Budgets Are Exploding! ! ! ! ! ! !
Death of innovation Death of “two guys in a garage” Death of publisher competition Death of original IP And we’re still not as cool as Hollywood

3 Methodology Basic TRSTS math
Ping developer friends working on next-gen titles Ping publisher friends who know budgets of next-gen titles Check with agents on ancillary revenue Reality check with this audience

4 General Assumptions Sequel sells 70% of original’s unit volume
International versions sell 40% of NA version’s unit volume Distribution through third party at 50% of net Digital distribution of PC version sells 5% of packaged unit volume Greatest Hits version sells 25% of original’s unit volume

5 General Assumptions, cont’d
Original IP Bulk of licensing revenue comes with sequel Console version ships on all existing platforms Overhead not included All SKUs ship simultaneously

6 Assumptions for Current-Gen Title
All consoles PC Handheld Lifetime NA sales 1,000,000 250,000 500,000 Development spend $5 million $500K (incremental) $1 million (incremental) Developer royalty/unit $8 $6 Marketing spend $3 million -- Wholesale price $32 $24 Markdown reserve 10% 30% 15% COGS/royalty $9 $1.50 Variable cost 5% International $1.5 million $238K $168K Greatest Hits $794K Digital distribution $57K

7 Assumptions for Next-Gen AAA Title
All consoles PC Handheld Lifetime NA sales 1,000,000 250,000 500,000 Development spend $20 million $500K (incremental) $2 million (incremental) Developer royalty/unit $10 $8 Marketing spend $6 million -- Wholesale price $38 $32 Markdown reserve 10% 30% 15% COGS/royalty $9 $1.50 Variable cost 5% International $4.6 million $1.1 million $1.6 million Greatest Hits Digital distribution $225K

8 Assumptions for Next-Gen AAA Sequel
All consoles PC Handheld Lifetime NA sales 700,000 175,000 350,000 Development spend $14 million $500K (incremental) $1.4 million (incremental) Developer royalty/unit $10 $8 Marketing spend $4.2 million -- Wholesale price $38 $32 Markdown reserve 10% 30% 15% COGS/royalty $9 $1.50 Variable cost 5% International $3.2 million $812K $1.1 million Greatest Hits Digital distribution $157K Licensing $6 million $500K

9 Gross P&L comparison NA console sales = 1m units

10 Breakeven Units* – Base Case
AAA Title AAA Sequel All consoles 653,097 285,112 PC 163,274 71,278 Handheld 326,548 142,556 *North America, but international sales are factored in

11 What happens if…

12 “We only sold 800K units!” (20%) topline revenue impact on console sales (50%) impact on net profit for next-gen title

13 “We only sold 100K units!” (90%) topline revenue impact on console sales (275%) impact on net profit for next-gen title

14 “We killed it at gold master”
No revenue All costs except COGS Only $5 million worse than shipping 100K units

15 “We sold 2m units!” 2x topline revenue impact on console sales 3.8x impact on net profit for next-gen title

16 “We’re charging $54.99” Wholesale is $ % impact on net profit

17 “Can we get a deal from Sony?”
COGS+royalty is $5 for console titles +25% impact on net profit

18 “Short the market, guys. Markdown reserve is limited to 2% across all SKUs +40% impact on net profit

19 Licensed Title SKU forecast remains the same
$15m AAA license amortized across title + sequel Corresponding reduction in marketing + development spends No ancillary revenue Profit impact of ($7.8m) across title + sequel

20 Profit Impact Summary Double your forecast across all SKUs
Raise console wholesale to $42 Secure console COGS of $5 Reduce markdown reserve to 2% for all SKUs Next-Gen Title Next-Gen Sequel Baseline profit $13.9 million $16.9 million + changes $77.4 million $54.2 million Total profit $91.3 million $71.1 million

21 Breakeven Units* – Really Wonderful Case
AAA Title AAA Sequel All consoles 449,890 205,863 PC 112,473 51,466 Handheld 224,945 102,932 Note: Console development royalties don’t kick in until unit 2,000,001. Even in this Really Wonderful Case. *North America, but international sales are factored in.

22 Revisiting Armageddon
High quality, market relevance and innovation are baseline requirements The passion of “two guys in a garage” still matters But, professional project management matters WAY more than it used to Imagine if it were your mom’s $20 million Fewer publishers compete for larger stakes Go big or go home! Publishers must achieve ISO9001-level execution Licenses are a wash Useful if your game won’t sell 1 million units on its own

23 Thank you.


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