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The Economics of a Next-Gen Game Kathy Schoback IGDA Chair Emeritus GDC Advisory Board Member Copyright ©2005 Kathy Schoback. All Rights Reserved.
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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
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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
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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 –Distribution through third party at 50% of net Greatest Hits version sells 25% of original’s unit volume
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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
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Assumptions for Current-Gen Title All consolesPCHandheld Lifetime NA sales1,000,000250,000500,000 Development spend$5 million$500K (incremental)$1 million (incremental) Developer royalty/unit$8 $6 Marketing spend$3 million-- Wholesale price$32 $24 Markdown reserve10%30%15% COGS/royalty$9$1.50$9 Variable cost5% International$1.5 million$238K$168K Greatest Hits$794K-- Digital distribution--$57K--
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Assumptions for Next-Gen AAA Title All consolesPCHandheld Lifetime NA sales1,000,000250,000500,000 Development spend$20 million$500K (incremental)$2 million (incremental) Developer royalty/unit$10 $8 Marketing spend$6 million-- Wholesale price$38 $32 Markdown reserve10%30%15% COGS/royalty$9$1.50$9 Variable cost5% International$4.6 million$1.1 million$1.6 million Greatest Hits$1.6 million-- Digital distribution--$225K--
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Assumptions for Next-Gen AAA Sequel All consolesPCHandheld Lifetime NA sales700,000175,000350,000 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 reserve10%30%15% COGS/royalty$9$1.50$9 Variable cost5% International$3.2 million$812K$1.1 million Greatest Hits$1.1 million-- Digital distribution--$157K-- Licensing$6 million$500K--
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Gross P&L comparison NA console sales = 1m units
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Breakeven Units* – Base Case AAA TitleAAA Sequel All consoles653,097285,112 PC163,27471,278 Handheld326,548142,556 *North America, but international sales are factored in
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What happens if…
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“We only sold 800K units!” (20%) topline revenue impact on console sales (50%) impact on net profit for next-gen title
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“We only sold 100K units!” (90%) topline revenue impact on console sales (275%) impact on net profit for next-gen title
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“We killed it at gold master” No revenue All costs except COGS Only $5 million worse than shipping 100K units
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“We sold 2m units!” 2x topline revenue impact on console sales 3.8x impact on net profit for next-gen title
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“We’re charging $54.99” Wholesale is $42 +23% impact on net profit
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“Can we get a deal from Sony?” COGS+royalty is $5 for console titles +25% impact on net profit
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“Short the market, guys. Markdown reserve is limited to 2% across all SKUs +40% impact on net profit
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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
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Profit Impact Summary Next-Gen TitleNext-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 Double your forecast across all SKUs Raise console wholesale to $42 Secure console COGS of $5 Reduce markdown reserve to 2% for all SKUs
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Breakeven Units* – Really Wonderful Case AAA TitleAAA Sequel All consoles449,890205,863 PC112,47351,466 Handheld224,945102,932 *North America, but international sales are factored in. Note: Console development royalties don’t kick in until unit 2,000,001. Even in this Really Wonderful Case.
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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
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Thank you.
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