{"id":8310,"date":"2010-06-14T14:26:08","date_gmt":"2010-06-14T19:26:08","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=8310"},"modified":"2010-06-14T14:32:30","modified_gmt":"2010-06-14T19:32:30","slug":"e-for-everyone-except-me","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=8310","title":{"rendered":"E for Everyone, Except Me"},"content":{"rendered":"<p><table   class=\"\" cellpadding='0' cellspacing='0' border='0' align='center'><tr><td><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/splash_money.jpg' class='insetimage'   alt='splash_money.jpg' title='splash_money.jpg'\/><\/td><\/tr><\/table><\/p>\n<p><a href=\"http:\/\/www.escapistmagazine.com\/articles\/view\/columns\/publishers-note\/7688-Publisher-Note-10-E-for-Everyone-Except-Me\">This article<\/a> by Themis CEO Alexander Macris (publisher of the Escapist) encapsulates almost everything I&#8217;ve been trying to say about this industry for the last six years. The reality of development costs is painful and I don&#8217;t see any way around it.  <\/p>\n<p>The numbers in the article are ballpark figures, but they jive with assumptions I&#8217;ve been working with:<\/p>\n<blockquote><p>All game developers, and even most gamers, are aware that it costs more to create a videogame for the latest generation of consoles than it took for prior generations. But how much more? While hard data is hard to come by, a variety of estimates are available on the web that support the following approximations:<\/p>\n<p>* 1994: 4th generation premium videogames cost $200,000 to develop and retailed for $60-$80<br \/>\n* 1999: 5th generation premium videogames cost $1,000,000 to develop and retailed for $40-$60<br \/>\n* 2004: 6th generation premium videogames cost $5,000,000 to develop and retailed for $40-$60<br \/>\n* 2009: 7th generation premium videogames cost $25,000,000 to develop and retailed for $60-$80<\/p><\/blockquote>\n<p>And then later he breaks those numbers down for us:<\/p>\n<blockquote><p>* 1994: 4th gen videogames had to sell to 16,000 customers to break even<br \/>\n* 1999: 5th gen videogames had to sell to 80,000 customers to break even<br \/>\n* 2004: 6th gen videogames had to sell to 400,000 customers to break even<br \/>\n* 2009: 7th gen videogames had to sell to 2,000,000 customers to break even<\/p><\/blockquote>\n<p>Do <a href=\"http:\/\/www.escapistmagazine.com\/articles\/view\/columns\/publishers-note\/7688-Publisher-Note-10-E-for-Everyone-Except-Me\">read the whole thing<\/a> for the full context.<\/p>\n<p>Usually when we talk about how games are getting bigger and dumber (don&#8217;t <em>even<\/em> get me started on this year&#8217;s E3) we comfort ourselves with talk about how indie games will save us. But even if an indie is willing to step back to 1994 level technology* we&#8217;re still looking at games that take $200,000 to produce, and that kind of scratch is hard to come by and easy to lose. If you handed me $200k right now I sure as heck wouldn&#8217;t risk it all on game development. <\/p>\n<p><small>* You wouldn&#8217;t actually want to go back to 1994 tech, or the game would actually be harder to develop and would have trouble running on current-gen computers.  But you would need to go back to 1994 presentation styles of 2D or isometric views. As soon as you move to 3D you&#8217;re animating polygons and dealing with lighting and camera movements and you&#8217;ve basically jumped up to the $1 million price point. <\/small><\/p>\n<p>$200k might sound like a lot, but when you think about having just three people spend two years on a game, that works out to each person grossing just $33,000 yearly.  Once you pay taxes and buy health insurance, you&#8217;re not doing much better than minimum wage.  And minimum wage people at least have a guarantee that they&#8217;ll get paid for their work.  In game development there&#8217;s always the chance that the thing won&#8217;t sell and you&#8217;ll have wasted your time and treasure. Oh, and the minimum wage worker is a lot less likely to be hauling around an albatross of student debt. <\/p>\n<p>So even if you <em>did<\/em> have $200k (which again, is a crapload of money in my book) the best you could do is pay a small team very poorly in order to have a <em>chance<\/em> at making a game that will be ignored by the press and could end up making almost nothing. <\/p>\n<p>So we can get fun puzzle games like World of Goo.  And we can get $50 million popcorn games like God of War.  But there isn&#8217;t really a viable path for the stuff in between. Which is why we&#8217;re not seeing deep, niche games like the original X-Com, Starflight, or Elite.  (Yes, we have Dwarf Fortress, but that&#8217;s a rare exception and I don&#8217;t think we&#8217;re going to see a lot of indies going down that road.)  <\/p>\n","protected":false},"excerpt":{"rendered":"<p>This article by Themis CEO Alexander Macris (publisher of the Escapist) encapsulates almost everything I&#8217;ve been trying to say about this industry for the last six years. The reality of development costs is painful and I don&#8217;t see any way around it. The numbers in the article are ballpark figures, but they jive with assumptions [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[120],"tags":[],"class_list":["post-8310","post","type-post","status-publish","format-standard","hentry","category-videogames"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/8310","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=8310"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/8310\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=8310"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=8310"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=8310"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}