RE: Publisher payments (was Re: [GD-General] Prices of well-known 3D engines)
Brought to you by:
vexxed72
From: <e_a...@ya...> - 2003-06-08 23:01:50
|
Mais je vous connais, vous !! Tu ne dis pas combien de Horse Race vous avez vendu... Et ca se passe bien, la vie ? Bon il est un peu tard, je vais me coucher, j'essayerais de te mailer ou de t'appeler plus tard... Gros bisous a Lisa et a toi, Manu --- mdr...@cy... a écrit : > I think that many times you hear about studios in > this case (milestones > payment) but that's for games being published by big > publishers. > > I'd like to give a different sound of bells. The > company I'm working for > has shipped three games. > > The first game was started in april 2000 and shipped > in June 2001. The > project cost was about 500k, so that that's not > insane. The game was a > cycling management game, with interative races. You > can call it niche > market, but it sold more than 100 000 units, just in > Europe. We had > agents, we didn't find a global publisher, so the > project was self-funded. > We had some royalties advances two months before the > game shipped, and we > signed nearly a contract for every country in > Europe. So the game sold > well in Europe ( including a Top3 on PC in France) > and didn't find a > publisher in USA. The royalties rate was about 4-5 > to 10 per game sold > (and it was sold cheaper than other games), which is > quite high, but you > must take into account that it's a PC game (no > royalties for console > makers) and it was sell funded so there was no risk > for our publishers. > > The second game was the sequel to the first. It was > done during July 2001/ > June 2002. No global publisher found, still it sold > more than 100.000 > units. In fact we had propositions, among others > from a one of the two big > french publishers : 100 k of advance + 5 per copy > + we still > self-finance till completition. Not really > appealing... So, the game was > shipped by the same small publishers. > > The third game was a horse racing/management game. > This sport is very > popular in UK / France. The game costed 400k to > make, by another team as > the cycling games, during Dec 2001 / Dec 2002. The > best deal we found was, > 3 months before completition, 300k for > UK+Germany+France+Benelux in > advance ( 30 000 copies with 10 per copy). We > worked with other > publishers for the other countries. The main > publisher was not very > active, so with those 4 countries we expect to sell > just a few more copies > than 30 000. Other countries did quite well > considering the sport is not > very popular, and with our previous two games we had > good contracts, up to > 12-14 per copy. So the game, who shipped in europe, > and soon in USA, has > made so far about 525k in royalties. > > We now have 3 games in developpment (2 sports > managers, one innovative > strategy game), and for the two sport games, we > don't even try to find a > big publisher. Especially if you consider that our > partners made some good > mareketing in their own countries, and we have good > delas with them. > > My conclusion is that you can make interessant > games, deliver them on > time, have a proven quality track and sell many > copies, you won't > necessarly find a publisher that will pay you to > make your game. And the > milestone system is more targeted at middle to big > products, especially > console games. For a game done by 5 people ( we are > 6-8 per project), it's > really difficult to find that scheme of agreement : > your game is not big > enough for a big publisher... > > > -----Message d'origine----- > De : > gam...@li... > [mailto:gam...@li...] > De la part de > Paul Reynolds > Envoyé : samedi 7 juin 2003 02:42 > À : gam...@li... > Objet : RE: Publisher payments (was Re: [GD-General] > Prices of well-known > 3D engines) > > It's truly dependent on the project (scope, genre, > platforms, schedule, > etc.) and the resulting negotiations. So everything > below this line is > conjecture based on my experience (as a programmer, > not exec) in the > industry. > > Typically, everything is paid on deliverables > (milestones). The contract is > usually considered the first milestone. The "pure" > thought is that the > milestone payments just cover your development costs > while you make a game > for your publisher. Then you receive payment > (royalties) once the publisher > has recouped their expenses (your milestone > payments). But, in my > experience, the studio can pull in a little profit > from the milestone > payments as well. The terms of the royalties can > vary wildly. > > So your milestone payments should at least keep your > studio going since > that's probably your only incoming cash. So, back to > your question, a 5 man > project could have 1 producer (~$100k), 2 artist's > (~$50K ea.), 2 SE It's > (~$70K ea), and 1 SE III (~$100K ea). > > ($440K)/12 months = $37,000 for a milestone just to > cover salaries. > Throw on another $30K for administrative staff and > offices. As an incredibly > rough estimate, say you manage to negotiate an $80K > milestone payment > (which, I believe is reasonable for a low budget > title), you could > conceivably have a positive cash flow of a few > thousand bucks. Which isn't > bad considering you've already made payroll and paid > rent. I won't even get > into on time delivery bonuses/penalties and contract > amendments. But, the > reality is a five man team is going to have a rough > time putting out any > sort of commercial game in a reasonable time frame. > > Factor by 0.75 for Spain, 0.5 for Ukraine, and 0.25 > for China ;op > > -----Original Message----- > From: > gam...@li... > [mailto:gam...@li...]On > Behalf Of > Frank Davis > Sent: Friday, June 06, 2003 12:28 PM > To: gam...@li... > Subject: Publisher payments (was Re: [GD-General] > Prices of well-known > 3D engines) > > > Hi all, > > (Sorry if this comes through twice) > > >Obviously publishers won't gave the same ammount of > money to develop a game > >in spain as int USA... at least i don't think you > can fool them that way :) > >So perhaps we will get a 1/15 fraction of the > ammount of money you (USA) > >can get from a publisher... > >I don't know it for sure, as i don't work on games > directly > > I'm not sure if this off topic, but i would guess it > isnt so here goes.. > > Is there anyone that can give any information about > how much a game should > earn a small developer team? I understand not too > many of you are willing to > share details of your financial situation, so dont > use game names if you > dont want to. > > Lets say you have a team of 5 people working > fulltime on a game for a couple > of months. What would be a reasonable payment? I > suppose you would receive a > sum on signing of the contract, a sum on delivering > a master, and royalties > for each sold product? Does anyone have numbers? > === message truncated === ___________________________________________________________ Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en français ! Yahoo! Mail : http://fr.mail.yahoo.com |