RE: Publisher payments (was Re: [GD-General] Prices of well-known 3D engines)
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From: Rob K. <who...@at...> - 2003-06-13 00:13:53
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Don't worry - we were able to translate with babelfish. Give Lisa our love too. (I think it translated that right...) I will not buy this... -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Emmanuel Astier Sent: Sunday, June 08, 2003 5:09 PM To: gam...@li... Subject: RE: Publisher payments (was Re: [GD-General] Prices of well-known 3D engines) OOOOOOpppsss !! Sorry, that was obviously a personnal answer... Damned 'answer to' mode that keep on changing ! Emmanuel --- Emmanuel Astier <e_a...@ya...> a =E9crit=A0: > Mais je vous connais, vous !! >=20 > Tu ne dis pas combien de Horse Race vous avez > vendu... >=20 > Et ca se passe bien, la vie ? >=20 > Bon il est un peu tard, je vais me coucher, > j'essayerais de te mailer ou de t'appeler plus > tard... >=20 > Gros bisous a Lisa et a toi, >=20 > Manu >=20 >=20 >=20 > --- mdr...@cy... a =E9crit=A0: > I > think > that many times you hear about studios in > > this case (milestones > > payment) but that's for games being published by > big > > publishers. > >=20 > > I'd like to give a different sound of bells. The > > company I'm working for > > has shipped three games. > >=20 > > The first game was started in april 2000 and > shipped > > in June 2001. The > > project cost was about 500k=80, 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=80 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. > >=20 > > 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=80 of advance + 5=80 per > copy > > + we still > > self-finance till completition. Not really > > appealing... So, the game was > > shipped by the same small publishers. > >=20 > > The third game was a horse racing/management game. > > This sport is very > > popular in UK / France. The game costed 400k=80 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=80 for > > UK+Germany+France+Benelux in > > advance ( 30 000 copies with 10=80 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=80 per copy. So the game, who shipped in > europe, > > and soon in USA, has > > made so far about 525k=80 in royalties. > >=20 > > 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. > >=20 > > 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,=20 > > 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... > >=20 > >=20 > > -----Message d'origine----- > > De : > > gam...@li... > > > [mailto:gam...@li...] > > De la part de > > Paul Reynolds > > Envoy=E9 : samedi 7 juin 2003 02:42 > > =C0 : gam...@li... > > Objet : RE: Publisher payments (was Re: > [GD-General] > > Prices of well-known > > 3D engines) > >=20 > > It's truly dependent on the project (scope, genre, platforms,=20 > > 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. > >=20 > > 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. > >=20 > > 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). > >=20 > > ($440K)/12 months =3D $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. > >=20 >=20 =3D=3D=3D message truncated =3D=3D=3D=20 ___________________________________________________________ Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en fran=E7ais ! = Yahoo! Mail : http://fr.mail.yahoo.com ------------------------------------------------------- This SF.net email is sponsored by: Etnus, makers of TotalView, The best thread debugger on the planet. 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