Monthly Archives: February 2007
GDC 2007 tip for the British attendees
1. Take an empty suitcase/virtually no clothes.
2. On arrival head straight for the Mall (that seems to be the name they use for a shopping centre)
3. Buy all the clothes you need happy in the knowledge that they are half the price they would be back home
4. If you happen to be in Macy’s go to their customer service dept and ask for a tourist discount voucher (the branch in LA certainly does them) and you will get 10% off everything you buy – probably worth asking at any big stores you go to.
5. Lobby Bar – Marriot Hotel 55, 4th St looks like the best bet as the “new Fairmont”.
The myth of the developer royalty
Pop quiz – Your game costs $1 million to develop (funded by the publisher in the form of an advance against royalties).
Your publisher gets $10 (net sales) for every copy of your game they sell.
You (the developer) get 15% of net sales.
If your game sells 500,000 units how much money do you get in royalties?
The math is simple. 15% of $10, multiplied by 500,000 equals zero.
OK yes it is a trick question. The math obviously doesn’t add up to zero but none the less that is how much money you would actually receive in royalties on a standard publisher funded deal. This is because of the phrase “Fully recoupable but non-refundable advance against royalties” which appears in virtually all development contracts.
Here’s how it works….
- The publisher loans you $1 million spread over 18 months while you make your game. – this is a recoupable advance against future royalties, which means you have to pay it back.
- When the game is finished the publisher sells it and, after costs are deducted they end up with $10 (net sales).
- Your 15% of net sales is equal $1.50 so, if your game has sold 500,000 units (which isn’t bad), then you have earned $750,000 in royalties…. unfortunately you owe the publisher $1 million so all of your royalties go back to them.
- You still owe the publisher $250,000 so clearly this was a bad deal for the publisher…. except that it wasn’t.
In exchange for the $250,000 (the money you didn’t repay) the publisher earned $5 Million (their 85% of net sales = $4,250,000 + the $750,000 you paid back). Of course that is a slightly simplified model and despite the fact that many of the publishers costs are deducted earlier (wholesale minus costs = net sales) lets assume that they spend another $1.5 million on marketing, overheads and other sundries. So, they invested a total of $2 million, you repaid $750,000 of that, so they have actually spent $1,250,000 and in return they earned $4.25 million.
Meanwhile you spent $750,000 making the game and have a paper debt of -$250,000. You don’t actually have to pay that money back but the next $250,000 of royalties will go straight back to the publisher. If you do sell enough units to recoup the advance (666,667 units should do it) you have now spent $1 million dollars making a game, earned zero profit and the publisher has over $6 million.
So what’s the solution?
There are various options but the simplest is to build 20% profit into your development costs and manage your project properly. Ensure that if the publisher requires changes that they pay for them and that you don’t spend your profit making the game better in the hope of making more in royalties. Yes, it is possible for a game to sell millions of units and for the developer to make millions, even under a recoupment deal – but how many games are released each year (in excess of 3,000) and how many make the huge numbers (one, maybe two)? You need to run your company on the assumption that it will conform to the rule and not in the hope that it will be the exception. You need to make your game based on a plan that will generate real profit, not mythical royalties.
Polygons update
Never Mind the Polygons #5 took place in Derby on Tuesday the 20th of February at 6.30p.m. With audience members from most of the region’s developers (plus some from Yorkshire) the latest event was animated, insightful and surprisingly intelligent. Topics under the microscope included User Generated Content, representing women in games, controversy for the sake of controversy, the need for violence in games, digital downloads, and how to improve the media’s view of the industry.
Regular team captains Iain Simmons and myself were joined by Rob Yescombe (Free Radical Design) and Matt Sansam (Covert Media) for a news quiz/discussion of current industry topics which, as usual, spun out into an audience wide discussion. This was followed by general networking/discussions fueled by a free bar sponsored by Derby based developer Strawdog Studios (www.strawdogstudios.com)
Check out more photos of the event on Flickr:
http://www.flickr.com/photos/rubberdreamfeet/tags/nmtp/
Find out how to join us for thext event at http://www.pixel-lab.co.uk/polygons
Never Mind the Polygons…
Bi-monthly networking event Never Mind the Polygons #5 will take place in Derby on Tuesday the 20th of February at 6.30p.m. The event will be a topical discussion/panel quiz with Iain Simons (Writer and Creative Director, GameCity Festival) and myself as team captains. This month we are joined by Rob Yescombe (Screenwriter, Free Radical Design) and Matt Sansam (Ex-Rebellion Derby and now Founder, Covert Media).
Due to the popularity of the last few events, Polygons has moved to a swankier venue at Friar Gate Studios, a little closer to the centre of Derby than the Courtyard Pub (Just up the road, in fact: Google map). A free bar has been kindly sponsored by Strawdog Studios (www.strawdogstudios.com). If you are in the Derby area make sure you come along and join in the fun.
A week in the life
Not really had time to look at the news or spare any brain power for pondering as GDC is approaching and it’s such a busy time. Thought I would just share the joys of a pre-GDC week in the life of a consultant…..
Monday
Working from home, which was a relaxing start to a hectic week. A contract review and trademark registration are the order of the day today and that is just the fun part. The rest of the day is spent clearing my desk of assorted paperwork as I will be out of the office for the rest of the week. GDC is three weeks away and clients are all gearing up to pitch products to publishers . That means lots of design docs and demos to review and dry-run pitches to sit through. 
Tuesday
London to Nottingham by train as I will be in EM-Media’s office for the next three days. I have been coordinating with UKTI (UK Trade & Investment) to support East Midlands developers who are attending GDC. Several have submitted applications for funding which need to be assessed and additional information requested. This is a regular journey for me (approx 100 miles) where I get to catch up on email or watch a TV show on the laptop that I haven’t had time to watch at home.
Wednesday
Breakfast at Delilah’s (a deli near to EMM’s offices). I like to have at least one leisurely breakfast every week. Time to unwind and read a business plan. The business plan is awful but the poached eggs are great.
Thursday
More pre-GDC paperwork, chasing up potential GDC meetings on behalf of EMM, sourcing market data and arranging dinner at GDC with a group of publishers/developers. In the afternoon it’s a train from Nottingham to Leeds for Game Republic (http://www.gamerepublic.co.uk/), a networking event for Yorkshire/Humber based game developers. The evening was enjoyable, the beer was free, but the food wasn’t as good as yesterday’s poached eggs. Stayed overnight in Leeds as I have to travel further North tomorrow.
Friday
Train from Leeds to Middlesbrough to meet with one of several clients who are preparing for GDC. Spent the day reviewing a product pitch before setting off back to London. Finally got home at around 23.30 having done a total of 400+ miles by train this week.
Do you speak sixaxis?
London’s Science Museum is currently (21 October 2006 – 25 February 2007) hosting the Game On exhibition which explores the history, technology and culture of computer games all the way from the PDP-1 of the 1960s to the latest consoles. The exhibition covers a wide range of video game related topics including Early Arcade Games, Game Audio, Games Culture, Multiplayer Gaming and much more. Best of all visitors can play on a whole alphabet of games all the way from Asteroids to Zelda. (There are over a hundred playable games at the exhibition).
If you live/work in London or are planning a visit the exhibition is well worth a visit but while you are there spare a thought for all those unfortunates who don’t speak our language. Many of the visitors to the exhibition aren’t gamers. This is obvious from the way they struggle to get to grips with the controls of many of the games. Some of these people might well be tempted to become gamers (after all they were interested enough to come to the exhibition), if only they could actually play the games. The problem is that they don’t understand the language of games that many gamers take for granted. They don’t understand O X Δ D-Pad Left and so they miss out on many great games, just because they don’t speak our language…. or to be more precise, because we don’t speak their language.
If we really want to sell games to the mass-market we need to make games that they can understand. That means simpler controllers (Wiimote ftw) and easier control systems. The mass market will never learn our language so we are going to have to work a lot harder at learning theirs.
More info on the expo: [Link deleted as content now removed]