Post on 14-Jan-2016
transcript
The Economics of a The Economics of a Next-Gen GameNext-Gen Game
Kathy SchobackKathy Schoback
IGDA Chair EmeritusIGDA Chair Emeritus
GDC Advisory Board MemberGDC Advisory Board Member
Copyright ©2005 Kathy Schoback. All Rights Reserved.
Game Development Budgets Are Game Development Budgets Are ExplodingExploding! ! ! ! ! ! !! ! ! ! ! ! !
• 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
MethodologyMethodology
• 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
General AssumptionsGeneral 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
General Assumptions, cont’dGeneral 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
Assumptions for Current-Gen TitleAssumptions for Current-Gen TitleAll consoles PC Handheld
Lifetime NA sales 1,000,000 250,000 500,000
Development spend $5 million $500K (incremental) $1 million (incremental)
Developer royalty/unit $8 $8 $6
Marketing spend $3 million -- --
Wholesale price $32 $32 $24
Markdown reserve 10% 30% 15%
COGS/royalty $9 $1.50 $9
Variable cost 5% 5% 5%
International $1.5 million $238K $168K
Greatest Hits $794K -- --
Digital distribution -- $57K --
Assumptions for Next-Gen AAA TitleAssumptions for Next-Gen AAA TitleAll consoles PC Handheld
Lifetime NA sales 1,000,000 250,000 500,000
Development spend $20 million $500K (incremental) $2 million (incremental)
Developer royalty/unit $10 $10 $8
Marketing spend $6 million -- --
Wholesale price $38 $38 $32
Markdown reserve 10% 30% 15%
COGS/royalty $9 $1.50 $9
Variable cost 5% 5% 5%
International $4.6 million $1.1 million $1.6 million
Greatest Hits $1.6 million -- --
Digital distribution -- $225K --
Assumptions for Next-Gen AAA SequelAssumptions for Next-Gen AAA SequelAll consoles PC Handheld
Lifetime NA sales 700,000 175,000 350,000
Development spend $14 million $500K (incremental) $1.4 million (incremental)
Developer royalty/unit $10 $10 $8
Marketing spend $4.2 million -- --
Wholesale price $38 $38 $32
Markdown reserve 10% 30% 15%
COGS/royalty $9 $1.50 $9
Variable cost 5% 5% 5%
International $3.2 million $812K $1.1 million
Greatest Hits $1.1 million -- --
Digital distribution -- $157K --
Licensing $6 million $500K --
Gross P&L Gross P&L comparisoncomparison
AAA Title AAA Sequel Current-Gen
Packaged goods sales - console $38,000,000 $26,600,000 $32,000,000Packaged goods sales - PC $9,500,000 $6,650,000 $8,000,000Packaged goods sales - handheld $16,000,000 $11,200,000 $12,000,000Digital distribution revenue $225,625 $157,938 $190,000Licensing revenue $750,000 $6,500,000 $0International revenue - all SKUs $7,480,000 $5,236,000 $5,625,000Greatest Hits revenue $1,587,500 $1,111,250 $1,587,500Wireless revenue $0 $500,000 $0
Total Revenue $73,543,125 $57,955,188 $59,402,500
Prototype $1,000,000 $0 $1,000,000Development - console $20,000,000 $14,000,000 $5,000,000Development royalty - console $0 $0 $0Development - PC $500,000 $500,000 $500,000Development royalty - PC $2,000,000 $1,250,000 $0Development - handheld $2,000,000 $1,400,000 $1,000,000Development royalty - handheld $2,000,000 $1,400,000 $0Marketing $6,000,000 $4,200,000 $3,000,000COGS/platform royalty - console $9,000,000 $6,300,000 $9,000,000COGS - PC $375,000 $262,500 $375,000COGS/platform royalty - handheld $4,500,000 $3,150,000 $4,500,000Markdowns - console $3,800,000 $2,660,000 $3,200,000Markdowns - PC $2,850,000 $1,995,000 $2,400,000Markdowns - handheld $2,400,000 $1,680,000 $1,800,000Variable cost (non-overhead) $3,175,000 $2,222,500 $2,600,000
Total Cost $59,600,000 $41,020,000 $34,375,000
Net Profit $13,943,125 $16,935,188 $25,027,500
NA console sales = NA console sales = 1m units1m units
Breakeven Units* – Base CaseBreakeven Units* – Base Case
AAA Title AAA Sequel
All consoles 653,097 285,112
PC 163,274 71,278
Handheld 326,548 142,556
*North America, but international sales are factored in*North America, but international sales are factored in
What happens if…What happens if…
““We only We only sold 800K sold 800K
unitsunits!”!”
AAA Title AAA Sequel Current-Gen
Packaged goods sales - console $30,400,000 $21,280,000 $25,600,000Packaged goods sales - PC $7,600,000 $5,320,000 $6,400,000Packaged goods sales - handheld $12,800,000 $8,960,000 $9,600,000Digital distribution revenue $180,500 $126,350 $152,000Licensing revenue $750,000 $6,500,000 $0International revenue - all SKUs $5,984,000 $4,188,800 $4,500,000Greatest Hits revenue $1,270,000 $889,000 $1,270,000Wireless revenue $0 $500,000 $0
Total Revenue $58,984,500 $47,764,150 $47,522,000
Prototype $1,000,000 $0 $1,000,000Development - console $20,000,000 $14,000,000 $5,000,000Development royalty - console $0 $0 $0Development - PC $500,000 $500,000 $500,000Development royalty - PC $1,500,000 $900,000 $0Development - handheld $2,000,000 $1,400,000 $1,000,000Development royalty - handheld $1,200,000 $840,000 $0Marketing $6,000,000 $4,200,000 $3,000,000COGS/platform royalty - console $7,200,000 $5,040,000 $7,200,000COGS - PC $300,000 $210,000 $300,000COGS/platform royalty - handheld $3,600,000 $2,520,000 $3,600,000Markdowns - console $3,040,000 $2,128,000 $2,560,000Markdowns - PC $2,280,000 $1,596,000 $1,920,000Markdowns - handheld $1,920,000 $1,344,000 $1,440,000Variable cost (non-overhead) $2,540,000 $1,778,000 $2,080,000
Total Cost $53,080,000 $36,456,000 $29,600,000
Net Profit $5,904,500 $11,308,150 $17,922,000
(20%) topline revenue (20%) topline revenue impact on console salesimpact on console sales
(50%) impact on net (50%) impact on net profit for next-gen titleprofit for next-gen title
““We only We only sold 100K sold 100K
unitsunits!”!”
AAA Title AAA Sequel Current-Gen
Packaged goods sales - console $3,800,000 $2,660,000 $3,200,000Packaged goods sales - PC $950,000 $665,000 $800,000Packaged goods sales - handheld $1,600,000 $1,120,000 $1,200,000Digital distribution revenue $22,563 $15,794 $19,000Licensing revenue $750,000 $6,500,000 $0International revenue - all SKUs $748,000 $523,600 $562,500Greatest Hits revenue $0 $0 $0Wireless revenue $0 $500,000 $0
Total Revenue $7,870,563 $11,984,394 $5,781,500
Prototype $1,000,000 $0 $1,000,000Development - console $20,000,000 $14,000,000 $5,000,000Development royalty - console $0 $0 $0Development - PC $500,000 $500,000 $500,000Development royalty - PC $0 $0 $0Development - handheld $2,000,000 $1,400,000 $1,000,000Development royalty - handheld $0 $0 $0Marketing $6,000,000 $4,200,000 $3,000,000COGS/platform royalty - console $900,000 $630,000 $900,000COGS - PC $37,500 $26,250 $37,500COGS/platform royalty - handheld $450,000 $315,000 $450,000Markdowns - console $380,000 $266,000 $320,000Markdowns - PC $285,000 $199,500 $240,000Markdowns - handheld $240,000 $168,000 $180,000Variable cost (non-overhead) $317,500 $222,250 $260,000
Total Cost $32,110,000 $21,927,000 $12,887,500
Net Profit ($24,239,438) ($9,942,606) ($7,106,000)
(90%) topline revenue (90%) topline revenue impact on console salesimpact on console sales
(275%) impact on net (275%) impact on net profit for next-gen titleprofit for next-gen title
““We killed it We killed it at gold at gold mastermaster””
No revenueNo revenue
All costs except COGSAll costs except COGS
Only $5 million worse Only $5 million worse than shipping 100K unitsthan shipping 100K units
AAA Title
Packaged goods sales - console $0Packaged goods sales - PC $0Packaged goods sales - handheld $0Digital distribution revenue $0Licensing revenue $0International revenue - all SKUs $0Greatest Hits revenue $0Wireless revenue $0
Total Revenue $0
Prototype $1,000,000Development - console $20,000,000Development royalty - console $0Development - PC $500,000Development royalty - PC $0Development - handheld $2,000,000Development royalty - handheld $0Marketing $6,000,000COGS/platform royalty - console $0COGS - PC $0COGS/platform royalty - handheld $0Markdowns - console $0Markdowns - PC $0Markdowns - handheld $0Variable cost (non-overhead) $0
Total Cost $29,500,000
Net Profit ($29,500,000)
““We sold 2m We sold 2m unitsunits!”!”
AAA Title AAA Sequel Current-Gen
Packaged goods sales - console $76,000,000 $53,200,000 $64,000,000Packaged goods sales - PC $19,000,000 $13,300,000 $16,000,000Packaged goods sales - handheld $32,000,000 $22,400,000 $24,000,000Digital distribution revenue $451,250 $315,875 $380,000Licensing revenue $750,000 $6,500,000 $0International revenue - all SKUs $14,960,000 $10,472,000 $11,250,000Greatest Hits revenue $3,175,000 $2,222,500 $3,175,000Wireless revenue $0 $500,000 $0
Total Revenue $146,336,250 $108,910,375 $118,805,000
Prototype $1,000,000 $0 $1,000,000Development - console $20,000,000 $14,000,000 $5,000,000Development royalty - console $0 $0 $0Development - PC $500,000 $500,000 $500,000Development royalty - PC $4,500,000 $3,000,000 $0Development - handheld $2,000,000 $1,400,000 $1,000,000Development royalty - handheld $6,000,000 $4,200,000 $0Marketing $6,000,000 $4,200,000 $3,000,000COGS/platform royalty - console $18,000,000 $12,600,000 $18,000,000COGS - PC $750,000 $525,000 $750,000COGS/platform royalty - handheld $9,000,000 $6,300,000 $9,000,000Markdowns - console $7,600,000 $5,320,000 $6,400,000Markdowns - PC $5,700,000 $3,990,000 $4,800,000Markdowns - handheld $4,800,000 $3,360,000 $3,600,000Variable cost (non-overhead) $6,350,000 $4,445,000 $5,200,000
Total Cost $92,200,000 $63,840,000 $58,250,000
Net Profit $54,136,250 $45,070,375 $60,555,000
2x topline revenue 2x topline revenue impact on console salesimpact on console sales
3.8x impact on net profit 3.8x impact on net profit for next-gen titlefor next-gen title
““We’re We’re charging charging $54.99$54.99””
AAA Title AAA Sequel
Packaged goods sales - console $42,000,000 $29,400,000Packaged goods sales - PC $9,500,000 $6,650,000Packaged goods sales - handheld $16,000,000 $11,200,000Digital distribution revenue $225,625 $157,938Licensing revenue $750,000 $6,500,000International revenue - all SKUs $8,160,000 $5,712,000Greatest Hits revenue $1,587,500 $1,111,250Wireless revenue $0 $500,000
Total Revenue $78,223,125 $61,231,188
Prototype $1,000,000 $0Development - console $20,000,000 $14,000,000Development royalty - console $0 $0Development - PC $500,000 $500,000Development royalty - PC $2,000,000 $1,250,000Development - handheld $2,000,000 $1,400,000Development royalty - handheld $2,000,000 $1,400,000Marketing $6,000,000 $4,200,000COGS/platform royalty - console $9,000,000 $6,300,000COGS - PC $375,000 $262,500COGS/platform royalty - handheld $4,500,000 $3,150,000Markdowns - console $4,200,000 $2,940,000Markdowns - PC $2,850,000 $1,995,000Markdowns - handheld $2,400,000 $1,680,000Variable cost (non-overhead) $3,375,000 $2,362,500
Total Cost $60,200,000 $41,440,000
Net Profit $18,023,125 $19,791,188
Wholesale is $42Wholesale is $42
+23% impact on net +23% impact on net profitprofit
““Can we get Can we get a deal from a deal from
Sony?Sony?””
COGS+royalty is $5 for COGS+royalty is $5 for console titlesconsole titles
+25% impact on net +25% impact on net profitprofit
AAA Title AAA Sequel
Packaged goods sales - console $38,000,000 $26,600,000Packaged goods sales - PC $9,500,000 $6,650,000Packaged goods sales - handheld $16,000,000 $11,200,000Digital distribution revenue $225,625 $157,938Licensing revenue $750,000 $6,500,000International revenue - all SKUs $8,280,000 $5,796,000Greatest Hits revenue $1,587,500 $1,111,250Wireless revenue $0 $500,000
Total Revenue $74,343,125 $58,515,188
Prototype $1,000,000 $0Development - console $20,000,000 $14,000,000Development royalty - console $0 $0Development - PC $500,000 $500,000Development royalty - PC $2,000,000 $1,250,000Development - handheld $2,000,000 $1,400,000Development royalty - handheld $2,000,000 $1,400,000Marketing $6,000,000 $4,200,000COGS/platform royalty - console $5,000,000 $3,500,000COGS - PC $375,000 $262,500COGS/platform royalty - handheld $4,500,000 $3,150,000Markdowns - console $3,800,000 $2,660,000Markdowns - PC $2,850,000 $1,995,000Markdowns - handheld $2,400,000 $1,680,000Variable cost (non-overhead) $3,175,000 $2,222,500
Total Cost $55,600,000 $38,220,000
Net Profit $18,743,125 $20,295,188
““Short the Short the market, market, guys.guys.
Markdown reserve is Markdown reserve is limited to 2% across all limited to 2% across all SKUsSKUs
+40% impact on net +40% impact on net profitprofit
AAA Title AAA Sequel
Packaged goods sales - console $38,000,000 $26,600,000Packaged goods sales - PC $9,500,000 $6,650,000Packaged goods sales - handheld $16,000,000 $11,200,000Digital distribution revenue $225,625 $157,938Licensing revenue $750,000 $6,500,000International revenue - all SKUs $9,036,000 $6,325,200Greatest Hits revenue $1,587,500 $1,111,250Wireless revenue $0 $500,000
Total Revenue $75,099,125 $59,044,388
Prototype $1,000,000 $0Development - console $20,000,000 $14,000,000Development royalty - console $0 $0Development - PC $500,000 $500,000Development royalty - PC $2,000,000 $1,250,000Development - handheld $2,000,000 $1,400,000Development royalty - handheld $2,000,000 $1,400,000Marketing $6,000,000 $4,200,000COGS/platform royalty - console $9,000,000 $6,300,000COGS - PC $375,000 $262,500COGS/platform royalty - handheld $4,500,000 $3,150,000Markdowns - console $760,000 $532,000Markdowns - PC $190,000 $133,000Markdowns - handheld $320,000 $224,000Variable cost (non-overhead) $3,175,000 $2,222,500
Total Cost $51,820,000 $35,574,000
Net Profit $23,279,125 $23,470,388
Licensed TitleLicensed 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
AAA Title AAA Sequel
Packaged goods sales - console $38,000,000 $26,600,000Packaged goods sales - PC $9,500,000 $6,650,000Packaged goods sales - handheld $16,000,000 $11,200,000Digital distribution revenue $225,625 $157,938Licensing revenue $0 $0International revenue - all SKUs $7,480,000 $5,236,000Greatest Hits revenue $1,587,500 $1,111,250Wireless revenue $0 $0
Total Revenue $72,793,125 $50,955,188
Prototype $1,000,000 $0Development - console $20,000,000 $14,000,000Development royalty - console $0 $0Development - PC $500,000 $500,000Development royalty - PC $2,000,000 $1,250,000Development - handheld $2,000,000 $1,400,000Development royalty - handheld $2,000,000 $1,400,000Marketing $6,000,000 $4,200,000COGS/platform royalty - console $9,000,000 $6,300,000COGS - PC $375,000 $262,500COGS/platform royalty - handheld $4,500,000 $3,150,000Markdowns - console $3,800,000 $2,660,000Markdowns - PC $2,850,000 $1,995,000Markdowns - handheld $2,400,000 $1,680,000Variable cost (non-overhead) $3,175,000 $2,222,500
Total Cost $59,600,000 $41,020,000
Net Profit $13,193,125 $9,935,188
Profit Impact SummaryProfit Impact Summary
Next-Gen Title Next-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
Breakeven Units* – Breakeven Units* – Really Wonderful CaseReally Wonderful Case
AAA Title AAA Sequel
All consoles 449,890 205,863
PC 112,473 51,466
Handheld 224,945 102,932
*North America, but international sales are factored in.*North America, but international sales are factored in.
Note: Console development royalties don’t kick in until unit 2,000,001. Note: Console development royalties don’t kick in until unit 2,000,001. Even in this Really Wonderful Case. Even in this Really Wonderful Case.
Revisiting ArmageddonRevisiting 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
Thank you.Thank you.