The development
costs of an online-only game such as GemStone III and Ultima
Online and a retail product (even with online capabilities) do not
differ as greatly as one might think. In fact, budgets are quite comparable.
The primary difference (other than one product is really a service with
years of revenue generating potential, and the other has maybe six weeks
at retail to "hit" it big) is in the number of "buyers" necessary to drive
the ROI.
However, as online distribution becomes more viable, the question that
traditional (retail-only) game developers are really faced with is how
to migrate a portion of ongoing R & D to online production, and justify
that expense with a meaningful ROI.
Many traditional game developers and publishers dabble in online (i.e.
websites, match-making services, licensing product to one or more of the
game networks etc.), but they won't make an investment decision in a big
way while retail is still the big money maker.
Right now, the existence of the Internet is actually lengthening development
cycles for some retail products because developers are trying to figure
out how to make those titles "multiplayer," and then get them online.
It takes time to do that, and most developers don't allocate the time
until the end of the development cycle. Multiplayer capabilities are often
an afterthought.
The migration path for retail developers could follow several scenarios,
and include:
Updating
Getting a new/updated client to a customer in real time (versus putting
those assets in a box) has an implied efficiency. Consider that publishers
have traditionally had to deal with "bug" fixes incrementally (i.e. version
1.01, 1.02, 1.03 etc.), then figuring out how many previous units are
in the channel and matching those up with a silent update going out.
After those issues are sorted out, there is still be a 6-8 week lag from
warehouse "sign-out" to gold master. After that, there is packaging, shipping
to warehouse and then out to retail. It's not efficient.
Previously, publishers tried to get from 20-30 issues addressed before
shipping new goods. The Internet allows FTP uploads, fixes or enhancements
on a daily basis when a customer touches a publisher's site.
Update efficiency is bound to have a direct impact on title profitability.
How many times has a title been plagued with a bug or compatibility problem
with a specific system that actually stopped people from buying the product?
Ongoing updates should increase product life cycles by addressing those
shortfalls, which implies two things: 1) a need for less material to be
shipped on a ROM; and 2) a longer window of exploitation once the product
is in the market.
Customization and Ease of Game Entry
Games and game content cannot be all things to all people. Games have
failed to attract mass audiences in large measure because developers have
chosen to cater to the hardcore game enthusiast. It's one of the narrowest
demographic segments in the marketplace for entertainment product.
There has been very little R & D effort to move games beyond the hardcore
player demographic. And, even though that's NOT where the mass market
is, a fascination with hardcore gamers has caused developers to accept
the reality of ever-lengthening development schedules and rising production
values (i.e. costs).
Incremental release of product adds a customization aspect to the game.
An arcade hobbyist would typically want all game elements to really make
the game a challenge. The hobbyist would want the most accurate simulation
or technology experience, for example. Developers spend a significant
amount of money in each product to appeal to those customer preferences,
small though they may be.
The question is then, how to get started? Step "one" could be to start
putting two separate teams into product development, or at least updates.
Team "A" ships a version, while Team "B" is in development of the next
version.
Instead of 24-month development cycles for games, it may come down to
a six-month development cycle per team. Under that scenario, it will be
much easier to beat the competition to market with new types of gaming
enhancements and technologies.
Products will always be "up and coming," and developers will find themselves
in the "service" business (i.e. making both product and updates available
on a 24-hour per day, 7-day per week cycle).
With an online only game (see analysis below) budgeted at about $1-$1.2
million, about 20,000 monthly subscribers would be necessary to return
a gross margin of 60%. Factoring in churn (subs dropping off the service)
running at a monthly rate of 20%, a total of 68,000 new users over the
course of one year would be needed to generate that level of profitability.
A comparable retail product selling through that number of units would
be a financial disaster. Unit sales of at least 100,000 pieces would be
necessary to generate a respectable ROI (see second table below).
Nevertheless, it's still a question of volume for online games as well.
3DO's experience with Meridian 59 revealed that while there is
a dedicated group of online gamers, their numbers are small. Meridian
59 averaged about 10,000 players per month. That was enough to cover
ongoing production and maintenance, but not enough to reach full development
payback.
Both retail and online markets have their problems: Retail has too many
products chasing too little retail shelf space. Online titles are chasing
too few initiated users and investors have yet to warm up to the concept.
COMPARATIVE
INTERACTIVE PRODUCT DEVELOPMENT ANALYSIS
|
|||
Online
vs. Packaged Media Game Development Costs
|
|||
Pro-Forma Online-Only Game Title | |||
Robust PRG Game Category | |||
----------Year--------------
|
|||
Production Line Items/Yearly Scenarios |
1
|
2
|
3
|
|
|
|
|
Upfront Development Costs |
$500,000
|
$0
|
$0
|
Annual Ongoing Development Costs |
$112,500
|
$112,500
|
$150,000
|
Annual Billing/Customer Service |
$75,000
|
$75,000
|
$100,000
|
Annual Bandwidth Expenses |
$150,000
|
$150,000
|
$200,000
|
Annual Computer/hardware costs |
$75,000
|
$75,000
|
$100,000
|
Annual Marketing costs |
$187,500
|
$187,500
|
$250,000
|
Annual Tech support** |
$ -
|
$ -
|
$ -
|
Annual G/A |
$150,000
|
$150,000
|
$200,000
|
|
|
|
|
Total Annual Ongoing Costs |
$750,000
|
$750,000
|
$1,000,000
|
Total Upfront/Annual Costs |
$1,250,000
|
$750,000
|
$1,000,000
|
|
|
|
|
Average Number of Players/Month |
15,000
|
20,000
|
35,000
|
Average Number of Hours/Month/Player |
10
|
10
|
10
|
Flat rate Fee Per Month |
$7.95
|
$7.95
|
$7.95
|
Average Revenue Per Month |
$119,250
|
$159,000
|
$278,250
|
Average Revenue Per Year |
$1,431,000
|
$1,908,000
|
$3,339,000
|
|
|
|
|
Interactive Product Contribution (Deficit) |
$181,000
|
$1,158,000
|
$2,339,000
|
Service Gross Margin # |
12.65%
|
60.69%
|
70.05%
|
** = Included in Billing/Customer Support costs. | |||
# = Pre taxes, depreciation, amortization, royalties, licenses and technology R & D. | |||
Source: Paul A. Palumbo | |||
Retail Game Title Development And Payback Pro-Format | |||
Robust PRG Game Category | |||
Self Publisher Model |
------------Year
1 Only------------
|
||
Units Shipped | 175,000 | 150,000 | 200,000 |
Suggested Retail Price | $49.95 | $49.95 | $49.95 |
Street Price | $39.95 | $39.95 | $39.95 |
Retail Revenue | $2,996,250 | $5,992,500 | $7,990,000 |
Wholesale Sell-in Price | $24.95 | $24.95 | $24.95 |
Wholesale Revenue | $1,871,250 | $3,742,500 | $4,990,000 |
Marketing/sales | $280,688 | $486,525 | $598,800 |
Development/R & D Costs | $1,500,000 | $1,500,000 | $1,500,000 |
Returns Reserve | $130,988 | $261,975 | $349,300 |
Packaging/Pressing | $225,000 | $375,000 | $500,000 |
G & A | $350,000 | $350,000 | $350,000 |
Total COGS | $2,486,675 | $2,973,500 | $3,298,100 |
Title Contribution | -$615,425 | $769,000 | $1,691,900 |
Publisher Margin | -32.9% | 20.5% | 33.9% |
Source: Paul A. Palumbo |
Paul A. Palumbo is an interactive entertainment analyst, business consultant
and reporter based in Seaside, California. He spent three years at the
media research firm Paul Kagan Associates, Carmel, CA. as an M & A
(mergers & acquisitions) writer and analyst specializing in entertainment
media. Mr. Palumbo is a regular contributor to such widely read industry
publications as Multimedia Wire, Multimedia Week, New
Media Strategist and Lightwave Magazine. He also works with
interactive and online publishers/developers to secure finance and expand
business opportunities. He can be reached at [email protected].