BUSINESS MODELS
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Show me the Money Expenses Direct, software licensing, salaries Indirect, opportunity cost, garage developers Revenue Sales Licensing Advertising
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Game Budgets MMO = $20-40 Million+ Console = $20 Million PC = $10 Million Downloadable Console = $250k-$500k Casual = $20k-$200k Web = $500-$500k
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Games for less Low-cost tools doesn’t always mean cheap Biggest Indie Mistake Your time is extremely valuable
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Direct Costs Salary is the biggest Software Licensing Torque, Flash, Unity <$500 Director <$1500 Virtools < $10,000 Unreal, Vicious Engine, Others >$10,000+
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Indirect Costs Opportunity Cost What could you do if you weren’t doing this? Garage Developer After-hours, on the side $0 development?
SSMIC Game Development Workshop - Brian Robbins June 21,2007 What Makes a Hit? Console = 1 Million units PC = 200k units Casual = 100k units Downloadable Console = ??? Web = Millions of plays MMO = Millions of players
SSMIC Game Development Workshop - Brian Robbins June 21,2007 What Makes Success? Have proper expectations Console = no go PC = no go Casual = 20k units Downloadable Console = ??? MMO = 1000 players Web = Millions of plays
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Sales Revenue PC or Console = 5-15% Casual = 25-50% Downloadable Console = 30-70% MMO = 97% Web = ???
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Casual Games Revenue Sale = $20 Transaction costs = $1-3 Portal = $6-10 Distributor = $2-6 Developer = $2-10
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Direct Sale Sell games direct through your own website Use TryMedia or roll your own Keep 80-90% of revenue
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Portal Shockwave, Real, MSN, Yahoo, Big Fish Games Keep 30-70% of revenue Massive built-in audiences Need relationship with each 100’s of portals
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Distributor Distributes on multiple portals TryMedia, Oberon Necessary to reach some portals (MSN, AOL, Pogo) Keeps 20-50% of ‘Developer’ revenue
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Agent Will keep 5-20% of ‘Developer’ revenue Has relationships with portals Allows you to focus on the game Will not provide funding
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Publisher Takes 30-70% of ‘Developer’ share Provides funding Provides game direction May own IP Fully exploits the property
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Contract Gotchas Define revenue net != gross != net Advertising & Other Revenue Exclusivity Ownership Pricing
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Try Before you Buy Download 1-hour trial Product must stand on its own 1% conversion is good
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Subscription Recurring revenue is awesome! Lots more ongoing costs and maintenance Game community is key
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Commissioned Revenue fixed from the start Long sales cycle Need to focus on this
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Item-based Good with MMO/subscription style games Difficult to craft, but can be very successful
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Ad sponsored Kongregate, Shockwave Lots of downloads trying it Good ancillary revenue, but you won’t get rich
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Skill-Based Games Don’t bother
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Alternative Platforms Mobile SecondLife Skype IM apps
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Business ?’s
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Market Overview / Business Models Summary High-level overview of game industry Discussed where expenses come from Seen how revenue is generated Compared different ways to succeed
SSMIC Game Development Workshop - Brian Robbins June 21,2007 Coming Up Technology to make it happen I tell you what to do