1 Computer Game Marketing CIS 487/587 Bruce R. Maxim UM-Dearborn.

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Presentation transcript:

1 Computer Game Marketing CIS 487/587 Bruce R. Maxim UM-Dearborn

2 Adapted from John Laird’s EECS 494 notes and the Steve Rabin text

3 Sales Statistics 60% of Americans play video games 70M+ Playstations worldwide 4M Xbox 4M GameCubes Everquest 400K monthly subscribers

4 Industry Average game costs $3-10M to develop and requires months to complete About 1 in 10 games breaks even or makes money Sequels and franchises are popular Very few self-published titles Number of small developers is shrinking

5 Hit Driven Business The focus is on entertainment not utility Games generate emotional responses, stimulate the senses, and provide escape from reality Quality is king Hits are made by creative people who know games, not by marketing execs

6 Changing Markets Platforms shifts change balance of power among developers and publishers Conflicts between hardcore gamers and mass market continue to increase Cost of projects makes it hard for small developers to survive Publisher consolidation will changes types of games produced Globalization affects products as well

7 Business Models Software developers and publishers depend on dollars from game sales Console developers lose money on consoles and make money from proprietary media and games sold Internet games usually have an initial cost plus a monthly fee

8 Revenue from $50 Console Game AmountPurposePaid ByPaid To $3Cost of goodsPublisherMedia manufacturer $7Publishing license royaltyPublisherPlatform holder $13Retailer profitConsumerRetailer $3Markdown reservePublisherRetailer $8Development costPublisherDeveloper $10Operating costPublisherInternal (overhead, freight, co-op, bad debt) $6MarketingPublisherAd agencies and media Items in bold can be converted to profit through careful publisher cost management.

9 Platform Holders Revenue comes from: Hardware sales Licensing fees from compatible peripherals First-party games Licensing fees from third-party games Licensing fees from development tools Revenues from sales of proprietary delivery media

10 Consoles Closed Platform Console companies (Nintendo, Sony, Microsoft) control nearly every aspect of games on their platforms –Proprietary development hardware and software –Permission to become a licensed publisher –License to use console company trademarks in marketing materials –May require permission to start a game –Certification of a finished game Investment in hardware must be offset by revenue from software (around $7/unit for third-party games)

11 PCs Open Platform CPU (Intel, AMD) and graphics chip (NVIDIA, ATI) manufacturers provide developer support and market their technology benefits directly to consumers Application software providers give developers free tools to ensure compatibility Box manufacturers (Dell, HP) may bundle hot software titles to add value to their sale Low barrier to entry for developers, but high competition for shelf space

12 Outsourcing Tool developers create engines and middleware to sell to game developers Contract services –Motion capture –Art –Cut-scenes –Audio –Software Quality Assurance

13 Motion Capture Used to automate animation process for more realism in human characters Magnetic or optical systems Internal motion capture studio at publisher or external service provider Services include accompanying software and technicians, and post-capture data processing and tuning

14 Art and Animation Service Providers Developers can outsource art and animation assets to external companies Specified at contract and included in development budget Art houses can become full-service developers with judicious addition of programming talent Cost is a function of quality, team location, and volume of assets

15 Quality Assurance Service Providers Alternative to maintaining team of full-time salaried testers Established in PC publishing, due to amortization of multiple hardware configurations over multiple projects Gaining ground in console publishing; security of sharing proprietary console equipment is a perceived concern

16 Business Model Elements - 1 Unit sales (predicted vs actual sales with returns) Advances and royalties –First party manufacturers get about $7/unit –Developers get 10-40% based on past performance –Licensors get 5–15%

17 Business Model Elements - 2 Product development ($2-10M) Marketing –Typical budget $1-3M –TV ads cost an additional $1-2M General administrative costs –Management, legal, HR, finance, etc.

18 Studio System Developers paid for delivered milestones out of “royalty advances” Studio assigns management to an executive producer an staff Producers encourage developers to complete milestones and provide creative input, as well and management

19 Development Milestones: Development Timeline Here are some example development periods for different platforms: 4-6 months for a high-end mobile game months for an original console game months for a license / port months for an original PC Game

20 Development Milestones: Milestone Definitions An example milestone schedule for a 20-month development cycle:

21 Vertical Structure Developers Publishers Distributors Retailers

22 Developers Design and implement game including all multimedia elements Groups usually pretty small Similar to textbook authors Work for royalties and funded by advances No capital, distribution channels, or marketing resources

23 Game Developers: Full-Service Cover all disciplines: art, animation, programming, asset management, production Idea for the game (“intellectual property”) can come from developer or publisher Work for publisher on contract basis Paid set amounts per milestone completed –Payments are advances against future royalty payments –Royalties are calculated as percentage of publisher’s “net receipts” –Definition of net receipts is frequently obscure

24 Publishers Funding and development Manufacturing Marketing and public relations Distribution Customer support Assume all the risks and take most of the profits

25 Greenlighting Used by publishers to determine which projects move forward (go/no go based on progress and risk assessment) Typically done 5 times over months –Concept –Assessment –Prototype –First playable game –Alpha release

26 Public Relations Firms, Advertising Agencies, and Merchandising Teams PR firms communicate with –“consumer” media (ie mass-market general media) –“specialist” video game publications Ad agency prepares creative for marketing campaign –good communication ensures alignment of vision with publisher Merchandising teams ensure all is in order at store level

27 Delivery Media Manufacturers Delivery media for closed platforms include anti- piracy technology –Engineered by platform holder Console companies historically manufacture finished goods for publisher –Nintendo and Sony continue to do so Sega pioneered direct relationships under license between DVD manufacturers and publishers –Microsoft follows this model with Xbox Some publishers only manufacture disks, then complete assembly at contracted packaging companies

28 Sales Channel: Distributors Purchase games from publishers, and resell to smaller independent stores and chains Compete on price, speed and availability Earn profit margin of around 3%

29 Distributors Game distribution was initially modeled after book distribution Becoming less important and as retail sales are shifting (manufacturers of all goods work directly with retailers)

30 Retail Brick-and mortar retailers generally earn 30% margin on a $50 game Sales of packaged goods by internet retailers follow the brick-and-mortar model Electronic download of games via internet still in infancy

31 Retailers Initially mail-order and computer stores Shift in 1980’s to specialty chain stores (25%) Shift in 1990’s to mass market retailers (70%) Internet sales growing but not dominant yet (5%)

32 The Pitching Process: Prototype Key game prototype features: Core gameplay mechanic Key USP’s / points of difference Game engine / technological proficiency Artistic / styling guide Demonstration of control / camera system Example gameplay goals

33 The Pitching Process: Pitch Presentation Key pitch presentation content: Concept overview & genre profile Unique selling points Proposed technology & target platform/s Team biographies & heritage Outline marketing information, including potential licensing opportunities

34 The Pitching Process: Game Design Focuses on intimate detail such as: Storyline Control dynamics Camera system Level progression Game features and functionality Score systems etc.

35 The Pitching Process: Technical Design Covers technical topics including: Graphics engine AI routines Audio system Online capability and requirements Peripherals/controllers Development asset management/backup

36 The Pitching Process: Project Schedule & Budget Schedule & budget must: Be detailed and transparent Allow for contingency scenarios Have several sets of outcomes for different size publishers Be realistic

37 Deal Dynamics: Research Points developers should research of prospective publishers: Are they financially stable Do they have global reach Do they market / PR their games well Is there a history of non-payment of milestones or royalties Have they canned many titles

38 Deal Dynamics: IP Rights Intellectual Property Rights include: Game name Logos Unique game mechanics & storyline Unique characters, objects & settings Game Source Code including artwork & associated assets Unique sounds and music

39 Payment Negotiation: Overview Current approximate development costs: $4-5 million for AAA multi-platform $2-3 million for AAA PlayStation 2 only $1 million for A-quality single platform

40 Payment Negotiation: Deal Structure The developer must carefully balance the following parameters: Clearly defined PR & marketing support Cash advance against royalties Milestone payments Post-release royalty payments

41 Payment Negotiation: Advance Payments An advance royalty payment is usually the agreed royalty rate multiplied against a percentage of the total unit guarantee Advance royalties will generally fit in around the % mark of the predicted first year unit guarantee

42 Payment Negotiation: Guarantees Guarantees usually come in two forms: A figure that is contractually guaranteed by the publisher and must be paid for regardless of how well the game actually sells A figure that is based on an amount of units sold necessary to maintain title exclusivity with that publisher

43 Payment Negotiation: Milestones Milestone payments represent the agreed rate of release for development funding Developers will usually be given a lump-sum advance payment, with the remainder of the payments split into regular milestones payable upon delivery of agreed content

44 Payment Negotiation: Royalty Negotiation Royalties are percentage payments of profits made above and beyond the recoup of development costs Royalty rates are calculated the wholesale price of the product Developer royalties can range from 0 percent for work for hire, to 40 percent for a self-funded AAA title.

45 Payment Negotiation: Royalty Negotiation Other considerations: Rising-rate royalty, increasing percentage the more units sell Clear royalty definition of ‘wholesale price’ (I.e. including cost of goods etc.) Right to audit publishers books Currency/exchange rate/VAT figures