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Published byEarl Boone Modified over 8 years ago
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Online vs. Retail Distribution
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How Developers Get Paid: The Retail Market for Games Laramée distinguishes between cost-based deals and royalty-based partnership.
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How Developers Get Paid: The Retail Market for Games Cost-based deals: The publisher calls for proposals. E.g the publisher wants a fighting game for PS3 by Q3. The developer evaluates the cost of the order. The publisher and developer agrees on a profit margin for the developer. The developer must create the game for the fixed amount that was agreed upon.
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How Developers Get Paid: The Retail Market for Games Royalty model: The publisher pays a fixed amount in advance. The publisher is paid back the advance from the initial income from the sales. If the sales have earned back the advance the developer will begin earning money from royalties.
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How Developers Get Paid: The Retail Market for Games Cost-based deals Is safe for the developer. Risk is on the publisher. If the game turns out to be a hit only the publisher will benefit. Royalty model If the advance does not cover the cost of production the game must be a hit for the developer to earn money.
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How Developers Get Paid: The Retail Market for Games Royalty in percentage If the publisher lowers the price in order to increase sales the game must sell much more for the developer to start receiving money. Fixed royalty As the publisher’s price falls the fixed royalty will eat up an increasing share of the revenue. This will lead the publisher to stop marketing the game.
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Online Business Models: Using the Net for Profit The direct-to-customer business model bypasses intermediaries and ideally offers the consumers a better value. In theory the online distribution is good for both developer and customer.
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Online Business Models: Using the Net for Profit Online distribution enables the developer to: Bypass the publisher, distributor and retailer. Have more creative control over the product. Make money of smaller and cheaper games. Increase the availability of the game.
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Online Business Models: Using the Net for Profit Types of online distribution: Direct-to-customer. The developer sells through its own site and pays only the cut to the transaction company. Online intermediary model. The developer uses a third party site to host and manage distribution of the game. Combined models. E.g. Steam or Xbox Live.
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