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The Business of games

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Title: The Business of games


1
The Business of games
2
Games are big business
  • Currently bigger than Hollywood box office sales.
  • Global gaming currently estimated to be worth 35
    Billion Dollar.

3
Business break down
  • 200 million play PC games
  • 140 million play console games
  • 100 million play handheld games
  • An estimated 40 of people play games.
  • 43 of all gamers are women
  • 60 of all gamers are 25 to 44 years old

4
Market share
5
Publishers by country
6
Largest publishers
7
Number of people employed
8
New technologies
7th generation gaming systems
9
Graphical evolution
1994
2007
System shock 1 187 MB
Bio shock 1 6.1 GB
Content (graphics / music) can be compressed
with a factor 10 to 1 A blu ray dvd can hold 25GB
(single layer) -- 250GB (artwork)
10
Rising costs
11
Then now
  • 1982 Pac-Man (Atari) VCS
  • 1 programmer
  • 4 months
  • 100.000
  • 10M copies at 30 each
  • Cost of goods 5
  • Profit 250M
  • 2004, Halo 2 (Microsoft) xbox
  • 190 people
  • three years
  • US40 million.
  • 8M copies at 50
  • Profit 350M

12
How many games do you have to sell?
  • The wholesale price 35.00
  • Platform license fee 4.00
  • Box, manual, DVD 4.00
  • Shipping, support 1.50
    -----------

    25.00
  • Development costs 7.5M
  • Marketing costs 7.5M
  • need to sell 600,000 units just to break even!
    very few games do.
  • In 2004 12 games sold more than 1 million units
  • 52 console games sold more than 500,000 units
  • 2500 titles are shipped each year!

13
costs vs profit
  • Resources required to produce games has
    significantly increased
  • 1992 350.000
  • 2006 8M - 14
  • 2010 25M??
  • Price of computer games has remained the same!
  • Development kits software for consoles are more
    expensive (13000 per kit)
  • you have to sell a lot of games to make a profit!

14
Movements in the industry
  • High costs low of success
  • Refinement fewer and higher quality titles.
  • Consolidation publishers buy successful game
    companies.
  • Decline in innovation what-has-been-sold-before-
    will-sell-again ? expansions/sequels/ copycat
    products (match-3).

15
Top 10 best sold games 2006
  • Madden NFL 07 (ps2)
  • Kingdom of Hearts 2 (ps2)
  • New Super Mario Bros. (DS)
  • Tom Clancys Ghost Recon (360)
  • GTA Liberty City Stories (ps2)
  • NCAA Football 07 (ps2)
  • Madden NFL 07 (360)
  • Brain Age (DS)
  • Elder Scrolls IV Oblivion (360)
  • Fight Night Round 3
  • Source Forbes magazine

16
Problems in the game industry
  • Costs (70 of costs are in generating
    content/marketing)
  • High risks (publish or perish).
  • Other problems
  • Schedule slips (Duke Nukem forever)
  • Crunch time / Christmas rush
  • High turnover (average career in the game
    industry is only 5 years).
  • Programmers earn less in the games industry than
    in any other field of CS.
  • Q Do you still want to work
  • in the games industry?

17
Is there any hope?
  • Yes there is!
  • casual gaming market
  • Indie gaming market
  • Educational games

18
Casual gaming market
  • Now - 350 million
  • 2008 - 1 billion
  • 2010 - 80 million players
  • 60 are female
  • 2 billion mobile phones
  • 100 million ipods

19
Indie games
  • 1-3 people working on a game (full / part-time)
  • Dev time
  • Sell for about 5 - 20
  • Self distribute or Steam/ Xbox live arcade
  • Sell by word of mouth

20
Success indie games
Revenue 10.000 copies 20 each
cost spare time 8 months
Profit 200k
And still selling
21
Educational games
  • Reader rabbit etc.
  • Market is huge and not explored.
  • Educational games sell better than violent
    games.
  • Not very Graphic intense

22
How do YOU get into the games industry?
  • start small but think big
  • Create indie/casual games while you study.
  • Build a portfolio
  • Come up with unique new concepts.
  • Find your market / niche.
  • Identify your weaknesses / strengths
  • People do make a living of indie / casual games!

23
But first
  • Learn how to use Game Maker!
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