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Adam Creighton, Computer and Video Gaming (Subscribe) |
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Wednesday, October 28, 2009Muddying who gets what piece of the pieSo, my previous post, "Cost of games, slice of the pie, and business opportunities", has caused a bit of stir -- most of which, despite my urgings, haven't made it into the comments of that post.To summarize that last post, I wrote brief thoughts about what percentage of a given game's sales go to which groups. For discussion purposes, I used numbers from Dave Thomas ("The Crispy Gamer") / Jesse Divnich (EEDAR), which suggest the following breakout from a title's sale:
These numbers and that post are helpful as groundwork for some follow-on posts I want to do. These work as placeholder numbers (and maybe they're totally fine), but they don't feel like they address some very diverse business scenarios. The "bit of a stir" I reference above is from the mix of comments I received, largely on the extreme ends:
I wonder how closely these numbers match what people actively experienced in the industry have seen throughout their career. I say "actively", because I think folks need to have a historical sense to dissect these figures, and they need to be in the industry now -- because it's changed in the last 2-3 years. As I said before, I'm personally not crazy about the numbers as actionable, mainly because I'm concerned they're too averaged to be individually applicable, and/or are not representative enough -- and I'm looking to refine them. Obviously, there are several levers /complicating factors that start significantly shifting percentages, and therefore opportunities. For example:
I'm very interested in identifying financial risk and revenue opportunity by further refining these numbers. Feel free to respond directly to me, or as a comment to this or the initial blog post. Labels: Business Development Share: | | | TinyUrl | Twitter SOURCES: Gamespot.com, joystiq.com, kotaku.com, Xbox.com, IGN, GameInformer, Official XBox Magazine, CNN, gamesindustry.biz, and others. 0 Comments: |
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