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slindenApr 30, 2011
Seeing this graph it's easy to see how a small indie developer on the PC can make millions. Notch and Team Meat simply cut out the middlemen.
gamingforeverApr 30, 2011
I've seen something like this a while back but as a graph... the best way to make the most money is be a one person game creator..... *looks at minecraft*
richardboreanApr 30, 2011
I wish game developers would start offering their product for direct download from their website. Save everyone some money.
mtownApr 30, 2011
You might want to go check out Steam..
richardboreanMay 1, 2011
That is not direct from their site. They take the place of a store. Granted, they don't have to make hard copies of the game which saves some money, but they are still using a middle man.
mtownMay 1, 2011
Ah true, i see what you are saying.
sab0tageMay 1, 2011
It would probably cost more money, due to the cost of setting up the infrastructure to support direct downloading, this is why developers like Steam, it's proven and it's stable; it also has critical mass, why would I want to use another service if I have Steam? I don't, I would remove Windows Live for games if I could (sort of).
spectecjrApr 30, 2011
Not actually accurate. For example, Retail tends to only get about $5 on every game sold. The console manufacturers don't get $12 per title, unless you're averaging up for games that don't sell (which they get paid to manufacture anyway). Marketing can be more or less than development spend, and the developer cut isn't a fixed 15% - it can be as high as 34% for a high profile title across many media forms (eg. comic book property developed in-house with a movie tie-in; the publisher's just being used as a distributor). And developer cut changes depending on how many units are sold.
Ultimately, the numbers shift based on every different title. Even the console manufacturer split can shifts depending on the title.
Publisher cut is closer to 50% in most instances. Just saying.
cryinlionApr 30, 2011
it's ridiculous that twice as much goes to the publisher as to the developer.
spectecjrApr 30, 2011
The publisher takes all of the financial risk. As someone who has pitched games before, I'm fine with that. If my game does fantastically well, I can fund the next one myself if I want. If it sinks without a trace, no skin off my nose, just do a new one and get a publisher to fund it. My only risk is during prototyping and setting up the deal.
elmuerte17Apr 30, 2011
Yeah, there's no financial risk to the developer... programming, creating game art, music, story is all free... plus, they don't need to eat or have any other living expenses while creating the game.
sab0tageMay 1, 2011
The publisher funds it, like how authors get an advance while they write the book. Of course that only really works if you've already written a successful book.
daddy32May 1, 2011
It's not ridiculous, publishers are funding the development. What's ridiculous is that the damn retailer gets more money than developer. Is it any better in digital distribution?
rothgarrApr 30, 2011
Wow, so little goes to the people who made the game.
"Don't copy that floppy!"
antiproApr 30, 2011
it seems like they still get a bigger cut than recording artists do but there are generally more members on a game development team so i guess it evens out.
mtownApr 30, 2011
This is great, i always wanted to know how the money got divided up. Thanks