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Mutant Year Zero - Road to Eden (BRL)(Funcom)

hvilke inntekter kan vi forvente per solgte spill som går til funcom 5% 10% ?
Håper virkelig Funcom bare kjøper hele BL så vi får alle inntektene.

Nærmere 50% er skrevet før.

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Tror noen snakket om 50% . Noen ganger får publicher alle inntektene til investeringen er dekket. Deretter er det en forhåndsavtalt % deling. Men her finnes det nok mange varianter.

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Det stemmer at det er avtalene vi har sett fra Starbreeze, det er såvidt jeg vet ingen andre som jeg har sett som har gått ut med slike detaljer. Jeg vet ikke hva som er vanlig. Kanskje @Evilfreud har gravd litt mer på dette feltet? :slight_smile:

Hvis man går ut fra at alt salg blir digitalt, så er det vanligvis noe slikt som dette:

  • Merverdiavgift (Europa), gjerne justert for med noe høyere priser vs USA. Mao, regner man med USD-prisen, så er det ikke langt unna at man kan se bort fra denne.
  • Steam/MS/Sony cut 30% for digitalt salg
  • Unreal engine standard 5%, men er mulig med forhåndsbetaling for lavere prosent
  • Mutant IP vanlig er 5-15%, men her skal Funcom ha halvparten
  • Resten splittes mellom utvikler/publisher (Funcom), men prosenten avgjøres nok av hvor stor del av utviklingen man har finansiert.
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Jeg tipper rundt 50% det er «standard» i bransjen. Så pluss minus det. + at de får noen prosent i IP royalties

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Spillveteran Scot Bayless (Capcom) har noen tall

Here’s how the numbers look for a publisher at retail:

MSRP - $60

Retailer discount - $25 to $30

Physical cost of goods - $3 to $5

Cost of shipping and distribution - $1 to $2

Marketing - $3 to $5

Developer royalty (if external) - $3 to $10

When it’s all said and done, the publisher ends up with somewhere between $8 and $25 from each retail unit sold at full price.

Of course, the publisher takes all of the inventory risk. If they think they can sell 1M units of their new game to retailers, they have to spend $3M to $5M building those games and then another $1M to $2M shipping them. If the games don’t sell, they’re going to end up eating nearly all of that cost. You can imagine how quickly their profits will disappear if they overestimate sales and build too many copies. Conversely, if they build too few and retailers run out, then they’ll lose sales because buyers will often just pick up something else if the game they were looking for isn’t available.

Digital sales of a $60 title look quite different:

Digital price - $60

Digital distributor share - $18

Marketing - $3 to $5

Developer royalty (if external) - $4 to $12

This leaves the publisher with between $25 and $35, which is why digital sales are so attractive to publishers. And there’s no inventory risk. The cost of making the game available for sale is exactly zero. Note that the developer royalty will be higher because the distributor share is smaller, which leaves more for both publisher and developer.

But, even in 2018, more than half of console sales happen at retail so publishers are still making huge, very high risk bets every day.

Finally, you’ll notice I haven’t distinguished between PC and console. That’s because the economics of game publishing are fairly uniform across all the major platforms (not counting mobile). What differs is the ratio of physical to digital sales. PC sales are almost entirely digital now (north of 90%). Console ranges from about 30% to 60%. That leaves a whopping great chunk of a publisher’s console business in the hands of retailers. Believe me, they would love to abandon retail entirely, but consumers buy where they want to buy and lots of console buyers still want to walk into a store and walk out with a game in their hands.

https://www.quora.com/What-percentage-of-a-60-dollar-game-goes-back-to-a-developer-publisher-on-PC-compared-to-console

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Synes denne her som er vanskelig for en publisher:

If the games don’t sell, they’re going to end up eating nearly all of that cost. You can imagine how quickly their profits will disappear if they overestimate sales and build too many copies. Conversely, if they build too few and retailers run out, then they’ll lose sales because buyers will often just pick up something else if the game they were looking for isn’t available.

Heldigvis blir MYZ solgt digitalt :sunglasses:

De har planlagt å kun release digitalt, men de har ikke avskrevet retail enda. Spesielt på konsoll, så selges det fortsatt mye retail. Jeg tenker at hvis de tror spillet er bra nok, og de får til en ok deal med samme publisher som de brukte for CE, så kjører de på retail også.

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Jeg tror Conan blir en pekepinn på fysisk/retail og console. Funker dette kan det godt være deep silver joiner på MYZ også

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Deep Silver joina nok CE fordi de så at det hadde solgt 480k de første fire ukene og fordi det er manko på survival spill på konsoll. At CE gjør det såpass bra som de gjør vil nok gjøre at interessen for MYZ er betydelig større enn den ellers ville ha vært, så litt enige er vi nok. :stuck_out_tongue:

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Nu närmar det sig!

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Nærmer seg nok noen nyheter her når PR dama tweeter dette nå i ettermiddag .

Playtesting? Playtesting #myzroadtoeden!

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Kult! Blir spennende!
Og jeg som ikke har prøvd CE på PS enda, men jeg gidder ikke å sitte inne å spille i dette fantastiske været…

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Word! Först öl i solen sen gaming! :wink::video_game::beers::sunglasses:

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Ny karaktär? Kanske kommer gå att köpa character packs?

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Meget sannsynlig

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Bearded har sagt vid en tidigare intervju att de kommer fler karaktärer till launch än de tre som är revealade

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So you can pick up different characters for your party?

David Skarin: Yes! We’re just showing these three characters because they’re the key art, and it’s the first time we’re showing the game, so, no reason to give away all the units yet