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YankeeH8er
02-17-2009, 03:34 PM
http://www.slate.com/id/2210732/
(http://www.slate.com/id/2210732/)


Originally Posted by Slate.com:
Like pretty much every industry these days, video-game publishing is in some financial trouble. Electronic Arts, the world's largest game publisher, best known for Madden and the Sims, lost $641 million in 2008's fourth quarter. Activision-Blizzard, owners of the cash cows World of Warcraft and Call of Duty, reported losses of $72 million in the fourth quarter of 2008. (They lost $194 million the quarter before that.) THQ, the third-largest publisher in the United States, and known for lucrative licenses ranging from the Ultimate Fighting Championship to Pixar, had $192 million in losses over the holidays and is laying off 24 percent of its work force.

News of development-studio closings and layoffs are being reported around the world. And while publishers focus on internal cuts, many independent developers have closed outright. Such gloom, in a normally raucous industry, has set the talking heads, bloggers, and trade press to a quick conclusion: Losses and layoffs are the direct result of an economic crisis (on the premise that "things are tough all over").

But that idea, which makes intuitive sense, is completely at odds with recent sales numbers. In reality, video games are selling better than ever. The retailer GameStop announced sales of nearly $3 billion worth of games, hardware, and accessories during the nine weeks around the 2008 holidays—22 percent more than during Christmas 2007.

According to the research firm Media Control GfK, game software accounted for more than half of global packaged entertainment sales in 2008, beating DVD sales for the first time. The firm pegs game sales at $32 billion worldwide. (The U.S. market accounts for around 45 percent of the world total.) The NPD Group, which tracks sales for the industry, also reports that game software sales were up 26 percent in 2008.

So how can publishers lose money amid such incredible sales and record growth? The answer is simple: They're spending more than they're bringing in. Game development budgets have ballooned, and publishers are reeling because they can't keep the costs under control.

Games weren't always expensive to make: In the early days, a boy with an Apple II could rule the world. While there are still scads of cheaply made games on the market, all of today's big publishers employ hundreds of professional developers per game. These projects take years to complete, as each new generation of hardware allows for unprecedented advances in graphics, sound, and everything else. The greater the complexity of the game, the larger the development team. The larger the development team, the bigger the budget.

While industry leaders anticipated that budgets would creep higher, the shift to high-definition gaming with Microsoft's Xbox 360 and Sony's PlayStation 3 has proved to be more expensive than estimated. At a conference in the spring of 2006, then-Midway developer Cyrus Lum sounded the warning, telling his audience that game development budgets could rise as high as $15 million to $25 million for a single title—previously unheard-of averages. "We need to rethink how we're financing games," Lum concluded.

When a newspaper quoted this frightening view, Lum found himself in hot water with his employer for making such sensationalist comments. It turned out that Lum's prediction was too low: Midway would go on to spend between $40 million and $50 million developing This Is Vegas, an action title set for release in late 2009.

That figure is not unusual. Budgets for next-generation development have continued to rise steadily across the board. And while executives and technologists knew that there would be heavy initial investment costs to retool—Electronic Arts spent a record $372 million on research and development during 2008's third quarter—they expected returns on that investment, something that's so far failed to materialize.

Production difficulties and product delays continue a full 26 months after Sony's PlayStation 3 reached store shelves. When companies regularly spend $40 million to develop a title and contribute more to the marketing, they need to sell at least 2 million units to break even. While Halo 3 racked up pre-orders of 1.7 million copies, and Gears of War 2 has sold more than 3 million units, only a handful of titles each year do that well. Consider that Will Wright's Spore, which sold 1 million copies in its first 17 days, was supposed to be a big hit for Electronic Arts; but the development cost was so high that that internal estimates now say it will take five years—and a bunch of sequels and expansions—for the company to recoup its initial costs.

Rockstar's Grand Theft Auto IV, released last May, is the prime example of a blockbuster game. GTA IV sold 6 million copies during its first week, bringing in $500 million. True to form, it cost Rockstar $100 million to produce, 1,000 people worked on the project, and it took three-and-a-half years to complete. Six months later, sales began to founder—a major setback to a publisher that bet the farm on the title and predicted sales throughout 2009.

Despite GTA's declining returns, the initial sales numbers were so compelling that other companies are desperate to follow suit. During Electronic Arts' last quarterly call, CEO John Riccitiello explained that the company would be pursuing blockbuster hits as a primary revenue source. Perennially successful sports franchises like Madden—titles that always come out on time and on budget because the company's bottom line depends on it—have given EA a bit more wiggle room than its competitors. Riccitiello has decided to use that wiggle room to craft expensive games of exceptional quality, products that don't ship until they're deemed perfect.

The industry has long discussed going with this "Hollywood model," in which a few games/movies turn a profit, those hits more than covering the other losses. The analogy between the Hollywood blockbuster model and the games business falls apart, however, because of the huge difference in overhead costs. Electronic Arts steadily employs 7,400 developers. The industry standard is a $10,000 man-month, meaning the company burns through more than $74 million for development each month. The big Hollywood studios, by contrast, make movies by giving money to temporary production companies, which then hire temporary crews with one-project contracts. The temporary entity will make the film from start to finish. And once production is complete, the studio receives a finished product that it can distribute to theaters—without the continued overhead expenses that game publishers often face.

Companies like EA and Activision are two kinds of businesses at once, making games themselves while publishing the work of other developers. It was a natural evolution: Publishers built distribution and marketing networks for themselves, grew successful, and found that they could use that same pipeline to sell somebody else's games. Though publishers rake in more profits when they own the titles they're releasing, working with outside firms enables them to put out more games.

Of the 48 titles EA released last quarter, eight were from other developers—mostly in the Rock Band series—while 40 were developed internally. If a publisher is looking to do blockbusters, that figure needs to be reversed. Using an external production company means you don't have to bear the burden of overhead, and when the game inevitably slips and needs more time, it isn't a problem for the publicly traded publisher needing to meet a quarterly window. But, perversely, EA's Riccitiello has said the company plans to cut the number of titles it's developing, hoping that releasing fewer games with even more effort will generate more blockbusters. That means costs will rise above the $40 million mark, an extraordinary gamble.

It's unrealistic for a company that employs many thousands of developers to abandon internal production immediately. In the short term, Electronic Arts should consider copying the old Hollywood "studio system." During the Great Depression, a movie could be made in two weeks—and people would go to see a new movie each week. EA could make games that cost less. How? Change the scale and scope of the world. Make the story shorter. Use lower-quality graphics. Recycle proven tools and technology.

Consider the case of Portal. The first-person puzzle game began as a student project before it was scooped up by Valve Software. Valve polished the game up and took it to EA, which distributed the game at retail as part of its "Orange Box" collection. As of two months ago, they'd sold 3 million copies. Electronic Arts, though, doesn't seem to have absorbed the lesson of this success story. EA doesn't need to find its own Grand Theft Auto—it needs to let 1,000 Portals bloom.

My god at This is Vegas costing Midway almost 50 million, What the fuck did they spend that on? For the same price they could have gotten a Killzone 2 level game. Publishers are out of their minds if they cant make games with solid SP and MP for like 20 million. I understand your huge blockbusters are going to cost more, but a game like This is Vegas, should not be anywhere near that price level.

Frogacuda
02-17-2009, 04:55 PM
This article is a load of bullshit statistics that clearly don't add up. They make absurd claims about the size of budgets on average man-hour rates for the industry multiplied by team size, but they count team size by total number of people in the credits and not the size of the actual teams, so they conclude that GTA4 had a "1,000 person team," when a lot of those people only worked on it for a day or two. They also claim 6 million copies sold means $500,000,000 for the publisher, which is like $85 per copy sold -- an unusually high cut of $60.

Meanwhile, the article claims that the economy isn't a factor, but does nothing else to explain why these massive losses didn't exist before Q4 of this year. It just suggests that the industry has been slowly outgrowing the old model for years and it JUST NOW caught up to them? Seriously?

The fact is, these losses are largely the result of bad holdings and investments, as well as massive stock devaluation. It's completely the result of the economy, and this writer is talking out of his ass.

KANG the Crybaby
02-17-2009, 05:33 PM
I think game companies now just don't know how to stretch a dollar. Not being able to make a decent game for 10-15 million is insane. I've seen some crappy big budget games too, what do they spend the money on?

There are some insanely good XBLA/PSN games that are BETTER than mainstream releases and I'm sure they were made for almost pennies when compared.

On an off topic note, i was getting curious on how much Shenmue costed to make, and yu suzuki was quoted as saying it was near 70 million!

Frogacuda
02-17-2009, 05:38 PM
On an off topic note, i was getting curious on how much Shenmue costed to make, and yu suzuki was quoted as saying it was near 70 million!
Officially, 20 million. Unofficially, close to 80 million. My guess is they wrote a lot of cost off on the cancelled Saturn version for tax purposes. They were doing all kinds of crazy stuff, like flying the whole team to China.

KANG the Crybaby
02-17-2009, 05:39 PM
Officially, 20 million. Unofficially, close to 80 million.

That's crazy, but I do think it's one of the most impressive games ever made (for its time).

Frogacuda
02-17-2009, 05:43 PM
I think game companies now just don't know how to stretch a dollar.
This is likely true to an extent. I heard the guy who founded Curly Monsters (the company that did Quantum Redshift) say that in the average company (this was back in '02) has a team of 60 people working on a game, maybe 6 of which do 75% of the work. They were a company of 9 people that made a game that seemed to have comparable production value to other games in the genre at the time.

That's probably a little harsh, but I think most game companies could get by with much smaller teams, and the organizational benefits alone might make that more efficient.

But again, just to reiterate, the article posted is completely full of shit.

KANG the Crybaby
02-17-2009, 05:52 PM
This is likely true to an extent. I heard the guy who founded Curly Monsters (the company that did Quantum Redshift) say that in the average company (this was back in '02) has a team of 60 people working on a game, maybe 6 of which do 75% of the work. They were a company of 9 people that made a game that seemed to have comparable production value to other games in the genre at the time.

That's probably a little harsh, but I think most game companies could get by with much smaller teams, and the organizational benefits alone might make that more efficient.

But again, just to reiterate, the article posted is completely full of shit.

Well, I don't think "the more people you have" makes a game any better. Look at a game like Gears 2, that game has a ton of bugs/glitches, and I'm sure Epic had a huge team of guys working on QC for that game. I think the problem with the game industry now is companies throw a large budget to an IP because they think that will equal a great game and they'll make a lot of money. But there isn't any heart in the game so it's a pretty looking piece of shit. Or companies try to release budget titles under the illusion that they are big budget games (EA, anyone?) and those end up sucking too because the hype ends up killing them.

To many companies are trying to make a quick dollar and aren't passionate about the content they are making. Look at a company like Bungie, or the people making Killzone 2 (can't think of their name), or the people who make gran turismo. Those games all own because they take the time needed to make an awesome game and actually care about the franchise. I honestly think the second Gears game was a complete "cash-in" title and those guys put it out as fast as possible.

YankeeH8er
02-17-2009, 05:57 PM
Gears bugs come from them rushing the game. Once the first Gears came out MS said that they were going to alternate Gears and Halo release every other holiday. So Epic had to release it last holiday even though it was not ready. Epic had to much to work on at once, UT3 for PC, PS3, and 360, plus Gears 2, and Unreal engine 3.5. I definitely think that the more people you have plus the more resources makes games better. Compare Killzone 1 and 2. The first game was made by a small team with an average sized budget, and it sucked. Now they have a team of over 300 people working on it for over 5 years with a basically unlimited budget, and it looks to be the best FPS ever, easily the best graphics ever.

Frogacuda
02-17-2009, 08:16 PM
I think for asset creation you need large teams and that can be managed efficiently. I think for programming, smaller teams are actually better. Epic and id Software's tech development is generally based on very small teams (starting with a single person, usually) for the first couple years of development. Later on they bring on a lot of people for testing, polishing, and support, but the bulk of the work is done by a handful of people.

I understand that's the case with Killzone as well. Arjan Brusee is still they're main tech man, and he did the bulk of the work on the engine, especially early on. I think having 50 different programmers trying to mesh something together doesn't work very well.

The other problem, I think, comes from too much specialization. Like, if you have a team of 10 mocap guys in house... there's not enough mocap work to occupy a 5 year development cycle. It makes more sense to just outsource this stuff (this is what Rockstar does) than to internalize it. Internal development should be limited to people you can keep consistently busy.

Advocate
02-18-2009, 05:25 PM
You know what's killing the gaming industry?

The internet.