Is selling a million still a good landmark?

emnmnmeemnmnme Registered User regular
edited October 2007 in Games and Technology
Back in 1997, we were all fooling around with Goldeneye 007 and Saturn Bomberman and having our kicks. The industry was pulling in $7 billion a year. Now it's 2007 and the industry has expanded by leaps and bounds, pulling in $30 billion last year and expected to climb even further thanks to ads and subscription rates.

Now, selling a million copies of a game back in 1997 was a major deal and it usually took six months to a year for a hot title to reach that milestone. Now more people are buying games and Halo 3 has 1.5 million preorders and sells a million more the week after launch. Is it still a badge of honor to have a game labeled as a 'million-seller' or should the industry bump that figure up to keep the prestige alive? Three million seller?

EDIT: Here's a wikipedia list. Is there anything wikipedia can't do ... :P

emnmnme on
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Posts

  • ShadowenShadowen Snores in the morning LoserdomRegistered User regular
    edited October 2007
    Ask the music industry, and their definition of "gold" and "platinum" albums. I don't think it's changed for decades.

    Selling a million copies is not the point. Recouping costs, which can vary wildly from game to game, is the point. If a game's gross exceeds its budget, it's an unqualified success. Even if it doesn't, depending on marketing compared with budget, it might still be a qualified success.

    Shadowen on
  • toxk_02toxk_02 Registered User regular
    edited October 2007
    I think it's still a good benchmark, because while there's more money being thrown around on games there's also more games that distract from others. As for Halo 3 and the instant million-seller, is it really different from Mario 64 or Sonic or other big franchises? I mean, every once in awhile there's a game that's going to sell outrageously well, now it's consolidated into the first week with pre-orders.

    If someone really cares I'm sure there's million-seller stats by year, see if the number is going up.

    toxk_02 on
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  • The_ScarabThe_Scarab Registered User regular
    edited October 2007
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    Selling a million is probably more of a big deal now then ever, with the industry so atomised and the big sellers all being sequels.

    The_Scarab on
  • CouscousCouscous Registered User regular
    edited October 2007
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I don't think the sales of Shenmue made back its costs.

    Couscous on
  • schmadsschmads Registered User regular
    edited October 2007
    Game budgets have been going up quite a lot recently, and I wouldn't be surprised if the combined development costs and marketing costs of a game like Halo 3 might be in the handful of 10's of millions region. One million $60 games? $60 million dollars for most games is going to mean that they made tons of cash, but I see it being possible that it might not, in some cases.

    I'm not trying to say you're wrong, I'm just pointing out that budgets seem to have expanded as much as the market itself, except that there seems to be more competition now, so it might be harder to expect to recoup all of that. There's got to be a recent article on game economics somewhere, I'm just too lazy to look.

    schmads on
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  • PheezerPheezer Registered User, ClubPA regular
    edited October 2007
    There are fewer middlemen in the gaming industry than you see in the music industry, and the take on a single unit is much, much higher than on a CD. So selling a million is a much bigger deal for a game than it is for a CD, and I suspect the same is true in comparison with most movies as well. Even high budget games still don't cost that much when you consider the amount of marketing money spent as part of any album or movie's costs vs. what it costs to market a game (far less in most cases, because you market to a smaller group of people via more direct methods as compared to buying ad time during the prime time TV, putting up subway posters and billboards and getting radio air time).

    Video games are pretty lucrative business if you can reliably release big sellers. The EA business model is a very profitable one.

    Pheezer on
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  • TexiKenTexiKen Dammit! That fish really got me!Registered User regular
    edited October 2007
    titmouse wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I don't think the sales of Shenmue made back its costs.

    Because Sega tapped A too late in depositing the Shenmue sales money and it got stolen ;)

    Million sellers are still good based on the amount of systems sold. 1/10th+ of 360 owners own Halo/Gears of War, and the same could be said for Raving Rabbids on Wii. And then you have the absurd like Zelda being sold to about 40% of the total Wii owners.

    TexiKen on
  • The_ScarabThe_Scarab Registered User regular
    edited October 2007
    titmouse wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I don't think the sales of Shenmue made back its costs.

    It did but it was close.

    But man that game is such an anomaly. shit sales and a hilariously huge budget.

    The_Scarab on
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    edited October 2007
    Yes, selling a million is without a doubt still a good benchmark for success, for almost any game.

    Houk the Namebringer on
  • NevaNeva Registered User regular
    edited October 2007
    titmouse wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I don't think the sales of Shenmue made back its costs.

    Well Shenmue only sold like 2 copies. But yeah, it needed to sell around 2 million units just to break even, which is really really rare in games.

    Neva on
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  • JastJast Registered User regular
    edited October 2007
    TexiKen wrote: »
    titmouse wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I don't think the sales of Shenmue made back its costs.

    Because Sega tapped A too late in depositing the Shenmue sales money and it got stolen ;)

    NO! You're bringing back painful memories of Shenmue 2's QTE building of death.

    Jast on
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  • Lucky CynicLucky Cynic Registered User regular
    edited October 2007
    The market has also expanded, has it not? Besides just more people being gamers now, new consoles and more consoles are available.

    Lucky Cynic on
  • ZombiemamboZombiemambo Registered User regular
    edited October 2007
    Very few games sell 1,000,000 copies, so yes it's still a good landmark.

    Zombiemambo on
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  • Lucky CynicLucky Cynic Registered User regular
    edited October 2007
    Also, I want to add that costs and gains is not the only way to measure the success of a game. Often games will hop into a tight market and attempt at changing the industry or consumer tastes. An example would be Unreal Tournament 3 coming up this fall for the PC and later on for the 360 and PS3. What's so different about UT3? Well, there are 2 major FPSes that have come out recently before UT3. TF2 & Halo3. If UT3 can get 1/3rd of that market, it would be a huge fucking success due to it beating several things against other competitors, even though the games are different.

    Lucky Cynic on
  • ROFISHROFISH AnehiixiiRegistered User regular
    edited October 2007
    Games that have sold over 1 million in America only (in no particular order and not really exclusive to certain years):

    Halo 3
    Wii Sports (may not count)
    Wii Play
    Madden 08
    Madden 07
    Pokemon Diamond
    Pokemon Pearl
    Guitar Hero
    Guitar Hero II (any system)
    Oblivion (any system)
    Gears of War
    Mario Party 8
    New Super Mario Bros.
    Tom Clancy Rainbow Six: Vegas
    Brain Training
    Mario Kart DS
    Nintendogs
    God of War
    God of War II
    Fight Night Round 3
    Animal Crossing: Wild World
    Kingdom Hearts II
    Final Fantasy XII
    Grand Theft Auto: Liberty City Stories
    The Legend of Zelda: Twilight Princess

    ROFISH on
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  • RehabRehab Registered User regular
    edited October 2007
    That list of games that sold 1 million in America only is a lot more diverse than I would have previously thought.

    Is that the full list though? Seems odd that so many of them are so incredibly recent in the grand scheme of things. I don't even see any games listed that came out before the PS2/GameCube/Xbox generation that just ended. That can't be right.

    Edit: Okay, that is probably over the last decade or so. There were a ton of NES, SNES, and PS1 games that sold very well.

    Rehab on
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  • apotheosapotheos Registered User, ClubPA regular
    edited October 2007
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I know this is absolutely not true, but I totally can't tell you how I know.

    apotheos on


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  • RehabRehab Registered User regular
    edited October 2007
    apotheos wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I know this is absolutely not true, but I totally can't tell you how I know.

    It does seem like there would have to be a Pluto Nash equivalent to gaming released at some point. What about the most recent Bomberman?

    Rehab on
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  • The_ScarabThe_Scarab Registered User regular
    edited October 2007
    apotheos wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I know this is absolutely not true, but I totally can't tell you how I know.

    1 million sold.

    60 bucks a copy, more if you count worldwide.

    minus marketing, minus production.

    conservative guess at say 30 million budget?

    didnt gears get produced for more like 25 million? iirc that was the highest budget for a while for a game cause it included development of ue3.

    of course im making hyperbole here but there is no way selling 1 million could ever be considered financially a failure. no developer or publisher will ever greenlight a budget on the premise of selling a million minimum except in rare circumstances (Bungie, anything by Squeenix)

    The_Scarab on
  • /../.. Registered User regular
    edited October 2007
    What was the most successful game of all time, in terms of most profit made?

    /.. on
  • LewiePLewieP Registered User regular
    edited October 2007
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    I wouldn't be surprised if it was WoW in terms of total revenue, but that might be cheating.

    LewieP on
  • DaedalusDaedalus Registered User regular
    edited October 2007
    The_Scarab wrote: »
    apotheos wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I know this is absolutely not true, but I totally can't tell you how I know.

    1 million sold.

    60 bucks a copy, more if you count worldwide.

    minus marketing, minus production.

    conservative guess at say 30 million budget?

    didnt gears get produced for more like 25 million? iirc that was the highest budget for a while for a game cause it included development of ue3.

    of course im making hyperbole here but there is no way selling 1 million could ever be considered financially a failure. no developer or publisher will ever greenlight a budget on the premise of selling a million minimum except in rare circumstances (Bungie, anything by Squeenix)

    25 million is not even close to the highest game budget ever or even for a while. Hell, Shenmue was like sixty-five million and we've gone way past there since then.

    Daedalus on
  • khainkhain Registered User regular
    edited October 2007
    Games with over a million sold from wikipedia. I'm also pretty sure that list ROFISH gave is incomplete even for 1 million+ in America as he's missing a couple GC games at the very least.

    khain on
  • AggroChanAggroChan __BANNED USERS regular
    edited October 2007
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?
    Super Mario Brothers, I believe.
    Well, that's if you're saying most sold.
    EDIT: Haha, oh wow. It's Super Mario if you count that it's bundled.
    However, unbundled would be Pokemon Red, Blue and Green.

    AggroChan on
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  • DaedalusDaedalus Registered User regular
    edited October 2007
    LewieP wrote: »
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    I wouldn't be surprised if it was WoW in terms of total revenue, but that might be cheating.

    WoW is the highest in terms of revenue, easily. SMB3 sold the most copies, but production costs might have been high because of cartridges being expensive. Dunno about total profit; that's hard to figure because we don't have all the information.

    Daedalus on
  • Rigor MortisRigor Mortis Registered User regular
    edited October 2007
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    Rigor Mortis on
  • Glenn565Glenn565 Registered User regular
    edited October 2007
    The_Scarab wrote: »
    apotheos wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I know this is absolutely not true, but I totally can't tell you how I know.

    1 million sold.

    60 bucks a copy, more if you count worldwide.

    minus marketing, minus production.

    conservative guess at say 30 million budget?

    didnt gears get produced for more like 25 million? iirc that was the highest budget for a while for a game cause it included development of ue3.

    of course im making hyperbole here but there is no way selling 1 million could ever be considered financially a failure. no developer or publisher will ever greenlight a budget on the premise of selling a million minimum except in rare circumstances (Bungie, anything by Squeenix)

    Too Human has a $80-100 million budget. I highly doubt 1 million units will cover that.

    Glenn565 on
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  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    edited October 2007
    Glenn565 wrote: »
    The_Scarab wrote: »
    apotheos wrote: »
    The_Scarab wrote: »
    No game budget ever has been too high that selling 1 million doesnt recover costs and then some.

    I know this is absolutely not true, but I totally can't tell you how I know.

    1 million sold.

    60 bucks a copy, more if you count worldwide.

    minus marketing, minus production.

    conservative guess at say 30 million budget?

    didnt gears get produced for more like 25 million? iirc that was the highest budget for a while for a game cause it included development of ue3.

    of course im making hyperbole here but there is no way selling 1 million could ever be considered financially a failure. no developer or publisher will ever greenlight a budget on the premise of selling a million minimum except in rare circumstances (Bungie, anything by Squeenix)

    Too Human has a $80-100 million budget. I highly doubt 1 million units will cover that.

    I don't even think 2 million will cover that. After taxes and post-production costs... 3 million might be tolerable.

    Jasconius on
  • /../.. Registered User regular
    edited October 2007
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    That's not remotely true.

    /.. on
  • Rigor MortisRigor Mortis Registered User regular
    edited October 2007
    /.. wrote: »
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    That's not remotely true.

    O_o Someone is missing the concept of ratio here....

    If I write a game in my bedroom and make even a cent off it, the proportion of profit to cost is infinite. Thus, I have made proportionally more money than any commercial game.

    I'm still broke, but the magic of math makes me feel awesome.

    Rigor Mortis on
  • MKRMKR Registered User regular
    edited October 2007
    /.. wrote: »
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    That's not remotely true.

    O_o Someone is missing the concept of ratio here....

    If I write a game in my bedroom and make even a cent off it, the proportion of profit to cost is infinite. Thus, I have made proportionally more money than any commercial game.

    I'm still broke, but the magic of math makes me feel awesome.

    But that's just nitpiciking, and it doesn't answer the question. No-one asked about ratios.

    MKR on
  • /../.. Registered User regular
    edited October 2007
    /.. wrote: »
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    That's not remotely true.

    O_o Someone is missing the concept of ratio here....

    If I write a game in my bedroom and make even a cent off it, the proportion of profit to cost is infinite. Thus, I have made proportionally more money than any commercial game.

    I'm still broke, but the magic of math makes me feel awesome.

    Someone is missing the concept of economics. You can't make a game for free. You have to put in time to make it. And time is money. All that fucking time you spent making your shitty little indie game is time you could have been spent making money.

    So really now you have a negative ratio, and you haven't made shit. Because you never made enough money to win back the time you lost.

    /.. on
  • RehabRehab Registered User regular
    edited October 2007
    Jasconius wrote: »
    Too Human has a $80-100 million budget. I highly doubt 1 million units will cover that.
    Glenn565 wrote: »
    I don't even think 2 million will cover that. After taxes and post-production costs... 3 million might be tolerable.

    Is that cost with just the first game or spread out over all three of the games that are planed? Just wondering.

    It almost seems like it would have to include all three because holy shit that is a stupidly large budget for a game.

    Rehab on
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  • /../.. Registered User regular
    edited October 2007
    Rehab wrote: »
    Jasconius wrote: »
    Too Human has a $80-100 million budget. I highly doubt 1 million units will cover that.
    Glenn565 wrote: »
    I don't even think 2 million will cover that. After taxes and post-production costs... 3 million might be tolerable.

    Is that cost with just the first game or spread out over all three of the games that are planed? Just wondering.

    It almost seems like it would have to include all three because holy shit that is a stupidly large budget for a game.

    And the worst part is they cancelled that fucking generic piece of shit that would have been lucky to sell even 100,000 copies.

    /.. on
  • Rigor MortisRigor Mortis Registered User regular
    edited October 2007
    /.. wrote: »
    /.. wrote: »
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    That's not remotely true.

    O_o Someone is missing the concept of ratio here....

    If I write a game in my bedroom and make even a cent off it, the proportion of profit to cost is infinite. Thus, I have made proportionally more money than any commercial game.

    I'm still broke, but the magic of math makes me feel awesome.

    Someone is missing the concept of economics. You can't make a game for free. You have to put in time to make it. And time is money. All that fucking time you spent making your shitty little indie game is time you could have been spent making money.

    So really now you have a negative ratio, and you haven't made shit. Because you never made enough money to win back the time you lost.

    Someone is... ah screw it, I won't go there.

    Just let me have my failed stabs at mild humor. :P

    Rigor Mortis on
  • PheezerPheezer Registered User, ClubPA regular
    edited October 2007
    /.. wrote: »
    /.. wrote: »
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    That's not remotely true.

    O_o Someone is missing the concept of ratio here....

    If I write a game in my bedroom and make even a cent off it, the proportion of profit to cost is infinite. Thus, I have made proportionally more money than any commercial game.

    I'm still broke, but the magic of math makes me feel awesome.

    Someone is missing the concept of economics. You can't make a game for free. You have to put in time to make it. And time is money. All that fucking time you spent making your shitty little indie game is time you could have been spent making money.

    So really now you have a negative ratio, and you haven't made shit. Because you never made enough money to win back the time you lost.

    Someone is... ah screw it, I won't go there.

    Just let me have my failed stabs at mild humor. :P

    Learn when to stop.

    Pheezer on
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    CUZ THERE'S SOMETHING IN THE MIDDLE AND IT'S GIVING ME A RASH
  • /../.. Registered User regular
    edited October 2007
    /.. wrote: »
    /.. wrote: »
    /.. wrote: »
    What was the most successful game of all time, in terms of most profit made?

    Well, if we're talking ratio of budget to profit, any no-budget indie game hacked together in a bedroom then sold where price > $0, would make more cash (proportionally) than any commercial game, ever.

    But in absolute value, who knows? probably an earlier title on the best-ever-sellers list.

    That's not remotely true.

    O_o Someone is missing the concept of ratio here....

    If I write a game in my bedroom and make even a cent off it, the proportion of profit to cost is infinite. Thus, I have made proportionally more money than any commercial game.

    I'm still broke, but the magic of math makes me feel awesome.

    Someone is missing the concept of economics. You can't make a game for free. You have to put in time to make it. And time is money. All that fucking time you spent making your shitty little indie game is time you could have been spent making money.

    So really now you have a negative ratio, and you haven't made shit. Because you never made enough money to win back the time you lost.

    Someone is... ah screw it, I won't go there.

    Just let me have my failed stabs at mild humor. :P

    This can't go on.

    /.. on
  • Houk the NamebringerHouk the Namebringer Nipples The EchidnaRegistered User regular
    edited October 2007
    Not only is time money, but you'd also have to count the cost of the software and hardware used to create it. Actual businesses have to account for equipment, so if you want to make a comparison so does the indy dude.

    Houk the Namebringer on
  • Xenogears of BoreXenogears of Bore Registered User regular
    edited October 2007
    This is part of the reason middleware becomes so god damned important. From scratch development is costly in time and in real dollars. Also why sequels are so important.

    Look at Nintendo's first party efforts through the N64 years. SM 64, Star Fox 64, and both Zelda Games. All use the same engine.

    Xenogears of Bore on
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  • emnmnmeemnmnme Registered User regular
    edited October 2007
    I was kind of surprised that the Doom 3 engine was only made into three other games.

    emnmnme on
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