Little question for the guys behind the scenes.
Have you made a considerable profit from the release yet? About how many copies have you sold, and how many would you need to sell/have sold to make it worth the work? For some reason I'm strangely interested.
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I dunno. Despite people bitching about the price point in one of the other threads, I don't think their margins are very high.
I've recommended it to a few people, and advertised it on a couple forums.
Seriously. Those bitching about the price are assholes. Game developers are already treated like slaves in the industry. They need to feed their families guys!
I lived with game designers for 2 years, there is a LOT of work put into it and I don't think enough people appreciate the effort that goes into making even the simplest of games.
Hell, I worked a few months for a startup game company. They were poor as a motherfucker.
They're broke now. Bankrupt.
It's a harsh world.
I agree. 20$ is a nothing price for a game.
Now it may be because I am not american, but really $20 is nothing, you can hardly buy anything with that money. A new game around here usually cost $70-80 for a PC game and $100-120 for a console game (and yes I am talking about american dollars) so I am perfectly content to pay $20 for this game, for an episode it has a great length and the pricing is awesome.
And I still complain about the prices here in Portugal..o_O
Usually, pc games are 50€ and console games (x360 and ps3) 70€
Three cheers for digital distribution then I guess eh guys?
Fuck man, I am NEVER moving to Denmark EVER.
They did today. I'm pretty sure they're making it a point to not shove the game down our throats.
I more hope that hothead does well with it. They have a lot more financial risk involved I'd garauntee.
I mean, don't get me wrong, I'd love Gabe and Tycho to do well and all (they are the mouths of our kind) but hothead doing well would prove financial viability to larger scale indy projects like this and we'd see a lot more developers taking chances on concepts like this, and we'd probably see a lot of innovation in the industry.
And that's with a strong Australian dollar.
18,000 x 20 = 360,000 x 35% = $126,000
I am going off of the rumor that devs are now taking only 35% of gross sales as profits with that whole N+ deal that happened.
So from the Xbox side of things they made $126,000. They should be making considerably more for their playgreenhouse.com channel. I have no figures to go by from that, but I do hope enough people purchased so that they could at least break even.
But they also have Eps 2, 3 and 4 left.
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http://www.theledger.com/article/20080505/NEWS/805050315/1349/LIFE09
I don't really care about the exact figures or anything. I just wanna make sure Hothead gets a sufficient amount for their work.
While not always the case, digital distribution still has localized pricing.
CoD4 off steam is 49.99USD but when buying in Australia it translates to around 85USD.
Digital distribution takes a bit off the in-store RRP but isn't big enough yet to make much of a difference.
Apparently yesterday's official figures listed a little over 16,5K purchases. And like Phawx said, that's excluding all the PC/Mac/Linux sales. And for three days of sales that is quite astonishing.
Be free, go Linux: www.ubuntu.com
The development costs for episode one were a tad over a million dollars. Episode two looks to be half that. http://www.forbes.com/technology/2008/04/11/video-games-serials-tech-personal-cx_mji_0411serials.html
There are also the initial setup costs for Greenhouse.
Making games is extremely expensive. The majority of costs is straight salary for all the talent that works on a game title. Just take a look at the credits! Making an indie game does not mean you are not paying pros to do their job. It means you can put fruit fuckers into the game
A lot of people like the music in the game. It costs a lot per minute of original scored music not to mention audio direction, sound design, mixing and audio QA work. Some people may not like the style of some aspects but I challenge anyone to say we did not go pro all the way with the audio in this game. And audio was the least expensive aspect of production.
Speaking of QA, QA costs alone for non-audio aspects of the game including internal resources, the company we worked with externally and the company we worked with to go through the XBLA process is well over $200,000. Even then, look at all the issues, bugs etc. We shipped on 4 platforms--not an easy task I assure you. That is why I find it relatively frustrating when I hear people say "adding Linux or Mac" was simple because they are using Torque
Of course I can understand your want for privacy and not to have too much scrutiny of your internal business practices, but I imagine between yourselves and Telltale, good numbers would get a lot of other developers and publishers look into the viability of their own properties as episodic games. Who knows, you might even get interested parties in a similar vein to Ron Gilbert or PA, or at the very least interested in distributing on Greenhouse.