Publishing PC games
I was just wondering for future reference how much would it cost to box, manufacture, and distribute PC games to stores(before developers are paid)?
How exactly do you actually get your product out to stores?
NOTE:This is for future reference.I most likely do not have the money to do such a thing.I would like for you not to waste your post on stating the obvious instead of answering my question.If you do not want to type too much links would be nice.
[Edited by - dkx187 on October 9, 2008 4:42:59 PM]
By the time you can create a game worthy of shipping to stores, the concept of actually buying games on CD/DVD might have become obsolete, on the PC anyway.
A dev will see approx. $5 of a $50 retail box game. Manufacturing, publishing, distribution, and retail will eat the other $45.
The only good way to get a game into retail stores is to use an established game publisher.
Retail a dying method of distribution for games. It's not going to go away next week or even next year, but eventually buying a game on a DVD will be as antiquated as buying music on CDs or buying an actual newspaper to get the latest news.
The only good way to get a game into retail stores is to use an established game publisher.
Retail a dying method of distribution for games. It's not going to go away next week or even next year, but eventually buying a game on a DVD will be as antiquated as buying music on CDs or buying an actual newspaper to get the latest news.
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Since when is buying music on CDs antiquated? I still prefer to do it that way. I like to have a hard copy. I like the cover and disc art as well. Plus used CDs are often cheaper that electronic albums. There is no hassle with copy protection crap on ripped files.
Maybe I am just antiquated. Wouldn't surprise me.
Maybe I am just antiquated. Wouldn't surprise me.
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Quote: Original post by Witchcraven
Since when is buying music on CDs antiquated? [...] There is no hassle with copy protection crap on ripped files.
At the risk of opening a hornet's nest, I think you may have answered your own question.
CDs are antiquated, or at least the process has begun. Already songs can get to number 1 by downloads only, and the market is still very new. DRM-free vendors are gaining in momentum too.
However, in many cases I can buy a CD and get it posted to be for a lot less than I could buy it electronically. Once CDs stop being current, they typically drop to 1/2-price or so, but it seems downloads don't work that way. It makes me feel bad to think of how much oil is used and bad chemicals released, but not bad enough to pay double.
However, in many cases I can buy a CD and get it posted to be for a lot less than I could buy it electronically. Once CDs stop being current, they typically drop to 1/2-price or so, but it seems downloads don't work that way. It makes me feel bad to think of how much oil is used and bad chemicals released, but not bad enough to pay double.
Quote: Original post by dkx187
I was just wondering for future reference how much would it cost to box, manufacture, and distribute PC games to stores(before developers are paid)?
How exactly do you actually get your product out to stores?
NOTE:This is for future reference.I most likely do not have the money to do such a thing.I would like for you not to waste your post on stating the obvious instead of asking my question.If you do not want to type too much links would be nice.
There are companies that do cd / dvd duplication along with printing booklets, covers etc. fairly cheaply. (e.g. http://www.duplicationcentre.co.uk/).
As for getting them into shops... well, I suspect that would be the hard part.
Quote: Original post by pink_daisy
A dev will see approx. $5 of a $50 retail box game. Manufacturing, publishing, distribution, and retail will eat the other $45.
Those figures are way off wack but that isn't really important because you missed out on the fact that is costs thousands and thousands of dollars up front (marketing support bribes) to get the retailers to stock your games and you also have to pay a fortune in marketing. Every inch of shelf space is precious and before a retailer will stock a game they want to know that customers will know about the game and come through the door to buy it - for that to happen requires a big marketing spend.
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
> marketing support bribes
You will find the term "slotting fee" more commonly found in the litterature. Same thing.
> and you also have to pay a fortune in marketing
Agreed. Just as an example, here are some numbers from the launch of Ubi's Splinter Cell in Canada in 2002 - 2003:
Budget: ~ C$15M
PR: 305 GRPs over 4 weeks (TV, magazines, web, outdoor, cinemas)
PR: contests, in-store displays
It should give you an order of magnitude for AAA titles and what it takes to get you on the shelves of the likes of Wal-Mart.
Hope this helps.
-cb
You will find the term "slotting fee" more commonly found in the litterature. Same thing.
> and you also have to pay a fortune in marketing
Agreed. Just as an example, here are some numbers from the launch of Ubi's Splinter Cell in Canada in 2002 - 2003:
Budget: ~ C$15M
PR: 305 GRPs over 4 weeks (TV, magazines, web, outdoor, cinemas)
PR: contests, in-store displays
It should give you an order of magnitude for AAA titles and what it takes to get you on the shelves of the likes of Wal-Mart.
Hope this helps.
-cb
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