Re: [SWCollect] Sam Max II

2004-03-22 Thread Jim Leonard
Hugh Falk wrote:

A problem with the games industry right now is that the top 25 games each
year make a majority of the money.  #1 - #5 often selling millions of units.
The rest of the top 25 selling several hundred thousand.  Many of the rest
often lose money.  This is turning the games industry into a hit-driven
market (like the movie industry).  The trend is to see less games being made
and hoping for more profit on each.  EA is making fewer games but more
revenue:  2000 = 68 SKUS with $1.3B in revenue, 2002 = 58 SKUs with $2.5B
Is it okay with you if I repost this information on another forum?  I 
can quote you or keep it anonymous, but I'd love to post this info 
somewhere else (where there is a raging discussion going on over Sam and 
Max).
--
Jim Leonard ([EMAIL PROTECTED])
World's largest electronic gaming project:http://www.MobyGames.com/
A delicious slice of the demoscene:http://www.MindCandyDVD.com/
Various oldskool PC rants and ramblings:   http://www.oldskool.org/

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Re: Re: [SWCollect] Sam Max II

2004-03-22 Thread BL
On MMOLRPG's -- once you get roped into one for a while, and come out of the
other side, it's not easy to let yourself get into another.  You don't want
to - too much time.  Same for RPG's in general I guess.  For me, I just
raise the bar - the game has to completely blow me away for me to justify
the time to get into it.  Those games are very few and far between,
thankfully.

- Original Message - 
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 22, 2004 1:20 PM
Subject: Re: Re: [SWCollect] Sam  Max II


 Well, I don't have the inside track on gaming marketing, and EA profits
and such, but...

 Hugh said, This is turning the games industry into a hit-driven market
(like the movie industry).

 Turning?!  I seem to think that it's been this way in the games industry
for a LONG time.  Back when Wing Commander came out, remember all of the
clones that came out right after?--DOZENS of 'em!  I always thought that it
was just looked at as a 'cash cow' genre by the industry, and they beat it
to death, until noone wanted to play space adventure games anymore.

 What about Wolfenstein and Doom--SURELY John has some insight into
this--how many of those REALLY LOUSY FPS games did we buy, just waiting for
Doom 2 to come out?  The industry then chewed up and spit out the FPS genre,
until it got stale--every now and then someone would get innovative, and
revitalize the genre (Duke Nukem, Half-Life, Deus Ex), but then the slump
sets in, and people don't want YET ANOTHER FPS!

 MMORPGs seem to be following the same trend.  I think that 10 years from
now there will still be hardcore pockets, but *MOST* people will consider
online RPS's dead, and move on to the next innovative concept.

 But that means that there is STILL room for the independent publisher to
come up with the 'next big thing', and either start a new market, or get
rich when they're bought by EA or MS!  Get your game design docs back out of
the drawer, guys!  There's still hope for being millionaires yet!

 Joe

 
  From: Jim Leonard [EMAIL PROTECTED]
  Date: 2004/03/22 Mon PM 12:39:14 EST
  To: [EMAIL PROTECTED]
  Subject: Re: [SWCollect] Sam  Max II
 
  Hugh Falk wrote:
 
   A problem with the games industry right now is that the top 25 games
each
   year make a majority of the money.  #1 - #5 often selling millions of
units.
   The rest of the top 25 selling several hundred thousand.  Many of the
rest
   often lose money.  This is turning the games industry into a
hit-driven
   market (like the movie industry).  The trend is to see less games
being made
   and hoping for more profit on each.  EA is making fewer games but more
   revenue:  2000 = 68 SKUS with $1.3B in revenue, 2002 = 58 SKUs with
$2.5B
 
  Is it okay with you if I repost this information on another forum?  I
  can quote you or keep it anonymous, but I'd love to post this info
  somewhere else (where there is a raging discussion going on over Sam and
  Max).
  -- 
  Jim Leonard ([EMAIL PROTECTED])
  World's largest electronic gaming project:http://www.MobyGames.com/
  A delicious slice of the demoscene:http://www.MindCandyDVD.com/
  Various oldskool PC rants and ramblings:   http://www.oldskool.org/
 
 
  --
  This message was sent to you because you are currently subscribed to
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RE: Re: [SWCollect] Sam Max II

2004-03-22 Thread John Romero
It's been a hit-driven business since PC games started selling in the
millions of units, but back then until a few years ago most publishers
were releasing a lot of clones in the hopes of capturing some of that
market share.  Now they're mindset is to save money and not release so
many games and spend that extra money on polish and production - thus
truly transforming the industry into pure hit-driven.

- John
 
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 22, 2004 10:20 AM
To: [EMAIL PROTECTED]
Subject: Re: Re: [SWCollect] Sam  Max II

Well, I don't have the inside track on gaming marketing, and EA profits
and such, but...

Hugh said, This is turning the games industry into a hit-driven market
(like the movie industry).

Turning?!  I seem to think that it's been this way in the games industry
for a LONG time.  Back when Wing Commander came out, remember all of the
clones that came out right after?--DOZENS of 'em!  I always thought that
it was just looked at as a 'cash cow' genre by the industry, and they
beat it to death, until noone wanted to play space adventure games
anymore.

What about Wolfenstein and Doom--SURELY John has some insight into
this--how many of those REALLY LOUSY FPS games did we buy, just waiting
for Doom 2 to come out?  The industry then chewed up and spit out the
FPS genre, until it got stale--every now and then someone would get
innovative, and revitalize the genre (Duke Nukem, Half-Life, Deus Ex),
but then the slump sets in, and people don't want YET ANOTHER FPS!

MMORPGs seem to be following the same trend.  I think that 10 years from
now there will still be hardcore pockets, but *MOST* people will
consider online RPS's dead, and move on to the next innovative concept.


But that means that there is STILL room for the independent publisher to
come up with the 'next big thing', and either start a new market, or get
rich when they're bought by EA or MS!  Get your game design docs back
out of the drawer, guys!  There's still hope for being millionaires yet!

Joe 

 
 From: Jim Leonard [EMAIL PROTECTED]
 Date: 2004/03/22 Mon PM 12:39:14 EST
 To: [EMAIL PROTECTED]
 Subject: Re: [SWCollect] Sam  Max II
 
 Hugh Falk wrote:
 
  A problem with the games industry right now is that the top 25 games
each
  year make a majority of the money.  #1 - #5 often selling millions
of units.
  The rest of the top 25 selling several hundred thousand.  Many of
the rest
  often lose money.  This is turning the games industry into a
hit-driven
  market (like the movie industry).  The trend is to see less games
being made
  and hoping for more profit on each.  EA is making fewer games but
more
  revenue:  2000 = 68 SKUS with $1.3B in revenue, 2002 = 58 SKUs with
$2.5B
 
 Is it okay with you if I repost this information on another forum?  I 
 can quote you or keep it anonymous, but I'd love to post this info 
 somewhere else (where there is a raging discussion going on over Sam
and 
 Max).
 -- 
 Jim Leonard ([EMAIL PROTECTED])
 World's largest electronic gaming project:
http://www.MobyGames.com/
 A delicious slice of the demoscene:
http://www.MindCandyDVD.com/
 Various oldskool PC rants and ramblings:
http://www.oldskool.org/
 
 
 --
 This message was sent to you because you are currently subscribed to
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RE: [SWCollect] Sam Max II

2004-03-22 Thread Hugh Falk
Yes, PC development is definitely cheaper on average.  There are always
exceptions (again Blizzard, Id, Half Life 2, MMORPGs, etc.)  But even these
budgets can be dwarfed by their console counterparts.  Especially because
console developers have to pay for dev kits (Sony's started at $20K
each...now down to $10K) on top of high end PCs.  Then you have to pay a fee
of ~$7 per unit to Sony, Microsoft, or Nintendo.  Then you usually have to
pay special manufacturing/mastering costs (Nintendo is the worst at this).
Then, on top of all this, the hardware manufacturer has the right to refuse
to publish your game, and you can see how it is just too expensive and risky
for a small group to publish a console game.  The PC has a much lower cost
of entry for a new developer.

If you have even a reasonably small development team (say 20 people) for
three years, your dev costs alone are going to be around $10M.  Add on
marketing costs and you better have a great game or you won't turn a profit.

Hugh


-Original Message-
From: Marco Thorek [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 22, 2004 4:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Sam  Max II

Hugh Falk schrieb:
 
 Well, I don't really track PC data too closely anymore since I'm doing
only
 console games.  However, 250K units on a console would usually be a
failure.
 The only reason you can get away with such small sales on the PC is the
 lower cost of PC titles (don't have to pay Sony royalties and don't need
 special dev kits for example).  AAA console games are going to hope to
sell
 500K units or more.

PC development is cheaper than console development? Popular opinion has
it that console development is cheaper as you have a standardized
platform to develop for. So that's wrong?

It would be really cool if you and John could give us more details on
how the costs of development add up. How much goes into the actual
production, advertisements, licenses, box, manual, CD pressing, etc., as
a lot of this eludes me. 

For example, I can't understand how a developer or a publisher can
develop a title for three years or more and expect to make a profit from
it (Republic: The Revolution, Duke Nukem Forever).

Marco

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Re: [SWCollect] Sam Max II

2004-03-21 Thread Jim Leonard
Hugh Falk wrote:
(generously) $20 per unit profit, the need to sell 250,000 units to break
even.  This would require it to be a moderate success in the PC realm.
That is depressing.  Is that standard across the industry right now?  I can't 
think of many titles selling 250,000 units in today's market that aren't The 
Sims or Barbie's Pet Rescue.
--
Jim Leonard ([EMAIL PROTECTED])http://www.oldskool.org/
Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/

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RE: [SWCollect] Sam Max II

2004-03-21 Thread Hugh Falk
Well, I don't really track PC data too closely anymore since I'm doing only
console games.  However, 250K units on a console would usually be a failure.
The only reason you can get away with such small sales on the PC is the
lower cost of PC titles (don't have to pay Sony royalties and don't need
special dev kits for example).  AAA console games are going to hope to sell
500K units or more.

In total, The Sims (series) has probably sold over 10 million units by now
(I've stopped counting).  Blizzard and Id games sell several million units
each, too.  I don't think any major publisher would even start a PC game
project if they didn't hope for more than 250K units.  Of course, you can do
titles for smaller budgets, but it's unlikely to happen at a major company
like Lucas.

A problem with the games industry right now is that the top 25 games each
year make a majority of the money.  #1 - #5 often selling millions of units.
The rest of the top 25 selling several hundred thousand.  Many of the rest
often lose money.  This is turning the games industry into a hit-driven
market (like the movie industry).  The trend is to see less games being made
and hoping for more profit on each.  EA is making fewer games but more
revenue:  2000 = 68 SKUS with $1.3B in revenue, 2002 = 58 SKUs with $2.5B

Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED] 
Sent: Sunday, March 21, 2004 6:20 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Sam  Max II

Hugh Falk wrote:
 (generously) $20 per unit profit, the need to sell 250,000 units to break
 even.  This would require it to be a moderate success in the PC realm.

That is depressing.  Is that standard across the industry right now?  I
can't 
think of many titles selling 250,000 units in today's market that aren't The

Sims or Barbie's Pet Rescue.
-- 
Jim Leonard ([EMAIL PROTECTED])
http://www.oldskool.org/
Want to help an ambitious games project?
http://www.mobygames.com/
Or check out some trippy MindCandy at
http://www.mindcandydvd.com/

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Re: [SWCollect] Sam Max II

2004-03-20 Thread Jim Leonard
I signed it (I'm signature #20002 ;-) and I suggest we all do the same and 
spread the word.  My children's names are Sam and Max, and I'm not so sure 
that's a coincidence!  ;-D

With over 20,000 signatures already, surely that would show a business case? 
Hugh, comments?

Dan Chisarick wrote:

Appears to have been shelved:

http://lucasarts.com/press/releases/85.html

An appeal from the masses for reconsideration:

http://www.petitiononline.com/LACOSAM/

Sigh.  OK everyone, back to your 3D shooters and RTS eye candy...

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Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/
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RE: [SWCollect] Sam Max II

2004-03-20 Thread Hugh Falk
Well it certainly couldn't hurt to have as many signatures as possible.
However, based on the wording of the press release, it's unlikely to be an
emotional decision, and I'm guessing we won't get around 500,000 +
signatures to guarantee profit.  The decision will likely be based on the
ability to turn a profit...maybe even on just a going forward basis.

I don't know how much they've already spent on SM.  I also don't know the
total budget, but let's take a realistic $5M for a (non-Blizzard or id) PC
title (all inclusive -- dev costs, marketing, etc.).  Assuming they make
(generously) $20 per unit profit, the need to sell 250,000 units to break
even.  This would require it to be a moderate success in the PC realm.

As for the petition, taking into account spoofing, and some % of people
saying they'd buy who never do, I expect they'll only count on  50% of the
petition numbers to turn into actual sales.  The petition numbers are only
the hard core audience...they would need to believe that this is just the
tip of the iceberg, and that this game will appeal to a broader audience
(ideally mass market) to make up the numbers.  They obviously don't believe
it (and previous adventure game sales haven't helped the cause), and that's
why they pulled the plug.

Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED] 
Sent: Saturday, March 20, 2004 9:51 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Sam  Max II

I signed it (I'm signature #20002 ;-) and I suggest we all do the same and 
spread the word.  My children's names are Sam and Max, and I'm not so sure 
that's a coincidence!  ;-D

With over 20,000 signatures already, surely that would show a business case?

Hugh, comments?

Dan Chisarick wrote:

 Appears to have been shelved:
 
 http://lucasarts.com/press/releases/85.html
 
 An appeal from the masses for reconsideration:
 
 http://www.petitiononline.com/LACOSAM/
 
 
 Sigh.  OK everyone, back to your 3D shooters and RTS eye candy...
 
 
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-- 
Jim Leonard ([EMAIL PROTECTED])
http://www.oldskool.org/
Want to help an ambitious games project?
http://www.mobygames.com/
Or check out some trippy MindCandy at
http://www.mindcandydvd.com/

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