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Why Gears of War costs $60
Why Gears of War costs $60
| Name: | Brandon Pollet | |
|---|---|---|
| Date Posted: | Dec 20, 2006 | |
| Rating: | 3.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Brandon Pollet |
Blog post
This is an interesting breakdown, from Forbes originally, of why next-gen games cost $60 bucks a pop. I thought it might be of interest to the crowd.
-* From 1up.com *-
Here's the skinny, as far as Forbes' article breaks it down:
ON A $60 GAME OF GEARS:
* 25% (aka $15) goes to pay the art and design guys.
* 20% ($12) goes to pay the programmers and the engineers.
* 20% (also $12) goes to your friendly neighborhood retailer. EB / GameStop, whoever.
* 11.5% ($7) goes to a "Console Owner Fee" - ie. whichever one of the Big Boys made your hardware (Sony, MS, Nintendo.)
* 7% ($4) goes to marketing, and puts Mad World and Marcus Fenix on MTV.
* 5% ($3) goes to "market development" -- paying for cardboard Standees of the Gears Crew and elbowing other games out of the way for shelf space at your local retailer.
* 5% ($3) goes to actually manufacturing and packaging the disc.
* 5% ($3) is spent paying the Man for IP licenses or maybe hiring some big name voice actors. If your game isn't an original IP, here's where you get dinged by Marvel, Disney, or Ray Liotta's agent.
* 1.5% (just $1) goes into the publisher's pocket.
* 1.5% (also $1) goes into the distributor's pocket.
* 0.3% (about 20 cents) goes into corporate costs. Management, overhead, lawyers, etc.
* 0.05% (less than 3 cents) go into the cost of paying for the Developer's Hardware. Who knew an SDKs can cost tens of thousands of dollars?
And there you go. $60 of Gears, a la carte.
I think it's interesting that the Art guys take a larger cut than the programmers, but that also factors in Cliffy B's cut and I'm sure he gets a sizeable one ;)
And here's my picture... since we have to have one!

-* From 1up.com *-
Here's the skinny, as far as Forbes' article breaks it down:
ON A $60 GAME OF GEARS:
* 25% (aka $15) goes to pay the art and design guys.
* 20% ($12) goes to pay the programmers and the engineers.
* 20% (also $12) goes to your friendly neighborhood retailer. EB / GameStop, whoever.
* 11.5% ($7) goes to a "Console Owner Fee" - ie. whichever one of the Big Boys made your hardware (Sony, MS, Nintendo.)
* 7% ($4) goes to marketing, and puts Mad World and Marcus Fenix on MTV.
* 5% ($3) goes to "market development" -- paying for cardboard Standees of the Gears Crew and elbowing other games out of the way for shelf space at your local retailer.
* 5% ($3) goes to actually manufacturing and packaging the disc.
* 5% ($3) is spent paying the Man for IP licenses or maybe hiring some big name voice actors. If your game isn't an original IP, here's where you get dinged by Marvel, Disney, or Ray Liotta's agent.
* 1.5% (just $1) goes into the publisher's pocket.
* 1.5% (also $1) goes into the distributor's pocket.
* 0.3% (about 20 cents) goes into corporate costs. Management, overhead, lawyers, etc.
* 0.05% (less than 3 cents) go into the cost of paying for the Developer's Hardware. Who knew an SDKs can cost tens of thousands of dollars?
And there you go. $60 of Gears, a la carte.
I think it's interesting that the Art guys take a larger cut than the programmers, but that also factors in Cliffy B's cut and I'm sure he gets a sizeable one ;)
And here's my picture... since we have to have one!

Recent Blog Posts
| List: | 01/25/07 - A new games channel for the Wii? 12/26/06 - Hardware Advice for TGE and TSE 12/20/06 - Why Gears of War costs $60 12/19/06 - Back in the Saddle again... 02/19/05 - Plan for Brandon Pollet |
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Submit your own resources!| Peter Dwyer (Dec 20, 2006 at 23:30 GMT) |
This is based on gears 2 million in sales.
It would be impossible to ever break even, yet namco have already stated that they need 500k sales on each title to go in to profit. Reality then is that the breakdown is more along the lines of 15 - 20 odd dollars to the Developer, needs to cover those art and programmer costs. About a 5 note to the publisher. about a 5 note to the hardware dudes. Rest is retail mark-up. so like around 20-30 to the retailer!
This gives the retail shops a good leeway for sales, bargain bin etc. etc. and that's assuming a no returns policy on stock that doesn't sell.
| Stephen Zepp (Dec 21, 2006 at 00:05 GMT) |
It's not that they get paid more, it's that there are more of them doing the work, and the total amount of work is more than the work needed from developers.
In most of your relationships, the "publisher" gets a TON more than what you see listed, so the total numbers seem very shaky to me.
| Joshua Dallman (Dec 21, 2006 at 00:13 GMT) |

| Jeppie (Dec 21, 2006 at 00:15 GMT) |
As far as the Art vs Programming, yea, it's kind of interesting, but I think it's reflective of the size of the task, certainly not the salaries of the individual grunts :( I've always been kind of apalled that artists make so little relative to developers actually, especially given the impact that their contribution has on the final product.
Edited on Dec 21, 2006 00:22 GMT
| Tom Spilman (Dec 21, 2006 at 00:35 GMT) |
$12 a game x 2 million units sold = $24M
Even if you assume a high number of programmers .... lets say 40 (Epic had 70 total employees as of March) that would average to $600K each for the duration of the project. Lets say Gears was 3 years of development with all 40 programmers on it (Sweeney says it was 2 years... but whatever).... so that's a salary of $200K per year... i don't think so.
The reality is that the publisher and retailer still get a big chunk of the box cost. Also not all the money goes into employees pockets. As a company Epic still has to keep some money in the bank for future development.
These numbers are a fantasy.
| David Montgomery-Blake (Dec 21, 2006 at 00:35 GMT) |
Quote:
* 1.5% (just $1) goes into the publisher's pocket.
* 1.5% (also $1) goes into the distributor's pocket.
No wonder distributors and publishers never make any money. Artists and programmers are making millions while publishers are making a pittance!
EDIT:
Poor EA. Always getting such a bad rap!
Edited on Dec 21, 2006 00:37 GMT
| Chris Labombard (Dec 21, 2006 at 00:49 GMT) |
| Todd Pickens (Dec 21, 2006 at 01:01 GMT) |
The proportion of artist to coder is correct only in the sense that art is always the long pole in the tent, aka, you typically have a much higher number of artist on a AAA project than you do coders. And generally speaking, the amount of work they do in greater numbers last for a longer portion of the development cycle.
Where development budgets are concerned, it ain't the guys that are in the trenches who design and develop the game at the cost of time with family, health, and happiness, that make the big cash. Its the VIPs at the upper end of the food chain.
| Eric Johnson (Dec 21, 2006 at 01:43 GMT) |
| Okashira (Dec 21, 2006 at 02:35 GMT) |
lol! I really laughed out alot at that comment.
| Okashira (Dec 21, 2006 at 02:38 GMT) |
| Ajari Wilson (Dec 21, 2006 at 02:42 GMT) |
Quote:
I think it's interesting that the Art guys take a larger cut than the programmers
I'm sure the term "artist" isn't dedicated to just those of us with a pencil, Photoshop, and Maya. I'm sure they clumped team leads, managers, producers, and maybe even the janitor in there as well.
Also, Nintendo's games are still $50 so I wonder how they will break down.
$12? Those retailers are taking way too big of a cut if you ask me. No wonder there's a Gamestop splurge spammed on every god damn corner in all of San Diego. If only $4 goes to something as big as marketing, and only $1 goes to the publisher, retailers can live with $5 to hand you a box and say "that'll be $60".
This online distribution thing is starting to look better and better everyday.
-Ajari-
| AcidFaucet (Dec 21, 2006 at 04:39 GMT) |
| J Sears (Dec 21, 2006 at 05:20 GMT) |
It's the same reason as why a guy can get a pair of jeans for half the price of a woman. Women will pay top doallr for clothes most guys won't so they have to price it where the guys will pay.
But this will never change because there's so many die hard gamers who buy a dozen games a year at 60 bucks a pop without blinking that every new system will have even more expensive games.
| Mincetro (Dec 21, 2006 at 07:13 GMT) |
Painting a satirical picture here - ~%10 goes to the store, ~%90 to the publisher, and the Publisher tosses scraps to the developers when they sit on command or do a really cute trick.
Personally, myself, I don't buy games if their over $30 AUD anymore, I just can't justify the money for rehashed shooters with rig-exploding graphics, yet-another-racing-game or even-shinier-rpg. A really good adventure game, though, can be hard to find where I am and are well worth my $40.
| Chris Jorgensen (Dec 21, 2006 at 07:58 GMT) |
| James Thompson (Dec 21, 2006 at 08:58 GMT) |
| Phil Carlisle (Dec 21, 2006 at 09:16 GMT) |
| Stephan (viKKing) Bondier (Dec 21, 2006 at 13:01 GMT) |
(just for the fun of it: is the MACINTOSH version OUT? <evil grin>)
STef
| Michael Hense (Dec 21, 2006 at 14:44 GMT) |
just like Chris said above... they charge $60 for it, because people are so willing to pay $60 bucks for it...
keep this up and soon you'll see the prices edging up to $69.95... then 79.95... and before you know it the $99.95 dollar mark will be here...
i dunno if the figures are accurate, close to accurate, totally off in deep space, or what... the only figures i don't see there are my figures... property tax, increased almost 15% this year, cost of gas and heating oil, price of food stuff, auto insurance costs... cost of electricity to keep the lil hummer hummin' so i could run Gears...
Forbes didn't seem to be the least bit interested in my financial breakdown (literally as well as figuratively)... and neither do the publishers who market these games at these prices...
in all fairness though, besides the fact that it does look so damn good, this is a free market economy over here... so i vote not to pay absurdly high prices for this thing...
... for as long as i can resist :)
now if only the rest of the people out there would just hold back until these publishers come to their senses... we'd see a more sensible pricing on stuff like this...
just like the price of gas... stop buying it for one day... if everyone stopped buying gas for one day, you'd be amazed at what it would cost the next morning... they can't keep those tankers waiting offshore, the stores can't keep paying rent to keep those boxes stored in the warehouses...
hey... i haven't even started whining yet!!!
:)
--Mike
| John Seguin (Dec 21, 2006 at 15:29 GMT) |
John Seguin
(Composer/Sound Designer)
| Brandon Pollet (Dec 21, 2006 at 16:12 GMT) Resource Rating: 4 |
While I do think that $60 for a game is pretty high it really just depends on how much enjoyment you get out of it. Was Gears worth $60? I'm not sure yet... but it was close, I really enjoyed playing it even though it was pretty short. On the other side of the coin if you look at Zelda: Twilight Princess there is definitely enough fun there to warrant its $50 price tag and probably alot more. I've put in over 30 hours already and I'm not done with it. Just don't tell Nintendo, I don't want to have to pay $60 bucks from the next Zelda ;)
| Jonathon Stevens (Dec 21, 2006 at 16:29 GMT) |
The thing you guys don't realize is that games tend to either be very succesful, or fail miserably. There isn't a lot (yes, there are some) of games that just pay for themselves. This isn't always the case, but usually. So they need to make enough off the good games to pay for the bad ones.
edit: forgot I wanted to comment on this:
Quote:
just like the price of gas...
You absolutely cannot compare something that is completely reliant on supply and demand like gas to something relying on a fixed cost they need to recoop like a video game.
edit2: bah, forgot about this one too:
Quote:
While I do think that $60 for a game is pretty high
Why is it too high? $60?! I don't care what club or bar you go to on a friday night, but you WILL spend $60 EASILY unless you don't drink and pretty much just stand around. Look at any theme park in the country (US) and you can't leave there for less than $100, $30+ just to get in.
$60 for a game that you will play for months on end and that's a lot? I think the problem here is that you guys are USED to $40 - $50 games and haven't realized that they haven't really upped in price in comparison to how much is spent on them. Back in the original playstation days games were $40 - $60 (rare few were $60), yet the cost to make them was 1/10th what it is now.
We're demanding higher quality and better gameplay, story, acting (and IMHO we're getting it) yet we dont' want to fork out a few extra bucks to get these things?
Hell, I can't even go to a damn movie with my wife without spending nearly $20 just to get in.

Edited on Dec 21, 2006 16:35 GMT
| Brandon Pollet (Dec 21, 2006 at 17:12 GMT) Resource Rating: 4 |
One thing to Epic's credit is their promise, and track record, of releasing additional content free of charge. Once I start to see extra content available on Live I'll feel much better about the price tag.
| Jeremy Alessi (Dec 21, 2006 at 18:51 GMT) |
Edited on Dec 22, 2006 20:18 GMT
| Alan Hembra (Dec 21, 2006 at 20:00 GMT) |
| Steve Flowers (Dec 21, 2006 at 22:23 GMT) |
I think their numbers are off though... There needs to be a significant slice off the top going to distribution. By those numbers they are saying the development budget was over $50 Million.
It's a top quality title, but $50 Mill? I don't think so:) That's a monster size team, or a team with monster size paychecks:)
| Mark McCoy (Dec 22, 2006 at 00:42 GMT) |
For a $20 game of ThinkTanks:
* 56% (aka ~$11) Goes into paying for Awesome.
* 22% (~$4) for the Sweetness.
* 11% (~$2) for "LOL!!!!11" (Which GG buys wholesale.)
* 7% ($1.5) voice acting royalties to Engelbert Humperdinck.
* 3% ($0.6) Misc overhead costs, servers, bandwidth, hosting, equipment, Clark, etc.
* 1% ($0.20 paid in nickles) Skimmed off the top by and embezzled by John Quigley.
* 1% ($0.30) Lost in rounding errors.
| Brandon Pollet (Dec 22, 2006 at 00:54 GMT) Resource Rating: 4 |
| Eric Forhan (Dec 27, 2006 at 13:32 GMT) |
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