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Industrija igara

Treba samo pogledati koliko koja zemlja ima razvojnih studija i izdavača.

UK - Sony studiji, PC razvojni timovi davno propali, dominira PS3 (svaki Englez sa kojim sam pričao ima PS3)
Francuska - bili poznati po P&C avanturama, danas mislim da nema ni jedan bitan francuski dev da razvija za PC
Nemačka - gomila izdavača i raz. studija što rezultira činjenicom da je svaki Nemac sa kojim sam komunicirao preko neta hardcore PC igrač i dobar deo ne podnosi konzole
Španija - nikad nisu imali puno razvojnih timova ali danas su katastrofa po tom pitanju
Poljska - jaki razvojni timovi i CD Projekt, najveći izdavač i distributer na području istočne Evrope, GoG
Švedska - situacija slična kao u Nemačkoj po pitanju igrača, Paradox Interactive, izdavač PC only naslova koji su izuzetno popularni među Skandinavcima, GamersGate
Holandija - solidno jaka zajednica PC igrača, većina MMO frikovi
Ukrajina + Rusija - gomila izdavača i razvojnih studija, situacija kao u Nemačkoj

francuzi imaju Vivendi koji brateminli i pored svega ostalog ima vecinsko vlasnistvo nad Activision Blizzardom, a francuzi imaju i Atari aka Infogrames i dalje velike igrace ... tako da ti lista nije precizna skoro pa uopste ;) francuzi opasni igraci i dalje
 
francuzi imaju Vivendi koji brateminli i pored svega ostalog ima vecinsko vlasnistvo nad Activision Blizzardom, a francuzi imaju i Atari aka Infogrames i dalje velike igrace ... tako da ti lista nije precizna skoro pa uopste ;) francuzi opasni igraci i dalje

Samo što je taj Infogrames/Atari SA danas skoro pa nevažan u odnosu što je bio nekada.
 
I Ubisoft je takodje francuski...
 
Nisam imao pojma da su te korporacije zapravo iz Francuske (zbog tržišnog udela sam uvek pretpostavljao da se radi o US firmama). To znači da većina stvari koje ne valjaju u gejming industriji potiču iz Francuske.
 
Samo što je taj Infogrames/Atari SA danas skoro pa nevažan u odnosu što je bio nekada.

kao developer da, kao izdavac jos se koprca :p u odnosu na mnoge druge ziv je umreo nije (nazalost jer su upropastili mnoge fransize i izdanja svojom poslovnom politikom)
 
Bit Torrents top pirated games of 2010 :

PC

1) Call of Duty: Black Ops (4,270,000)
2) Battlefield: Bad Company 2 (3,960,000)
3) Mafia 2 (3,240,000)
4) Mass Effect 2 (3,240,000)
5) Starcraft II (3,120,000)


Wii

1) Super Mario Galaxy 2 (1,470,000)
2) Wii Party (1,220,000)
3) Donkey Kong Country Returns (920,000)
4) Kirby's Epic Yarn (880,000)
5) Red Steel 2 (850,000)


Xbox 360

1) Dante's Inferno (1,280,000)
2) Alan Wake (1,141,000)
3) Red Dead Redemption (1,060,000)
4) Halo Reach (990,000)
5) Call of Duty: Black Ops (930,000)
 
Sto smara vise ovaj Call of Duty u svakoj listi koja postoji :)
 
Bit Torrents top pirated games of 2010 :

PC

1) Call of Duty: Black Ops (4,270,000)
2) Battlefield: Bad Company 2 (3,960,000)
3) Mafia 2 (3,240,000)
4) Mass Effect 2 (3,240,000)
5) Starcraft II (3,120,000)


Wii

1) Super Mario Galaxy 2 (1,470,000)
2) Wii Party (1,220,000)
3) Donkey Kong Country Returns (920,000)
4) Kirby's Epic Yarn (880,000)
5) Red Steel 2 (850,000)


Xbox 360

1) Dante's Inferno (1,280,000)
2) Alan Wake (1,141,000)
3) Red Dead Redemption (1,060,000)
4) Halo Reach (990,000)
5) Call of Duty: Black Ops (930,000)

Nemoj da flejmuješ, plz :)
 
kako bangave igre se piratuju za konjzole :d
 
Amnesia scares up 200,000 sales
"When counting all online sales as well as the Russian retail copies, we have now sold almost 200,000 units! This is a tremendous amount and more than we ever thought we would. Our 'dream estimates' before release was something around 100k, and to be able to double that feels insane.

"Note that more than half of these units have been sold at a discounted price (with as much has 75% of the price off)," the post continues, "so the total earnings are not as much as it first sounds. Still, we are in incredible good financial situation right now.
 
Čovek je davno rekao da će 20000 prodatih kopija da im pokrije troškove a da će ih 50000 sasvim zadovoljiti u finansijskom smislu. Bukvalno su zaradili četiri puta više love nego što su se nadali. Samo je pitanje da li će imati hrabrosti da u sledeći projekat uđu sa četiri puta većim budžetom i timom i konačno nam podare nešto stvarno izuzetno i u produkcijskom smislu.
 
World of Warcraft: Cataclysm has sold more copies in one month than any other PC game - 4.7 million units, according to Blizzard's internal numbers.

This, the third WOW expansion, had previously broken day-one PC sales records by shifting 3.3 million copies.

Mike Morhaime, the man who co-founded Blizzard and probably pays himself a competitive salary, said: "We've been floored by the community's response so far, and we'd like to thank them for their continued passion and support for World of Warcraft, and for helping Cataclysm reach this incredible milestone."
 
Usra se Majk od love. Toliko je zaradio da više nema onog entuzijazma kojim bi trebalo da zrači njegova izjava posle toliko prodatih kopija. Nekako je generička u fazonu, kao da nismo znali da ćemo prodati 5 milki za mesec dana hahaha. Sada se čeka da i preostalih pet miliona primi socijalno, proda bubreg i usreći sebe novom ekspanzijom :)
 
A sa druge strane:

JoWood Entertainment, best know as the publisher for Torchlight and Arcania: Gothic IV, has entered a state of insolvency. The Austrian firm recently announced that despite efforts to restructure capital, it has failed and as such JoWood will enter into negotiations with creditors and investors. The company hopes to be able to keep running despite the financial issues.
 
A šta mislite o ovome: http://en.wikipedia.org/wiki/Onlive.
Ukratko, cloud gaming sistem, igre su instalirane na udaljenim serverima, a korisnik im može pristupati preko svog računara/tv-a bez obzira kakvu konfiguraciju ima. Ovo je nov servis a već su nekoliko velikih izdavača ponudili svoje naslove. Ovo u neku ruku može biti jači udarac pirateriji...

Lično, ne bih voleo da ovakvo nešto zaživi (a i ko bi sa naših prostora)...
 
Pa piraterija postoji i na konzolama u jednakoj meri, samo sto je sa druge strane i prodaja igara mnogo dobra, pa im piraterija ne predstavlja problem. I sad se oni bave piraterijom na PC-u, umesto da se bave uzrokom lose prodaje igara (koji ocigledno ne vide).

Kao što možemo videti iz ovih brojki što je shin postovao (iako se ništa korisno ne može zaključiti iz njih, sem da su igre koje su koji su više popularne i prodavane, više i skinute nelegalno), piraterija je definitivno više prisutna na PC-u. Ali, kao što napisah u obrisanim postovima u L.A Noire temi, postoji gomila drugih veoma bitnih faktora koji utiču na prodaju PC igara i sliku PCG u globalu:
http://74.200.65.90/showpost.php?p=1497938&postcount=107
http://forum.beyond3d.com/showthread.php?p=1454219#post1454219
http://74.200.65.90/showpost.php?p=1498037&postcount=114

Tu je i nepostojanje formiranog "cool" imidža u mainstreamu, lažni advertajzing itd.

Multiplatform igre ako se prodaju bolje, to je prvenstveno iz pomenutih razloga, najviše zbog skoro nepostojeće reklame za PC verzije i PC gaming uopšte, ne zbog piraterije, iako i ona naravno uticaj. Ima i suprotnih primera, npr. Bioshock PC SKU se do juna 2008. prodao kao 360 i PS3 zajedno, iako je 2K sa DRM-om i ograničenim aktivacijama loše tretirao legalne korisnike. Igre za PC su skoro iščezle u USA/UK retail-u jer prodavnice baziraju svoj biznis na prodaji 2nd hand kopija, a one ne postoje na PC-u zbog aktivacija i serijskih brojeva.

Kao što je i jedna od najboljih PC igara u istoriji loše prošla u prodaji zbog skoro nepostojeće promocije od strane izdavača:
http://freespace.volitionwatch.com/editorials/04-14-00a.shtml


Ne želim da kažem da su "oblikovani" i sl. na taj način, ali bez ikakve sumnje ima veliki uticaj na percepciju ljudi i vidljivost igranja na kompjuterima među širom populacijom. Mogu samo da zamislim koliko ljudi misli kakav PC im treba da budu na "istom" vizuelnom nivou kada vide oznake na kutiji. Čak i na ovom forumu smo videli da postoji miskoncepcija oko toga, situacija može biti samo još lošija u mainstreamu (iako naravno može biti i bolja). A kakav je tek hype/FUD postojao 2005./2006...


E sad, biti van očiju javnosti ima prednosti koliko i mana.
 
Poslednja izmena:
nano.tube, ima istine u svemu tome, ali ono sto mene interesuje je kako ce se stvari dalje odvijati uzimajuci sve to u obzir. Dzabe mi je sto znam da sam "u pravu", ako vidim da se stvari odvijaju kako ne zelim. Mnogo me interesuje sta ce se desavati do izlaska sledece generacije konzola, a jos vise sta ce biti posle toga...

Sta ce izazvati ove najavljene promene u svetu pc hardvera, koliki ce to imati uticaj u globalu itd.


A najvise me interesuje ono sto ne moze da se izracuna ili predvidi, voleo bih da znam sta ce na kraju ispasti od cele ove price koju svi vrtimo godinama i kao sve predvidjamo i vadimo velike zakljucke....
 

Prilozi

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Portal 2 = Cross-Platform Gameplay For PC / Mac vs. PS3

Developer Valve announced earlier this morning that Portal 2, its puzzle-shooter sequel that's due out this April, will feature cross-platform multiplayer support for its co-op campaign between the PC, Mac and PS3 versions of the game. In addition, those who purchase Portal 2 for the PlayStation 3 may unlock a Steam Play (PC & Mac) copy of Portal 2 at no additional cost by linking their PSN and Steam accounts. These features will come to life when Portal 2 ships this April!

Valve, creators of best-selling game franchises (such as Half-Life and Counter-Strike) and leading technologies (such as Steam and Source), today announced the Steam features shipping with the PlayStation 3 (PS3) version of Portal 2.

Marking the debut of Steam functioning on any next generation console, the features shipping in the PS3 version of Portal 2 include cross platform play (PC/Mac vs. PS3) for multiplayer games, persistent cloud-based storage of PS3 saved games, and cross platform chat (PC/Mac and PS3).

In addition, those who purchase Portal 2 for the PlayStation 3 may unlock a Steam Play (PC & Mac) copy of Portal 2 at no additional cost by linking their PSN and Steam accounts.

"We made a promise to gamers at E3 that Portal 2 for the PlayStation 3 would be the best console version of the product," said Gabe Newell, co-founder and president of Valve. "Working together with Sony we have identified a set of features we believe are very compelling to gamers. We hope to expand upon the foundation being laid in Portal 2 with more Steam features and functionality in DLC and future content releases."

"We designed the Portal 2 PS3 experience to be very straightforward for gamers," said Josh Weier, project lead on Portal 2 at Valve. "PS3 gamers will be able to simply drop the Blu-Ray disc in the PS3, link to their Steam account from inside the game, and all their Steam friends (on PC and Mac) will be visible and accessible for chat and game invites."
 
Veoma pameten potez. Pored ostalih stvari, namenjeno je da dovede nove korisnike na Steam. Slično kao i što svako ko kupi igru koja koristi Steamworks za aktivaciju (MW2 i BO npr.), može da počne da kupuje na Steam Store-u, ako već nije. Besplatna promocija/marketing, praktično.
 
Poslednja izmena:
Upravo to, klasična taktika navlačenja. Neki jako pametni ljudi rade u tom Valveu, moram priznati. U ovom slučaju mi nema druge nego da pazarim PS3 verziju Portala jer dobijam i PC verziju pride dok u obrnutom slučaju to ne važi.
 
Upravo to, klasična taktika navlačenja. Neki jako pametni ljudi rade u tom Valveu, moram priznati. U ovom slučaju mi nema druge nego da pazarim PS3 verziju Portala jer dobijam i PC verziju pride dok u obrnutom slučaju to ne važi.

Nije navlačenje, nego veoma promišljene poslovne odluke. Steamworks im je najisplativija marketing taktika. Napraviti skup alata što privlačnijim za implementaciju developerima/izdavačima i budžet potrošen od strane izdavača na promociju igre koja koristi Steamworks (pogotovo u slučaju Activision-ovih $100M+) je budžet potrošen na promociju Steam-a.


Od najskuplje od najjeftinije:
Hydra PC paket, sa više sadržaja nego ostale
PS3 (i 360) verzija, deo novca ide Sony-u (MS-u) i retailerima
normalna PC/Mac verzija. U slučaju kupovine preko Steam-a, 100% cene ide Valve-u


Ovim vezivanjem naloga mogu da se reše i 2nd hand kopija na PS3. :)
 
Poslednja izmena:
Ovim vezivanjem naloga mogu da se reše i 2nd hand kopija na PS3. :)

nije samo problem 2nd hand-a kod ps3, skoro isti broj je i na xb. nemoj da te zavara nase trziste gde su (do skoro) bili svi orginali na ps3 i sve pirati na drugoj konzoli. ako pretpostavimo da je procenat piraterije oko 10% na xb (slobodna procena na osnovu banova), to i dalje daje veliki broj legalnih korisnika. ovo je lako proveriti na ebay-u, videces da je jako slican broj polovnih igara :)
 
nije samo problem 2nd hand-a kod ps3, 1)skoro isti broj je i na xb. nemoj da te zavara nase trziste gde su (do skoro) bili svi orginali na ps3 i sve pirati na drugoj konzoli. ako pretpostavimo da je 2) procenat piraterije oko 10% na xb (slobodna procena na osnovu banova), to i dalje daje veliki broj legalnih korisnika. ovo je lako proveriti na ebay-u, videces da je jako slican broj polovnih igara :)

1) Da, naravno i logično. 2) Pre je duplo manje. Jedino su te brojke dostupne koliko je meni poznato.

Problem je što oni misle da su polovne kopije loše za tržište, a upravo je suprotno. Kada imaš mogućnost da vratiš uloženo u igru kada je završiš/ako ti se ne sviđa, mnogo lakše je opravdati dati punu cenu na launchu. Ako ne bi postojalo 2h tržište, smanjila bi se prodaja novih igara, jer bi ljudi više išli na proverene naslove i sačekali popuste za ostale. Upravo mogućnost prodaje dodaje vrednost konzolnim verzijama mutliplatform naslova kao što napisah ovde, pa su dodatni razlog za bolju prodaju (ako je to uopšte slučaj tj.) u odnosu na PC SKU. PC igre su vezane za jednog vlasnika, preko registracija i serijskih brojeva. To je na kraju krajeva krajeva i jedan od razloga fokusiranja i premeštanja na DD, zašto što su izdavači voljni da stanu iza toga, jer će izdavači i developeri imati mnogo veću kontrolu nad tržištem i izbaciti posrednike.
 
Poslednja izmena:

ako sam dobro razumeo, oni su tu cifru izvukli na osnovu broja banovanih korisnika (600 000) u tom trenutku, medjutim taj broj je kolko se secam narastao do preko milion. ali dobro, nije sad ni bitan tacan broj.. sustina jeste da je velika vecina legalnih korisnika i da je trziste polovnih igara pristojno (za njih ocigledno preveliko :))
 
UKIE: Console Piracy Cost £1.45 Billion, 1000 Jobs in 2010.
http://www.bbc.co.uk/newsbeat/12248010

"When people play a pirated game that money goes to a criminal, not to the industry.

"That takes away jobs from young developers and graphic designers, so it actually stifles creativity and stops new games coming out."

He says games aren't overpriced: "These big games, you get 20 to 50 hours game play, which is tremendous value for money.



A ovo nije kriminal:

Tripwire founder je napisao(la):
When we were shopping our first game Red Orchestra: Ostfront 41-45 around to traditional brick-and-mortar publishers, we were shocked at how terrible their proposals were. We were getting pitched offers like, "We'll give you a 15 percent royalty rate, take the IP rights to your game, and slap a $1.5 million administrative fee on top of your recoupment costs." And deals like this were being offered for a game we funded ourselves!

With deals like those, we were wondering how any third-party developer could be successful in the game industry. Under the terms of that deal, we would have needed to sell hundreds of thousands of units before we would have seen one cent of royalties. Enter Steam.
http://www.gamasutra.com/php-bin/news_index.php?story=25595



I ovo:

Ubisoft publishes indie dev Outerlight, lifts best ideas for AC:B, leaves them to die
In retrospect do you believe that Outerlight should have self-published the game?

I guess this is the right time to talk about the two business models, publisher and independent.

The traditional publishing model is awful for developers, it's their gilded cage. It requires costly pitching, to emissaries of publishers, who return to corporate rooms & badly pitch the idea to large groups who need consensus to act, and typically take 6 months to close any deal they offer. Publishers are motivated by greed, but restrained by fear of risk, and thus seek sure deals, licenses and sequels, which makes pitching innovation almost pointless. Should you get a deal, the usual is 20 percent royalties, but after the retailer takes their share of 50 percent, you are getting 20 percent of the 50 percent left (so 10 percent of retail price). That doesn't sound too bad, until you realise that the developer is the one that actually pays for the development, the publisher has just advanced the developer their share of the royalties to pay for making the game.

So...the developer takes 10 percent of retail, after ALL costs have been repaid from that 10 percent. Assuming the game cost £2m to make, and sold for 20 pounds, the developer gets 2 pounds for every unit, once the 2 million punds is repaid, so that's 1 million copies before the developer sees their first 2 pounds, meanwhile the publisher has recouped their 2 million pound and is sitting on an extra 6 million pounds. What happens next? History shows us the developer goes bust, or gets acquired by a publisher, and the publisher maybe buys another publisher for kicks.

The self-funded, digitally distributed model should be the future, it brings 70 percent of the retail price back to the developer, which means 14 pounds for every unit sold. Assuming the game cost 2 million pounds to make (although it wouldn't, being independently developed it would be half the price, being twice as efficient!), that's a break even for the developer at 142,000 units, instead of at 1 million units. If they did get very lucky and sell 1 million units they'd make a profit of 12 million pounds, instead of 0. For an efficient team like ours, we made the game for 700,000 pounds, so our break even would be at 50,000 copies. Instead of games development being seen as a hit or miss industry, it should be seen as a break even or profit industry, there is no miss, only the chance to do better next time.

All money aside, innovation is hard. Coming up with the next big idea is hard, and it's even harder to make it into a reality. Creating a good team, keeping them happy, and keeping the project on track is hard. Developers don't need a monkey on their backs making it harder.

However, the independent route still has the key flaw of needing funding. Investors are justifiably skeptical about developers (after all, we usually go bust), and banks don't lend, despite the public bail out, so where will the development capital come from? At the moment, the main option remains a publishing deal, and while it seems like a lifeline, it's more like a shackle with a death sentence at the end.
 
Poslednja izmena:
da, kacio sam vec u drugoj temi eurogamer-ov text o tome:

If you bought a game in the run-up to Christmas and it cost £39.99 to buy, approximately £7 (17.5 per cent) went on VAT (that figure increased to 20 per cent as of 4th January), while £10.50 (27 per cent) went to the shop and £12 (30 per cent) to the publisher.

The rest goes on what's called cost of goods: the nuts and bolts of videogame publishing. 65 pence (two per cent) goes on distribution, £1.75 (four to five per cent) on marketing, and an £8 (20 per cent) licence fee goes to the platform holder (Microsoft, Nintendo or Sony). All these costs are paid for by the game's publisher. If a third-party is behind the game, approximately £3 goes to the developer, or 25 per cent of the publisher's revenue after deductibles, although developers are often paid in a series of advances as they meet milestones.

http://www.eurogamer.net/articles/2011-01-10-where-does-my-money-go-article?page=1
 
Ovo je reakcija na izjavu "Steam is killing PC market" od strane retailera.

What is more surprising is the reaction of retail now. I have read it described as the reaction of a small child who threw his toy away because he no longer wanted it, but started screaming as soon as another child picked it up to play with. The metaphor works perfectly, especially in the light of the excuse I heard on numerous occasions.

‘There is no demand’ went the mantra. But is this really true? Not in our experience.

I remember fondly the meeting in my office with a red-faced publisher who was explaining why their initial order from a major retailer for one of our new releases was just 30 units. At the time I had my browser open on the Steam product data page, which updates sales numbers every few minutes.

“They have taken one unit for each of their top 30 stores” he told me. “There is just no demand from their customers”.

I glanced at my screen, hit refresh and advised him: “In the time it’s taken you to tell me that there is no demand, Steam has sold 45 units”.

Steam is selling decent numbers of our titles. They are really cool to work with, have a refreshing, knowledgeable developer mentality, and never bully or threaten their suppliers.

As a generalisation, retail would pay these guys a maximum of 40 per cent of what they made. So on a £29.99 game the publisher would receive about £12 (and on a sub-licensed deal, we would then only get about £4.25 of that) – minus return, write down and consignment costs.

When would we get that money? Well, payment would be by the end of the quarter.

So, let’s say £10 per unit sale goes to the publisher, £3 to the developer/sub-licensor, and it’s in your bank five months after the customer has paid out £30.

Compare that to the digital model. On a £29.99 sale, the digital partner will pay the publisher – or in many cases direct to the developer – between 60 and 70 per cent, by the end of the month following the sale.

Wow. To recap: on a sale over the counter today, we can have our £3 by the end of March, or on a digital sale, we can have £20 by Christmas.

Remind me why we should choose to go with retail and decline to let Steam sell the game?
 
Poslednja izmena:
Vrh Dno