Wednesday, August 13, 2008

'Less than 3 out of 10 games recover costs,' says EIF boss // News // GamesIndustry.biz

1)Could studios follow the casual model try and buy(well something similar)

Here is a scenario. A studio develops part of the game 1 or 2 levels and releases the taster version for fans to try out and feedback. Smaller budget, quicker release and the fans get to try out the game via X-BLA, PSN or whatever platform will support the option. There could even be a very small charge to cover cost.


I know its not possible for all games but there may be some titles that this could work for, May be it could save jobs and budget while improving product and help sustain the industry. After all its has to be better that losing money? doesn't it?

'Less than 3 out of 10 games recover costs,' says EIF boss // News // GamesIndustry.biz: "'Less than 3 out of 10 games recover costs,' says EIF boss

In a speech opening this year's EIF, Deering said, 'Traditional revenue sources will not be sufficient to fund games development. If you look at the very narrow definition of the gaming market, people are saying the software business will be down 20 per cent by 2011 versus this year.

major games can now cost more than USD 10 million to develop - and up to USD 100 million in the case of titles such as Grand Theft Auto IV.

less than 3 out of 10 games recover their development and marketing costs with boxed goods sales,' said Deering. 'So what's going to have to happen?

Creative use of hybrid online and offline advertising revenues, online offline transactions with consumers - these business models must be explored.'"

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