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Explaining the gaming economy.

Posted: 2010-10-07 02:03am
by weemadando
This is brought on by the people bitching about game return periods, trade-ins and Steam price fluctuations. It's based on the information that I could immediately recall from my own history with this industry and its affiliates as well as news stories, editorials and interviews I've read over the years. Feel free to correct me if you find a factual error.

Rant begin:

Game developers are not paid by you buying their game. Let's get that much straight.

Game developers are paid by their studio. This studio may be a part of a larger company, such as Microsoft Games Studios or EA or Activision. They may be working on a project which is being funded by one of the larger companies or they might be running on the fumes of their last title until they can sell their current idea to a publisher. Or they might be independent, but for the sake of this discussion we'll assume it's one of the other options.

So, in these cases a larger company, which we'll call The Publisher, is paying The Studio to develop a product which they will publish.

But The Publisher doesn't actually sell the games, nor do they even wholesale them. For that they enter in a distribution deal. Due to the nature of their business distributors are localised, so for any given game there might be tens of distribution deals in place with a variety of different distributors around the world. Some distributors may not be interested in picking up the game in their area, but due to higher level agreements between The Publisher and The Distributor, The Publisher can't shop around for other distribution options. Hence why you can have funky release date differences and even some areas missed entirely. The local distributor is also going to be very influential in setting the price - this will usually be part of the negotiations between The Distributor and The Publisher. The Distributor and The Publisher at this time will also usually agree on things like marketing. Generally a distributor will pick up between 10-25% of the retail sticker price. This is why most companies which own publishers are seeking to vertically integrate their operations and have their own distribution subsidiary as well.

From here The Distributor will sell to the retailers, usually with the assistance of The Publisher and the marketing agreements previously made. Large scale enterprises like EB and the like generally have national purchasing contracts to ensure that they get the best possible price. The scale of these contracts also comes into play when determining other "incentives". At this point things can get confusing. Most distributors aren't willing to work on consignment, where the goods remain their property while on retail shelves and only at the time of sale do they get their cut. Retailers would prefer this though as it would mean that they have no liability if those 20,000 copies of "WW2 Shoot No. 9443" don't sell. But due to business realities for both sides, the non-consigment model works admirably.

Thus a retailers buys how ever many hundreds or thousands of copies of the game, usually at 50% of retail sticker price. This gives them a large margin to cover all of their expenses, as retail will usually be the most expensive stage of the chain.

So the game now is available for pre-order at your local EB. Being the good little soulless puppet that you are, you pre-order the game to get access to the incentivised content which The Publisher and The Distributor have bundled in with a pre-order. By pre-ordering, you are giving The Retailer money in the bank. They've gotten your cash on their books now so they're that little bit more flush, not to mention the advantages such as earning interest on it. And all for nothing outlayed by them. They haven't received the stock yet and they don't pay until it's been delivered. So they're well into the black on this. There's a reason why they push preorders so hard.

So the release date finally comes and you can go in to pick up your game. At this point the economy is looking something like this:

Assuming the game is $100

$50 is staying with The Retailer. As you've already paid them $100 in advance, they've been able to earn interest on and otherwise use the $100 until now.

$50 is the amount that The Retailer paid The Distributor for the game.

$20 of that stays with The Distributor.

$30 goes from The Distributor to The Publisher.

The end.

The game developers already got paid their salary during the development cycle. They might have a bonus clause or some other provisions, but much more likely is that any bonuses will go to the PR and Marketing teams for making sure that hte game sold.

Thus at the end of the day, the money from your games purchase broke down something like this:

The Retailer - $50
The Distributor - $25
The Publisher - $25
The Developer - $0

That's all gross of course, not taking into account any expenses, taxation or anything else.

So now is where it gets interesting.

You trade your game in at The Retailer within the return window for a full price exchange. You might assume that this is a loss for the The Retailer as they're passing you a new full price (again, say $100) game for what appears to be nothing.

Instead, they're making a killing. Have a look at how it breaks down:

1st wholesale -$50
2nd wholesale -$50
1st retail +$100
1st return 0
2nd retail 0

OK, so that's a zero-sum game. But wait. We forgot a step. Let's try this again.

1st wholesale -$50
2nd wholesale -$50
1st retail +$100
1st return 0
2nd retail 0
1st resale +$90

Boom. That's a $90 profit, on this albeit simplified model. Because the re-sale of that returned title is pure profit for them. They've already paid for it from The Distributor, and they don't have to re-purchase or re-license it. Consider the margins that can be made if they can successfully flip a game multiple times.

Now of course The Distributors and The Publishers are shitty about this to various extents. Which is why they're seeking to monetise in other ways. Look at DLC, one-time codes for online access and features and pre-order bonuses. All of these are designed to incentivise the purchasing of a new game, de-incentivise trade-ins/returns and to recoup the "lost" income from re-sales.

To keep elaborating down this road, consider that the delivery channel for DLC is usually much shorter. In most cases it is a direct Distributor to Consumer market, so the 50% bite that a retailer would generally take is ignored. Though the Distributor (such as Microsoft for the XBox Marketplace) will take a much bigger cut (up to 60% have been some rumoured deals), the amount going back to The Publisher is going to be a greated percentage of the whole.

So, the obvious question that most ask at this point is "Why don't the Publishers and Distributors just go for the online delivery systems exclusively and cut out the retailers?" This is especially pertinent when discussing Steam.

Here's a two reasons:
*The vast majority of new game sales are console titles.

*The overwhelming majority of new game sales of console titles are through brick and mortar retailers.

Put those two together and you have a scenario where the brick and mortar retailers control an overwhelming majority of the marketplace. Which gives them power that The Distributors do not really want to have directed in a destructive manner. In addition, most distributors are only geared towards the physical model. As such, most distributors have as much to lose as the retailers should The Publishers push for a move to an electronic retailer format.

Re: Explaining the gaming economy.

Posted: 2010-10-07 03:36am
by Stark
It's worth noting that issues between these players make things even less intuitive (defective units simply reducing trade credit extended to retainers, for instance). As ando highlights the big issue is saturation, which is why the retainers with less share set lrices just to fuck with the big retainers, because they only order 10% of the stock and only carry games due to store design issues.

Re: Explaining the gaming economy.

Posted: 2010-10-07 03:42am
by weemadando
The most amusing part is that people think that by "abusing" the return system you're somehow fucking over the system, when in fact all you are doing is being part of their new income model.

Specialty retailers (EB, Game, JB) don't give a shit about new game sales and returns because they can make pure fucking profit on re-sale.

Re: Explaining the gaming economy.

Posted: 2010-10-07 03:52am
by Stofsk
Does JB have a return policy? I never heard of one if they do.

Re: Explaining the gaming economy.

Posted: 2010-10-07 03:54am
by weemadando
I think they have the same "7 day flip". But they also have the best trade-in value usually.

Re: Explaining the gaming economy.

Posted: 2010-10-07 03:56am
by Stofsk
JB always struck me as teh sort of store that would go 'no returns' but I confess that's probably due to them having shitty customer service. The staff are always friendlier over at EB.

Re: Explaining the gaming economy.

Posted: 2010-10-07 10:06am
by Twoyboy
weemadando wrote:Have a look at how it breaks down:

1st wholesale -$50
2nd wholesale -$50
1st retail +$100
1st return 0
2nd retail 0

OK, so that's a zero-sum game. But wait. We forgot a step. Let's try this again.

1st wholesale -$50
2nd wholesale -$50
1st retail +$100
1st return 0
2nd retail 0
1st resale +$90

Boom. That's a $90 profit, on this albeit simplified model. Because the re-sale of that returned title is pure profit for them.

You do realise of course that the only reason that makes money is because it results in people shopping there instead of elsewhere, or buying a game they otherwise wouldn't have? If the retailer sold every game they bought anyway, or the same number of games as they would have anyway, then they actually make more profit by selling each game once. Effectively the return and resale doesn't make money, the policy incentives people to shop there, which makes money.

Re: Explaining the gaming economy.

Posted: 2010-10-07 03:19pm
by weemadando
That's only a partial model though, assuming only "return window" trades. The thing is that most returns are outside this window and then you have the retailer giving a discount on a new title. So they'll usually still pull a marginal profit on the second title and retain the chance to flip the first.

Re: Explaining the gaming economy.

Posted: 2010-10-07 04:05pm
by Stark
EB even publishes graphs of declining trade value for big releases, because it's so profitable for them to encourage people to cycle those games back into the system as fast as possible.

Re: Explaining the gaming economy.

Posted: 2010-10-07 04:56pm
by weemadando
It's also why they actively encourage people to buy a pre-owned copy too. They can minimise their initial outlay for stock from a distributor for enough to cover day one purchases (which they already have money in the bank for from pre-orders) and rely on re-selling returned copies into the future rather than ordering new stock. This model is so successful that it's having 50% year over year growth in the UK based on number of retail outlets offering pre-owned - this is from a news story I saw this morning.

Also, there's the fact that pre-orders are taken from the time a game is announced, prior to any publishing or distribution deals being made. Hence why you have issues in the US right now where GameStop was taking pre-orders for a Rock Band 3 bundle that they'd assumed would exist, but actually doesn't.

But what do they care? They had that money on their books and earned the interest on it and could use the capital, and then have to hand back the original deposit.

I bet the old school game retailers are all kicking themselves that they never thought to do this stuff years and years ago.

Re: Explaining the gaming economy.

Posted: 2010-10-07 05:57pm
by Zixinus
This kind of lines up with what I learned what manning a video game store is like (the Deep Throat's bit about why and how Gamestop sucks (ie, it rips money off of you at every turn possible).

As "Distributor" I presume "companies that get the game where it needs to be?"

Re: Explaining the gaming economy.

Posted: 2010-10-07 06:04pm
by weemadando
Yeah, that's about it. Distributors are those who will get the game to retailers, but in some more complex cases will also take on some of the more traditional publishers roles due to the global nature of the markets. For example, Red Ant in Australia often used to do marketing for products that they were distributing as they had the contacts in the market that the publishers mightn't have.

Re: Explaining the gaming economy.

Posted: 2010-10-07 06:52pm
by Uraniun235
Wasn't there some developer or publisher looking to discourage secondhand sales by making online play only accessible via console-specific codes? (i.e. buy the game, input the code, if you want to play the game on another console you have to buy a new code) What's going to happen if more and more (or even all) companies start adopting this?

Re: Explaining the gaming economy.

Posted: 2010-10-07 06:56pm
by Stark
That's increasingly popular, although they usually make the first-purchaser get value adds rather than gametypes (although I recall at least one game where you couldn't play multi at all without using the code). They're tied to profiles and not consoles, however, and you can buy the code online anyway. It only works to kill the immediate resell market (ie, when stores are selling used copies for $10 less than retail) and as the disparity grows it's less effective.

Re: Explaining the gaming economy.

Posted: 2010-10-07 07:29pm
by General Zod
Uraniun235 wrote:Wasn't there some developer or publisher looking to discourage secondhand sales by making online play only accessible via console-specific codes? (i.e. buy the game, input the code, if you want to play the game on another console you have to buy a new code) What's going to happen if more and more (or even all) companies start adopting this?
You might be thinking Electronic Arts. In order to get online you had to use the code included in the game disc, and if you buy used and there was no code, you have to purchase the code separately. (Thankfully it's only for shitty games nobody cares about like Madden.)

Re: Explaining the gaming economy.

Posted: 2010-10-07 08:23pm
by weemadando
The use of the one-time codes for access to features is actually expanding rapidly. All EA Sports titles now have it. THQ rolled it out with UFC 2010. Mass Effect 2 used it (Cerberus Network).

I wouldn't be surprised if by this time next year, every new release uses this system in some way.

Re: Explaining the gaming economy.

Posted: 2010-10-08 01:12am
by Bradbury
You are missing one more part - licensing fees from Sony/Microsoft/Nintendo. They charge developers a bunch of money and take a chunk of the sales (it's like $3-10 a game depending on the console). The only exception is if it's a game published by the console maker, like a Sony game on the PS3. In that case the publisher gets to roll around in even more money since they are printing the discs at cost instead of at profit.

Console manufacturers also care about new game sales.
weemando wrote:Game developers are not paid by you buying their game. Let's get that much straight.
I know you're mostly outlining the difference between publisher / retailer / distributer profits, and that's pretty accurate - no disagreements there - but this statement is misleading. It's not like buying new vs. used has no effect on developers.

It's best to think of the funding publishers give towards a project as a kind of 'loan'. They assume the developers will pay this 'loan' back by making a game that will sell well enough. After the loan's been paid back, then the publisher will give the studio a percentage of the profits, and the studio will spend that money in a bunch of ways that directly affects the developers (bonuses, 401ks, et cetera). If the 'loan' doesn't get paid back in full, then next time the studio gets a smaller 'loan' (i.e. less funding) or none at all (and those developers get pay cuts, layoffs, and their names on "Barbie" games rather than "Half-Life" games).

Long story short, developers dislike used game sales.