For as long as I can remember discussing games with other people, a topic that comes up often is the costs of games. Many gamers would love for games to be cheaper. And sure, why not? I’d love to buy a new Ferrari for $10,000 too. Although games have actually become cheaper since previous decades (with inflation considered), the idea of shelling out $50-60 for a new game is still too much. Luckily for us, used game vendors like GameStop or eBay sellers have given gamers easy access to many used games and tons of savings over buying new. But why are they so expensive anyway? In this article, we’ll take a look at the costs that go into making a new game.
Developing The Game
Creating a great video game is all about taking a good idea, getting it approved and funded, putting together a team, ensuring it stays within budget and getting it out the door on time.
Video game development costs have continued to rise since the 1980s. In the 80s, a development budget of $500,000 would be fantastic and overkill, but now it just barely scratches the surface. In today’s world, video games are big business and usually cost anywhere from $10 to $35 million to produce a first-class console game for the Xbox 360 or Playstation 3.
Why are games so much more expensive to make? Part of the reason is you. Gamers expect more and more from developers today. Back in the 90s, a “large” game like Final Fantasy VI needed 24mb of space on a Super Nintendo cartridge. Compared to the Playstation 3 Blu-ray disc which holds 50gb, the SNES cartridges were practically invisible. 24Mb may only cover a small cutscene in today’s games. But it’s not the media itself that is the expense – it’s what fills this media. The sound, the graphics, the presentation, and so on. It takes a lot more talent, more power, and more money to make a game look like Mass Effect 2 than it did to make Super Mario World.
As previously stated, the launch price for video games has been around $50 for many years, yet the cost of game development has risen. This has caused some game developers to be weary of taking big chances, simply because it might bankrupt them if they fail. Electronic Arts gets a lot of criticism for releasing sequel after sequel, but the economics of game development makes this a wise move. If you knew you could make another football game that would sell millions guaranteed, wouldn’t you do it? With that said, I will quickly mention that EA has actually taken a lot of chances with new ideas, but we’ll save that discussion for another article.
Microsoft and Apple have eased the cost of entry for smaller video game companies. There’s a lot of potential for success with Microsoft’s Indie games on Xbox Live and Apple’s iPhone store has made more than a few phone game developers a pretty penny or two. Besides these platforms, we also see many games being made online in Flash. Game developers can profit from these with advertisements, subscriptions, or use it to lead to bigger projects, like The Behometh did with their fantastic Alien Hominid series.
Marketing the Game
Besides the obvious costs of development, another huge expense is marketing the game. Depending on the game, the marketing costs may be up to two times the costs of developing the game. The best game in the world won’t make any money unless people know about it. I believe the Internet has made video game marketing even easier, because companies are more easily able to create their own viral marketing instead of having to shell out large amounts of money for television ads or other more traditional avenues.
The Costs of Selling the Game
Many people don’t realize that the cost of selling you the game itself can be expensive. Getting your games onto the shelves of big stores like GameStop or Wal-Mart isn’t something anyone can do, yet it is vital to the long-term success of a game. Some developers have even changed their games to appease a demand by Wal-Mart, and they do it because they know they need to in order to recoup their production finances.
When a $60 game sells a million copies, some gamers may think that means the publisher just made $60 million for themselves. But unfortunately, that’s not how it works.
Of that $60 million, approximately $18 million will make it back to the publisher. The rest goes to the wholesaler/retailer, marketing costs, unit costs, co-op advertising, and return product (large retailers can return unsold games to the publisher). These high costs are partially why more developers are using digital distribution of their games. It is much cheaper for Valve Software to let you download their game with their Steam service. In addition, they can use Steam to advertise more of their games directly to you. Since they’ll be able to keep a higher percentage of the profits, they can afford to lower the prices and lower the costs to the consumers.
It’s a very competitive and expensive business at the top, but there’s a lot of hope. Indie developers have many ways to get their games into the hands of thousands of gamers, and considering recent studies show that over 70% of Americans are now playing video games, the opportunities for future developers are boundless.
Share your thoughts in our comments below. Do you think games will become cheaper to develop in the future? Has the increased cost of game development stifled creativity?
Banner image credit: nicmcphee





March 9, 2010
#1
I think eventually all games will be distributed digitally. That’s pretty nice for those of us with internet access. But as someone who grew up in the boondocks, I know some people have to settle for dial-up, even today. And downloading games is very hard to do without cable or DSL. So digital distribution would alienate a small group of gamers.
I think all games should be distributed in two ways, digitally and hard copies. They will still save money because they won’t have to make nearly as much hard copies if the majority of gamers are downloading.
Digital games are nice, but they do have some problems.
1) You can’t rent them.
2) You can’t buy, sell or trade them.
3) And as I mentioned, gamers without internet or dial-up are pretty much screwed.
The good thing about it at least is that games will be much cheaper.
March 9, 2010
#2
I prefer digital distribution. Some people like to have a physical copy but I don’t care about that, as long as the game is cheap enough. I recently downloaded GTA: San Andreas to my 360 for around $10. That was a lot easier than having to buy it through eBay or another outlet.
With that said, there are times when I like to have a physical copy. For example, when trading a game with a friend. There are ways to allow this with the digital model too.
As long as the games are cheaper, I’m all for it. But when I see some companies charging the same price for the downloaded copy as the physical copy, then I’m like… hey… wait a minute!
March 9, 2010
#3
One way you could trade “digital” games with friends is by downloading it onto a memory card and then trading that.
March 9, 2010
#4
really good article!
so how do companys exactly make a profit? if they only get 18millon of the 60 that was spent, won’t they lose 52 millon for each game sold? *confused*
March 9, 2010
#5
In the example I provided in the article, the publisher would get $18 million for their million-seller game. If the game only cost $15 million to create and get onto the shelves, then they made a profit of $3 million already, in addition to paying for the development costs (which gave all of those people jobs while the game was being made).
For another example, consider Mario Kart DS. This game sold well over 3 million copies. The game costs $29.99. That’s $90 million right there for Mario Kart DS alone. Let’s assume Nintendo gets $30 million of that for themselves. Did it cost $30 million to make Mario Kart DS? Heck no. They made a nice profit on that game.
April 5, 2010
#6
And actually, I’m sure Nintendo got much more than that for Mario Kart DS, since they develop and publish it themselves.
March 9, 2010
#7
Something that has always interested me, great article, very informative. I can see a move to digital distribution happening VERY soon. PSPGo already does it and I wouldn’t be surprised to see the next gen have it’s entire catalogue available for download when it releases in stores.
March 10, 2010
#8
On average I pay $10-$20 US for my games unless it’s a must have then I’ll buy it when it comes out.
I don’t like digital distribution, because DD games never get any cheaper, and you can’t sell it.
I like to own a physical copy of a game.
Collecting virtual things just isn’t the same as something you can hold in your hands.
I have DSL and it would still take an F-ing long time to download a 360 game, 1.5 gb demos take like 3 hours.
March 10, 2010
#9
“because DD games never get any cheaper”
Not true, Steam often have some crazy sales. I bought 7 games for a total of £10 at new year, because they was all about £1-3 each, where as they should of cost at least £15-40.
April 13, 2010
#10
There are two points I’d like to make. First of all, PC games have just as much tech going into them as PS360 games, but they still sell for $50 max, and PC games have the added advantage of mods, and cheat codes which are taboo for the 360/PS3, what with their stupid meaningless “awards” systems. (Oblivion is a good example.) I can’t imagine the 360 and PS3 are that much harder to develop games for, and if that’s the case, I would think it would be even HARDER to develop games, wrapping around a motion controller. But Wii games also go for $50 max…even when they’re crap. Anyway, just want to point those things out so someone can answer me. This has been boiling in my head for I don’t know how many years…oh, wait. Four years. (Bad memory.)
As for me, I actually don’t even care that much about graphics. I’d be just as happy…no, make that HAPPIER if we were still in the PSXCube generation. It’s actually kinda depressing. I miss when there was a new game on the horizon, and I could look forward to it. Not anymore. The DS and PSP are both great systems, but they’re not consoles. Play too long, hurt my neck.
April 13, 2010
#11
360 and PS3(or any console for that matter) are harder to make games for compared to making the PC, due to you can only work your game based around on whats inside the console, with the PC theres many diffrent computer parts that allow the devolpers do many things, and all pc user’s have to do, is make sure their computer is uptodate, or just get a slight upgrade(since most pc gamers update their rig every few months or so) at least thats what i think anyway.
I know valve have stated that when they ported the orange box over from the pc to the 360 and ps3, it was hard to port it over, spefically for the PS3.
April 13, 2010
#12
It depends on how the game is made too. Many indie developers use the Microsoft XNA framework, which has native support on Windows and Xbox 360, so it is easy to release them on both PC and Xbox 360 with minimal or no changes that need to be made.
I haven’t read too much into this, so I’m not 100% sure, but one advantage of designing for a console over a PC is that you know the console’s power. You know what you’re working with. With PCs, there are virtually an unlimited amount of combinations, so they have to give users the option of different resolutions, turning off effects, and so on so it will run on as many PCs as possible. When developing for a console, I’d imagine it’s easier to deliver a consistent experience. Halo 3 runs exactly the same no matter which Xbox 360 I play it on.
April 13, 2010
#13
i’d say its more of a advantage for both consoles and pc, yes with consoles you know what your’re working with, and how much power you it can produce, but with the pc, the devolpers have the choice of what to work with, and try new hardward, which most likely would work like a new console upon release for devolpers. (if that makes sense)
April 13, 2010
#14
Bone, one reason (and probably not the only reason) that PC games are cheaper is licensing fees. When you release a game on the PC, Microsoft and Sony aren’t asking for a cut of your profit.
April 13, 2010
#15
Thanks for clearing that up. It makes sense. It’s not simply certain publishers; it’s all publishers that affect pricing. All new 360/PS3 games are $60, as opposed to all Wii and PC games being max. $50. Still, like you said in your article, I mainly buy games from Half.com. I wasn’t always pleased paying $50, and so by no means will I pay $60…unless it’s something I’d really REALLY want…
April 14, 2010
#16
BTW, I do like your article. It is quite informative. Just want to make sure you didn’t think I was sand-bagging you in any form.
BTW, who actually sets price limits for the games themselves? Everything seems to have its own price. I’ll list the max prices below for the games and corresponding system (note – all prices US $ as I have no idea how much they cost in £, and prices are MSRP w/o sales tax):
Wii – $49.99
360 – $59.99
PS3 – $59.99
NDS – $39.99
PSP – Initially $49.99, then standard was set as $39.99. (Partially why I sold my first PSP. Didn’t think console-priced games on a handheld were worth it.)
April 14, 2010
#17
No worries. I didn’t think you were sand-bagging at all. You brought up some interesting questions.
I don’t know who sets the price limits. In my research of the game industry and development, I never came across that info. I’d assume it’s the console makers (Nintendo, Microsoft, Sony).
PSP games were originally $49.99? Yikes. That is too much, I agree. $39.99 is agreeable.
April 15, 2010
#18
Hi Jonathan,
Great post.
I am doing some research on the video game industry as a preliminary to trying to starting my own middleware company. Can I ask where you got your data? Can I have a copy of it for personal use in building my business model?
Thanks!
April 15, 2010
#19
Hi Shane,
Thanks!
A lot of my data came from Game Design Workshop by Tracy Fullerton. It’s a fantastic and big (496 pages) book that I’d consider required reading for anyone who wants to be a game designer. I read most of it over my Winter vacation. You can hopefully find a copy of it at a nearby library. If not, this data is available in some other places online. Some Google searching should bring up some results.
April 15, 2010
#20
Also be sure to check out GameStudies: http://www.gamestudies.org
Awesome site.