Until now.
I am going to give full sales results for our game Geneforge 4: Rebellion. I am not the first Indie developer to reveal this sort of information. However, most public sales figures come from projects that were either blockbusters or disastrous. But our games have never landed in either pool. I have been doing this for a living for almost fifteen years. I make good money, but I'm not a rich guy. At the same time, I have been unusually successful in this business, if for nothing else that I HAVE done it for a living for a long time.
So, young developer, beware. Even the numbers you are about to see are difficult to attain. You have to write a very solid game, of the sort that a million other people aren't making, and then get it noticed. Then, if you catch lightning in a bottle, this might be your reward.
I'll split the information into two parts. This part contains information on the game in question, the budget, and the basic sales numbers. Next week, I'll break down the data a little more and scatter some interesting opinions about being a small-scale game developer into the wind.
Why Did I Choose Geneforge 4?
Geneforge 4: Rebellion is the fourth chapter in my five-part Geneforge series. These games are old-school RPGs. They have very rough graphics and low budgets. On the bright side, they feature extremely large worlds, cool storylines, and a healthy dose of innovative design. The main hook for the Geneforge games is their open-endedness. There are tons of factions you can join, with entirely different paths to victory. You can complete the game using combat or stealth, alone or leading a horde of monsters. They're neat games. But, and I can't stress this enough, they're really low-budget, and they look it.
It's worthwhile at this point to go to the web site and look at the screenshots. Some of you might ask, "Why would anyone pay money for a game that looks like that?" The answer is, "I don't know, but they do."
I picked Geneforge 4 because it was very much an average performer for us. Some of our games have done worse. Some have done much better. Its sales were respectable, at about the minimum level I would require to consider its development a success. It's also worth pointing out that it did not get any distribution on third party sites, which is unusual for us these days. This made it easier to calculate sales for it, but also means that far fewer people played it than our other games.
Geneforge 4 was released for the Macintosh in November, 2006 (in time for Christmas) and PC Windows in February, 2007 (in time for there to be less competition). Unlike most of our games, it has never appeared for sale on another site (like RealArcade, MSN Games, etc.). All of the sales were directly from us. Geneforge 4 didn't get a lot of press, like most Indie games. Some web reviews, some news articles, a few banner ads, but news of it mainly spread by word of mouth.
How Much Did It Cost To Make It?
Spiderweb Software has three full-time employees, including me. I worked on Geneforge 4 full-time, doing coding and design. The other employees spent part of their time on the project, making graphics, helping with design details, and so on, so only part of their salaries counted toward Geneforge 4's budget. The game took about a year to make, including time for the Windows port, but it used a lot of code and graphics and sound assets from previous games.
Of course, while I am giving sales figures, I'm not going to reveal the salaries for everyone at Spiderweb Software. I will simply say that, between the salaries for the creators, the costs for freelancers to makes graphics, general business expenses for the year (insurance, internet, a new computer or two), and the printing costs for hint books, Geneforge 4 cost about $120K to make. If I had to do all of the code and graphics from scratch, this figure would have been around fifty percent higher.
Generally, when an Indie developer reveals the size of their budget, online commenters will go, "No way! It could never cost that much!" But time costs money. I work for a salary, and my time spent writing Geneforge 4 is time not spent earning money elsewhere. Salaries only don't count toward the budget if your time has no value. And time is the most valuable thing you have.
How Much Money Did It Make?
Of course, I can't say how much money Geneforge 4 is going to make overall. Its sales are pretty slow now, but it still sells. The game has always sold for $28. (That might seem very expensive for an Indie title. I will discuss the price at length in part two.) In addition, a hint book is available. The vast majority of copies of the hint book sell for $7. There are also some profits from CD sales, but it's only around a thousand bucks, so I left it out.
So let's look at the interesting numbers:
Total Copies Sold of Geneforge 4 as of March 13, 2009: 3979.
Total Gross Sales Geneforge 4 as of March 13, 2009: $111412.
Total Geneforge 4 Hint Books Sold as of March 13, 2009: 807.
Total Gross Sales Geneforge 4 Hint Books as of March 13, 2009: $5649.
Total Gross Sales Geneforge 4 as of March 13, 2009: $111412.
Total Geneforge 4 Hint Books Sold as of March 13, 2009: 807.
Total Gross Sales Geneforge 4 Hint Books as of March 13, 2009: $5649.
As you can see, we don't sell a huge number of copies ourselves. Our other titles, which are also available from other outlets, sell much higher raw numbers. (The original Geneforge, for example, has sold jillions of copies, though we got far less cash for most of those.) So does this mean that hardly anyone played Geneforge 4? No, for two reasons.
First, there is every reason to believe that for every copy that sells, a lot of pirated copies get played. I would bet folding money that tens of thousands of people (pirates, free riders, scum) have enjoyed Geneforge 4 for free. It's been cracked aplenty.
Second, Geneforge 4, like all of my games, has a large demo. Probably too large for my own good. The free portion of the game is almost a full, self-contained game. So there are a ton of people who got to play a big chunk of it, say, "OK, that was enough," and move on. And I can't blame them. They have done no wrong. I'm the one who set the size of the demo, after all.
But I think the most important thing to note is that Geneforge 4, after a few years, is almost in the black, and it continues to sell. In the long run, the time spent on it will be quite profitable. Despite the crude graphics. Despite the high price.
And I think there are some lessons to be learned here. Next week, I'll talk about how I set the price, break down the figures for Mac and Windows sales, and give aspiring developers some friendly advice.
No comments:
Post a Comment