Shrapnel Games Blog

7/23/2005

A blast from the past Part 2

Filed under: General, Richard, Shrapnel Games, The Industry — Richard @ 12:18 pm

A few months ago I posted the first blog of this series, which you can view below:

http://www.shrapnelcommunity.com/blog/2005/04/15/a-blast-from-the-past-part-1/

The point of this series is to let our new friends know about the history of our company and our core principles. So, with that in mind, here is another article from our intrepid leader Tim Brooks. This was originally posted back in 1999:

What You Actually Pay for a Game
Or How the Big Boys Work

It was only a couple of months ago that I was having an ICQ conversation with a fan of 101: The 101st Airborne in Normandy. At least I assume he was a fan since he said some very nice things about 101. Of course he could have just been being kind. But, it is much better for my self-esteem to think that he truly liked the game so I’ll stick with that view. Anyhow, the conversation turned to the industry, the need for stronger computers, and the price of games. It was while discussing the price of games that this very likeable and knowledgeable (he liked 101, remember) gentleman said, “You know, I won’t pay more than $40.00 for a game. If it costs more than this, I just wait a couple of months and pick it up in the bargain bends.”

Well that got me to thinking, which is always a dangerous thing. So, I did a little research, went back over conversations in my mind (not conversations with myself, but conversations with Publishers), and came up with what shall be forever known as The Game Publishers’ Pricing Policy Guidelines.

You see, all the Big Boys have these guidelines. They don’t tell you they have the guidelines. And if you went into their very nicely furnished offices (paid for with profits from Hopscotch Wars) you wouldn’t see them posted anywhere. But they do exist. They keep them on their bookshelves in the black binder entitled: How To Make Really Bad Games. Or in the red binder with the title: How To Fool the Public Into Buying Really Bad Games. Either place, though, you will find the guidelines. Just sneak into one of their plush offices (paid for with profits from RoboWarrior XX, the Video Game) after work (say 2:00 pm) and you know what you will find? I mean besides the Windows solitaire game they having been studying so they can make their wargames more profitable. Yep, you will find The Game Publisher’s Pricing Guidelines right where I told you they would be. Just sit down (you have plenty of time – it’s only 2:00 pm and they won’t be back in until 9:00 the next morning) and read. They really do make interesting reading. If they didn’t, why would I write this article?

So without further ado,
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The Game Publishers’ Pricing Policy Guidelines
Confidental
Privait
For your I’s only
Don’t show two any 1

Introduction:

These guidelines were developed over a period of days (ok, hours) in late 1993 at The Conference for Big Game Publishers and Used Car Salesmen. They are the Bible for our industry and must be taken out and have read to you before you release any new game. Please be aware that if this information fell into the gaming buyers’ hands that we would lose a lot of money and would have to give up our plush offices and wouldn’t be able to play Windows solitaire all day. Our expense accounts would be cut meaning that we would have to stay in the Holiday Inn when we went to E3. We would also not be able to tell developers that we want to publish their games and then see how bad we can screw them up so that we have interesting stories to tell each other about pissed off game designers at the Game Developers Conference. So, keep these Guidelines in a safe place (we suggest either the big red notebook like you had in hi-school or the big black notebook because it has that neat pocket on the inside front cover).

Introduction Number Two (uhhmmm, he said number two):

Whereby we have already fooled the general game buying public into thinking that good graphics mean a good game. And whereby we have found out that good graphics cost a bunch of money. And whereby we don’t know the first thing about how to make a good game. And whereby the people that do know how to make a good game don’t wear suits. And whereby we don’t want to associate with people who don’t wear suits because our wives will leave us for bankers and lawyers and used car salesmen. And whereby we couldn’t get into the country clubs anymore. And whereby we couldn’t drive expensive cars anymore. And whereby that would really piss our girlfriends off. We have set forth the following guidelines for pricing new game releases.

Guidelines for Pricing New Game Releases:

First Version of Game: $34.95 –39.95

Explanasion Xplanasion Why: This is only half a game. We didn’t know how to make a good game, so we took an overused, under developed game idea and put a lot of really pretty pictures with it. We then put the best of these pictures on the box and put a suggested retail price of $34.95 or $39.95 on it. The stores will sell it for almost 3 to 5 dollars cheaper because we pay them $50,000 to put it on their shelves and they don’t even need to make any money on the game. They will push it and sell it even though it stinks because they need to free up the shelf space so that they can sell that space to another Publisher.

Second Version of A Game: $39.95 -$44.95

Why: This only happens if we have fooled enough people into buying the first game and it made us a lot of money. Otherwise, we don’t release a second version, but repeat the process with another game that isn’t really a game but that has really nice pictures. But, if we fooled enough people into buying the First Version, then we have enough money to do a Second Version. Now, what we do is collect all the technical support calls and have one of our secretaries or interns that knows how to read to watch all the forums. We learn from the customer what changes we need to make to turn this into a game. Now, if we pay attention and don’t get too carried away with the Windows solitaire tournament, we will finally have a good game!

Summary:

This is a really good plan. What we have done is sold one game for $74.90 – $84.90. Of course, the gamers think they only spent $34.95 - $44.95, but we know they didn’t. This is how you make money.

Now, you ask what do we do if the Second Version is popular and makes us a lot of money? Well, what you do is to make a brand new game based on the theme of the Second Version, but it is really a First Version with pretty pictures and no gaming value. If it does well then you do a Fourth Version, which is really a Second Version. This way the gamer always pays us $80.00 for a game.

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And so it goes…

No Comments »

  1. Wouldn’t Space Empires IV fall under these guidelines? The first game was good but then you published a second game with improvements that should have been there in the first game.

    Now for the record I have both SE4 and SE4 Gold and still am quite happy with both I am just interested in what your answer will be.

    Comment by Combat Wombat — 7/23/2005 @ 3:30 pm

  2. I think the difference here is that SEIV, by itself, was a great game (winner of numerous awards). If SEIV was half a game then I would agree.

    Comment by Richard Arnesen — 7/24/2005 @ 2:27 pm

  3. Hmm… Sometimes I wish I didn’t read what I’ve already read. I guess the Warcraft series would be in this category too, huh? Damn, hate to be cliche, but ignorance is bliss.

    Casual game downloads definately take advantage of this.

    Comment by Lucy Grey — 7/27/2005 @ 7:18 pm

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