有几家公司仅针对一个控制台(Playstation或XBox)开发游戏。他们为什么以及如何做到这一点?当他们为PC / PS / Xbox发布该产品时,应该不会有更多的销售额?
他们为什么要签订这样的合同?有什么好处?
注意:只要这些游戏完全由游戏机公司提供资金,我就完全理解这种排他性-但是在某些情况下,这些公司不为游戏提供资金并且仍然是独家游戏吗?
有几家公司仅针对一个控制台(Playstation或XBox)开发游戏。他们为什么以及如何做到这一点?当他们为PC / PS / Xbox发布该产品时,应该不会有更多的销售额?
他们为什么要签订这样的合同?有什么好处?
注意:只要这些游戏完全由游戏机公司提供资金,我就完全理解这种排他性-但是在某些情况下,这些公司不为游戏提供资金并且仍然是独家游戏吗?
Answers:
收益通常与金钱有关。
从游戏机制造商的角度来看,专有名称意味着如果仅提供高端游戏,那么他们的游戏机将变得更具吸引力。因此,对他们来说,这是一个营销机会(可能来自他们的营销预算)。这也可能是出售特定硬件的机会(例如Playstation VR)。
对于开发团队来说,这可能会限制他们的销售,但是,从交易中可能会带来一些好处,而这些好处会超过损失的销售。
这些可能是:
In the end, the benefits are often driven by cash.
Game development is expensive. Really expensive. And developing a game for multiple platforms is even more expensive if done right. Many development studios simply lack the funds to be able to develop for multiple platforms at once. Singing a exclusive contract might not provide you with any funding at all but it will most definitely provide you with better support for the target platform. This is itself will make development easier and cheaper for the studio. Thus minimizing risk. Note that this is in no way concrete information it is solely based on my experiences and knowledge and thus can be completely wrong.
Far more important than the already stated reasons is marketing. Game software development is cheap - no more than half of a game's budget gets into development, the rest goes to marketing. From the half of the budget that's left after marketing is subtracted, most of the remainder goes into gamedesign, art*, and brand. If you're spending a huge chunk of your budget on software development, you either screwed up, or your game is intended to be a demo for your engine, which you want to re-sell for more money than you want to earn with the game.
There are people arguing that multiplatform support is ridiculously expensive, but these are the same kind of people that used to say every dialog needs to be modal and non resizable - they don't know what they're talking about. Games are unlike any other software in that most titles are pretty much developed from scratch. This allows games to easily and cheaply be developed for multiple platforms from the start, with small to almost negligible additional development costs (compared to the main software development cost, art cost, and marketing). Multiplatform development is only somewhat expensive if you write for one platform first, and then later decide to port to / rewrite for another platform.
What's expensive is the marketing of the game, and having a brand. To make an obvious example: Any decent Civilization clone will sell 5 times as much if it's launched under the "Civilization" brand. The cost and the money is in the brand, not in the software.
So how is that related to exclusives? Exclusives get significant exposure due to being exclusives. The reason is threefold:
How much more money you get, in what form that money is (higher percentage, up front loan, or just cash), what the terms of the ads are, and if the smaller target group for advertising males any sense at all, are all things that vary game by game.
*Art = Music, sound effects, models, level design, textures, shaders, etc.
Game development is cheap, so is multiplatform development.
? I haven't worked in the games industry, but software in general is quite expensive to develop.