游戏开发者为什么要为独家合同开发游戏?


30

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?


9
他们收到了大量的钱。只要它们从替代市场中获得的收益减去该替代市场的开发成本,就不需要全部融资。
达沃

1
对于较小的开发人员来说,有时将产品同时交付到两个平台上只是不切实际,尽管近年来这变得非常容易。
BooleanCheese

如果从一开始就考虑到跨平台开发并不难,实际上相当容易。不幸的是,许多开发人员在编写自己喜欢的单一平台时认为“我们以后会移植”,通常最终成为噩梦。一个示例是为DirectX编码,并且无法将其转换为OpenGL或Vulkan,从而有效地锁定了Windows或xbox。其他示例通常包括一些特定于平台的封闭源中间件...
Shahbaz

...我们经常在他们移植到Linux的游戏中看到这种情况,但最终却无法运行,因此它们实际上成为Windows专有的。
Shahbaz

Answers:


50

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:

  • 访问否则可能难以获得的开发资源(减少时间并节省金钱)。
  • Access to prototype hardware that may otherwise be hard to get (opportunity to break into an emerging market - launch titles may achieve greater sales due to limited competition).
  • Console manufacturer may pay for the exclusivity up front (reduces the risk of a game since part of the budget is covered).
  • Assistance from the console partner in terms of marketing the game (less time/money required for the developer and possibly increased visibility).
  • Exclusivity may save developers time in supporting the game in multiple formats (this may not be a "deal", but is a consideration that could lead to a developer to launch a game exclusively).
  • Related: not needing to develop for multiple hardware stacks for which may be partially incompatible.
  • Some developer programmes are more accessible than others (a firm might get accepted to ID@Xbox but be told "not yet" by Sony and Nintendo).

In the end, the benefits are often driven by cash.


18
* Not needing to develop for multiple hardware stacks for which are partially incompatible.
ratchet freak

1
@ratchetfreak true, that is probably the essence of the last bullet in the list but worded better.
Felsir

1
For a startup dev studio, "development resources that otherwise may be hard to get" may include the console devkit itself. For example, a firm might get accepted to ID@Xbox but be told "not yet" by SCE and Nintendo.
Damian Yerrick

1
The licensing terms for some middleware has prices on a per-platform basis, so adding more platforms also has a direct monetary cost.
Lars Viklund


10

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.


5

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:

  1. Exclusive = money. When you make an exclusive deal you get more money per sale.
  2. Exclusive = free advertising. XBox events will highlight XBox exclusives, PS events will highlight PS exclusives. There will also be console-branded ads for your game where the cost for the ad can be split under some circumstances.
  3. Smaller target group for advertising. No need to spend money on a PS gamer site if you have an XBox exclusive.

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.


4
Can you add a citation for 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.
Sam Dufel

3
"The extra cost for multiplatform quite small, it's mostly testing" Sorry, but this is nonsense.
Lightness Races with Monica

2
@LightnessRacesinOrbit Sorry, it is not. Unless you create your own engine, which you simply don't do if you develop a multiplatform title.
Peter

2
@LightnessRacesinOrbit : I'd like to see why your perspective is so strongly worded. In addition to the first comment Peter noted after your last comment, we can add level design, gameplay balancing, and more which will often require minimal or no changes for the new platform. After your first multi-platform port that results in code to support the new controllers and output devices, I'd imagine that the main thing you must do is check that limits aren't exceeded, rename the button names (surely an inexpensive effort), and test like crazy.
TOOGAM

2
@LightnessRacesinOrbit I see what you mean, but I'm saying this is all marketing. 99% of gamers won't even realize if your graphics engine is 5% slower and therefore uses a slightly weaker shader, so this has 0 impact on the quality of the game. If a dev claims that their game is massively better because it was developed for a specific console, that's primarily marketing, IMO.
Peter
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