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How much can an XBLA game make?

GarageGames cofounder Jeff Tunnell breaks down the numbers on development for Microsoft's increasingly crowded downloadable game service and finds some hope for the little guy.

In a post on his blog this week, GarageGames cofounder Jeff Tunnell talked about the early success of Xbox Live Arcade and asked just how profitable games on the service could be. Tunnell has some knowledge of the subject, as GarageGames' launched Marble Blast Ultra on the service in January.

Tunnell broke down the numbers to come up with a working estimate of how much money a game like Marble Blast Ultra 3D brings in versus how much it costs to make. Tunnell used estimated figures for the exercise, rather than releasing exact numbers on Marble Blast Ultra. The first thing he noted is that the cost of XBLA development is rapidly escalating.

"Creating an XBLA game is taking most studios 6 to 12 months," Tunnell wrote. "Costs are currently ranging from $100,000 to $300,000...The industry-standard arms race will quickly make the top-end $300,000 budget a cheap product. Right now, I wouldn't consider attempting to make an XBLA game with a $100,000 budget. Development kits and Certification (QA testing) would eat up half of that, not leaving much for the actual game development. While these budgets may seem high to Indies, these budgets wouldn't buy coffee on an AAA console title for the retail box channel."

Tunnell wouldn't give an exact figure for the budget of Marble Blast Ultra, but suggested it was at the higher end of that range. He then figured out roughly how many people had paid the $10 worth of Marketplace Points for it by checking the game's leaderboards, which listed about 120,000 gamer tags.

So for the purposes of Tunnell's example, Marble Blast Ultra grossed about $1.2 million--but how much went to GarageGames? "The publicly available information on this is that the distribution fees for bringing a game to XBLA is 35 to 70 percent, depending upon participation by [Microsoft]," Tunnell wrote.

So if GarageGames funded its own development of the game and Microsoft only took 35 percent, the company would be left with $780,000. "Again, if you are a starving indie developer, this sounds like an infinite amount of money. But, in the world of publishers, this is not considered a big hit," Tunnell wrote.

Tunnell said when he headed up a studio for a publicly traded company, the benchmark of success was whether or not a game returned five times the amount invested into it. "But, I no longer have public shareholders to please," Tunnell pointed out. "As the cofounder of a small independent game technology provider that makes a few games, I am extremely happy with our returns from XBLA360, and I also know that we are not done yet."

Tunnell suggested that going forward, the big challenge for XBLA developers will simply be getting carried by the service. Microsoft has stressed that it will carefully manage the portfolio of games available on Xbox Live Arcade, and the increase in traditional publishers creating games for the service could make it more difficult for independents to get a spot at the table.

48 Comments

  • spartan1308

    Posted Aug 15, 2007 2:23 pm PT

    bookmark

  • blackadder89

    Posted Sep 23, 2006 5:25 pm PT

    "Is it going to change with XNA Express?"

    Hopefully

  • anamnawshad

    Posted Sep 23, 2006 10:29 am PT

    Great!

  • e_boulanger

    Posted Sep 22, 2006 6:53 pm PT

    "Microsoft has stressed that it will carefully manage the portfolio of games available on XBLA"

    Sounds to me that innovative games won't be able to make it to XBLA, because Microsft don't want to take any risk. I don't think I'll ever see something like Katamari Damacy on XBLA. Microsoft is killing the small and innovative game software developper.

    Is it going to change with XNA Express?

  • _Sam_

    Posted Sep 22, 2006 6:41 pm PT

    interesting

  • fedgem

    Posted Sep 22, 2006 2:51 pm PT

    I wish they'd come out with more games like GW: Evolved, those are the type of games I think people want. Classics are fun and all, but they're more novelties than anything. I want new games made by independent developers, not old games that I didn't even play back when they were new.

  • devxwill

    Posted Sep 22, 2006 1:10 pm PT

    need some more classics

  • Poltergeist13

    Posted Sep 22, 2006 1:04 pm PT

    I think gamers will always take a chance with unheard indie titles on XBLA. They have some really cool concepts and usually pretty original titles. But we also have to have the classics (Pac-Man, SFII, Frogger, Gauntlet, etc.) XBLA rocks as far as I'm concerned.

  • Hoopin4thelove

    Posted Sep 22, 2006 12:56 pm PT

    dude u can re-downloadany thing u deleted don'tbe some SLOW loser, plus u can use alternate hds just plug em in and use that as a storage device

  • Lepuke

    Posted Sep 22, 2006 11:26 am PT

    at least its an updated "easter egg" not the one you saw in PGR 2. The Geometry Wars "Evolved" is what is being sold on XBLA. Evolved is pretty damn superior to the original one from PGR 2. (Also included)

  • FrankieLA

    Posted Sep 22, 2006 9:32 am PT

    Bizarre Studios developed Geometry Wars. It wasn't "one guy", but the central team that worked on the last several PGR gaming titles. From what I understa, Geometry Wars was a little easter egg that was hidden in PGR2.

    What a brilliant way to make money from an easter egg.

  • Sydwynder

    Posted Sep 22, 2006 9:03 am PT

    uhhhh makemeweak, HOW BOUT NO!!!!!!!!!! The last thing we need is for the cost of XLA games to go up!!!!!!! Pull your head outta your.................

  • arab_prince

    Posted Sep 22, 2006 8:15 am PT

    hmm thats pretty interesting. I wonder what uno made.

  • makemeweak

    Posted Sep 22, 2006 7:10 am PT

    I've always wondered how the money was split up - good to know. I wish they'd bump the prices up a couple of bucks apiece to encourage more developers to make games for XBLA.

  • Mr_Bodywave

    Posted Sep 22, 2006 4:55 am PT

    There is no real reason that MS couldn't release an xbox360 with a 60GB or 100GB HD. People worry about having different configurations, but this wouldn't make a difference really. The amount of space is almost irrelevant for game developers--just whether it is there or not.

    In fact, they could release an xbox360 in 2007 with say 100GB HD, and HD-DVD in lieu of a price cut.

  • Mr_Bodywave

    Posted Sep 22, 2006 4:53 am PT

    Of course the cost of the development kits would be spread out over multiple XBLA games--so not fair to attribute it to a single game. QA would be constant though. As for the costs of games--say you have 3 employees--each making $100k a year. If they produce one game a year--that game would have a $300k cost in salary alone. However, if as the owner you make about $400-500k profit after costs--that isn't a bad profit for an person running a 3-4 person shop.

  • Generic_Dude

    Posted Sep 22, 2006 3:17 am PT

    "[$100,000] wouldn't buy coffee on an AAA console title for the retail box channel..." Ugh, such decadance. Drown in your coffee, you slovenly fatcats.

  • chikahiro94

    Posted Sep 22, 2006 3:13 am PT

    Actually, if I could just use an external drive purchasable from any given store with the 360, I'd be quite content. I just got a 300g, 7200 rpm external HD for $150 (a great price around here) that could have a partition sliced off for use with a console

  • smbius

    Posted Sep 22, 2006 2:55 am PT

    Microsoft should release new Hard Drives that have higher capacities. Keep all downloads accounted for each gamertag. It'll be good for online for re-downloading. All accomplishments are kept online anyway too.

  • smbius

    Posted Sep 22, 2006 2:49 am PT

    Microsoft has always been very smart about being profitable. They understand the market and don't really care if PS3 or Wii becomes the so-called "#1" console. What does it take to be #1? pure sales in games? Not anymore. Microsoft knows that they do not need to sell many games to stay in the video game market. Their bread and butter is XBL. It is a win-win situation. Indie developers get their chance to make moderate gains and get their unique games and ideas recognized. Microsoft benefits from the content and the subscribers they gain from unique content. In addition, Microsoft can always lower their royalty of indie content at anytime indie (or traditional) developers feel they are not getting any value for developing with XBLA.

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