'Grand Theft Auto V' Crosses $1B In Sales
forbes.com
forbes.com
Meanwhile, people are validating games as the work of art they are with hard dollars.
The games segment has been larger than Movies for quite a while.
If they want bad publicity to help sell it, they'll need to have something like beastiality with a donkey hidden deep in the game somewhere.
Movies spread out their sales over an extremely long time compared to games. This means that box office numbers will be smaller. This ALSO means that they are not serving many markets that could bring them revenue off the bat.
Games that don't release on all platforms simultaneously have a similar problem, but nowhere near that of movies which refuse to let people watch them in their preferred format from the start.
Is that true? It seems like most hundred-million-dollar movies make most of their money on opening weekend, and after a couple of weeks their (domestic) box office is basically finished. I'd expect GTA V to keep selling for a while. The Wikipedia page for GTA IV says it sold approximately 6 million copies in the first week, and 25 million copies total.
Furthermore, I would think (I don't have any sources so this is just a guess) that with DVD sales plummeting, and the comparative ease of pirating movies as opposed to console games, that DVD sales would account for very little in the long run. However, I still see old video games at Black Friday events that sell out like crazy.
Most of the value in old movies, going forward, is probably going to be in padding streaming libraries for Netflix/etc to license. Will Goodfellas itself worth much currently and in the future? Probably not; anybody who wants that on DVD probably already has it on DVD. A streaming library that includes movies of the caliber of Goodfellas though? That is probably worth a hefty chunk of cash.
Which is why it comes on Blu-Ray and HD DVD as well, in "special edition" and "20th anniversary edition".
Just randomly picking... 2004. Top 10 movies from that year, and pulling future media sales predictions out of my ass:
Shrek 2 kids movie, profitable regardless.
Spider-Man 2 probably poor
The Passion of the Christ probably poor
Meet the Fockers nobody cares.
The Incredibles kids movie, profitable regardless.
Harry Potter and the Prisoner of Azkaban great.
The Day After Tomorrow nobody cares.
The Bourne Supremacy possibly good.
National Treasure nobody cares.
The Polar Express nobody cares.
I mean, I am sure all of these will have future releases on new media. There is no reason not to re-release movies, it is essentially printing money), but will many of them see dramatic sales that will really change how we view the profitability of those movies? Meet the Fockers was a good movie, but nobody is going to give a shit if you re-release it in 3D, 4K resolution, "hyperdisk". Only a few have that potential I think, and it gets more bleak if you stop looking at the top 10.After the initial burst of home media sales, I just don't see most movies getting anything more than a trickle of revenue. For every movie like Office Space, there are dozens that aren't.
Also, today's movies seem to eschew the kind of prioritizing that would create timeless classics you'll still watch in 10 years - I mean, I enjoy today's movies - I'm no snob. But the writing is utter crap. Seriously, how do you drop 9 figures on making a film and cock up the script so thoroughly?
Keep in mind: With the advent of online services like GoG, Steam, PS Plus, and XBLA, this is very quickly changing.
Box prices for video games have been remarkably static. New games were selling for $60 in 1993, just like GTA V is today instead of the inflation-adjusted equivalent of $97.
1.) Assertions about what "would have been part of the core game" are certainly popular, but not necessarily true or provable and certainly not universally applicable.
2.) Standard new game price held steady at ~$60 through three console generations prior to common place DLC. If inflation had been taking its toll we'd have been looking at $85 games prior to "horse armor".
But besides, the movies and games it's being compared to are no older than 4 years, so I don't think it's a huge problem.
Yes, you can and do cause inflation by printing more money, but it's not as simple as you assert it to be, and it certainly doesn't warrant the rudeness to the parent.
Which part of the Billion Price Project's methodology do you disagree with? Its measure of inflation agrees with the BLS's pretty closely. http://bpp.mit.edu
Which measure of inflation do you prefer over those two, and where can we examine its methodology?
I'm sure their graphics engine is pretty amazing, but it's not like they revolutionized anything that I'm aware of. Where did that money go?
Seeing programming, which often is named as 'creative work' described as something that's harder to distribute among many people than crating an entire fucking island from scratch is just downright ridiculous.
Yes, programming is hard. Crating entire fucking worlds from scratch is even harder.
There are bits on the island that need to connect, like the literal roads. Conceptually the mission content needs to line up with the graphical content. But it's not as interconnected as a chunk of software is, and the marginal returns don't decrease as fast.
But if you have content, content is easy to split up. Instead of each designer doing X items, dungeons, neighborhoods, cars, whatever, they just do a fraction of X. It scales so much better.
155M+ was spent on marketing.
link: http://www.businessweek.com/articles/2013-09-18/grand-theft-...
* Programming (all kinds - from model behavior to
game logic to AI to net code, backend, etc)
* 3D Modeling
* Texturing
* Art
* Scripts (as in narrative)
* Music and sound effects
* Voice recording by professional actors
* Motion capture of actors
* QA
* Sys admins
* Product and project managers
* All kinds of executives got paid a shit ton for making decisions
* Equipment for all of the above
* Software licenses
* Advertising
* Packaging[1]http://www.businessweek.com/articles/2013-09-18/grand-theft-...
It seems like a hard problem to me.
Here, marketing had a positive ROI, so they put as much money into it as they judged profitable.
But if Grand Theft Auto V was an awful game, then the marketing would have been largely wasted, no matter how much they spent.
Anything good still needs marketing, but marketing won't save a bad product. There's nothing inherently filthy about marketing.
It's very, very hard to get people to hear about the stuff you do, even if it's really good.
It doesn't imply such a thing.
You can think of marketing as a force multiplier. If the developed product is shit, it doesn't matter how well it's marketed because it will never sehahahahahah I can't even say that with a straight face.
Its not Rockstar's fault or shortcoming, but its a problem in how things are done in general.
In the form of a story: Company A and Company B compose an entire economic system, and each build a product with 100% budget. Company A falls behind in sales to Company B for a variety of reasons, of which luck could be one of them. So to get more awareness and better sales, they take 10% of their budget and put it into marketing the product. Now they get ahead in sales, and are very happy. Company B figures this, and now uses 20% of the budget, to overcome Company A.
They will keep racing on marketing and presence as long as they can build the product and stay afloat.
So production is decreasing in proportion to available resources. In absolute terms, we'd have to answer the question of "is marketing making the pie larger" and if so by how much.
If you believe this article http://www.strikemag.org/bullshit-jobs/ it apparently takes more than it gives.
>Company X spends, let's say, $10 a year on research. (We're lopping off a lot of zeros to make this easier). It has no revenues from selling drugs yet, and is burning through its cash while it tries to get its first on onto the market. It succeeds, and the new drug will bring in $100 dollars a year for the first two or three years, before the competition catches up with some of the incremental me-toos that everyone will switch to for mysterious reasons that apparently have nothing to do with anything working better. But I digress; let's get back to the key point. That $100 a year figure assumes that the company spends $30 a year on marketing (advertising, promotion, patient awareness, brand-building, all that stuff). If the company does not spend all that time and effort, the new drug will only bring in $60 a year, but that's pure profit. (We're going to ignore all the other costs, assuming that they're the same between the two cases).
>So the company can bring in $60 dollars a year by doing no promotion, or it can bring in $70 a year after accounting for the expenses of marketing. The company will, of course, choose the latter. "But," you're saying, "what if all that marketing expense doesn't raise sales from $60 up to $100 a year?" Ah, then you are doing it wrong. The whole point, the raison d'etre of the marketing department is to bring in more money than they are spending. Marketing deals with the profitable side of the business; their job is to maximize those profits. If they spend more than those extra profits, well, it's time to fire them, isn't it?
>R&D, on the other hand, is not the profitable side of the business. Far from it. We are black holes of finance: huge sums of money spiral in beyond our event horizons, emitting piteous cries and futile streams of braking radiation, and are never seen again. The point is, these are totally different parts of the company, doing totally different things. Complaining that the marketing budget is bigger than the R&D budget is like complaining that a car's passenger compartment is bigger than its gas tank, or that a ship's sail is bigger than its rudder.
http://pipeline.corante.com/archives/2012/08/09/getting_drug...
The graphics are, as you say, very good. But what the money has clearly gone into is the production value. Cut scenes, animation, map, all of it is very high quality. That's pretty revolutionary attention to detail - especially over such a large map.
Media are just converging toward low-risk, formulaic, and consistently profitable goods. It happens at a speed inversely proportional with the complexity of the medium: music has been manufactured for a while, more recently movies, now games. Novels have proven trickier thus far. Readers seem to appreciate originality more and are more discerning, with a lot of surprise hits (and failures). It's only a matter of time before that formula is cracked though.
I can only assume that you either just don't know very much about music or you are mixing up "media" with "the top players in the media industry"
33 Million units at ~$20 is $660 million in revenue. This isn't including development costs, which are low for Minecraft but not zero (I'm guessing $5-$10 million over its lifetime.) Subtracting GTAV's combined development and marketing budget of $265 million still puts it ahead of Minecraft at $735 million, and it still has a lot more runway left.
A cut through the iOS store, a cut through the Google Play store, a cut through Xbox Live Arcade Marketplace.
The IGN article says Minecraft sold 12 million on PC, so it's paying cuts on the other 21 million.
The Mojang and Notch AB financial records are public -- as it is the way Sweden works -- by the way, if for whatever reason you want to look into the money that they're making.
Take-two had a relatively large run up in July/August likely meaning that optimistic interpretations of GTA V were already priced in meaning people already factored the higher than normal profits this year.
Do you think that McDonald's distributes their profit across all of their fry-chefs?
Bazinga.