Posted May 11, 2014
Fenixp
nnpab
Fenixp Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From Czech Republic
OldFatGuy
Old Fat User
OldFatGuy Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2008
From United States
Fenixp
nnpab
Fenixp Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From Czech Republic
amok
FREEEEDOOOM!!!!
amok Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From United Kingdom
Posted May 11, 2014
amok: Depends on what is needed to get those 1000 extra sales. Lets say each game costs $7, and If he procured costs of $8000 getting those sales - then he lost $1000 getting them.... and yes, it is made up figures, but the point stand. And no, I have not calculated any actual costs, it is an academic point.
OldFatGuy: Ahm, yeah, using those same made up numbers means said developer would lose $35,000 on Steam if the game was sold for $7 but cost $8 each to procure them. Both Steam and GOG are digital distributors, so the "cost" per game should be nearly equal to sell on both. Unless you count whatever developer costs are required for in game achievements, in which case then Steam costs per game would be higher than GOG.
so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
Elmofongo
It's 2L84U
Elmofongo Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2011
From Puerto Rico
Grargar
Insert cat to continue
Grargar Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Aug 2012
From Greece
Fenixp
nnpab
Fenixp Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From Czech Republic
Posted May 11, 2014
djdarko
JAR JAR SHOT FIRST
djdarko Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2013
From United States
Posted May 11, 2014
OldFatGuy: Ahm, yeah, using those same made up numbers means said developer would lose $35,000 on Steam if the game was sold for $7 but cost $8 each to procure them.
Both Steam and GOG are digital distributors, so the "cost" per game should be nearly equal to sell on both. Unless you count whatever developer costs are required for in game achievements, in which case then Steam costs per game would be higher than GOG.
amok: umm.... it is a total cost, not cost per unit. that just means you priced the units wrong. Both Steam and GOG are digital distributors, so the "cost" per game should be nearly equal to sell on both. Unless you count whatever developer costs are required for in game achievements, in which case then Steam costs per game would be higher than GOG.
so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
I assumed they put the game up for sale on GOG, and GOG get's a percentage of the sales, and nothing before the first sale.
chean
digs diggles
chean Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2013
From Pitcairn Islands
Posted May 11, 2014
TBH I'd settle for just a re-release of Diablo Hellfire; unlike WC 1 & 2 and Diablo I itself it remains hard to acquire. Though, Blizzard probably don't even have the rights to it, since it was an outsourced expansion. :[
Post edited May 11, 2014 by chean
OldFatGuy
Old Fat User
OldFatGuy Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Nov 2008
From United States
Posted May 11, 2014
amok: umm.... it is a total cost, not cost per unit. that just means you priced the units wrong.
so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
Yeah, you're right, I used a bad example by making it a per game analysis on a digital distribution. so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
Still the point is you made up those numbers out of thin air, when there is no economic explanation for saying a digitally distributed game would cost any more to distribute to 10 places than it would to distribute to one.
There are minimal coordination costs, which would be higher on a per game basis to a retailer that sold fewer games, but the fewer the games sold the less coordination required as well, and there is no justification whatsoever for the figures you just pulled out of thin air.
ADDED: Ugh, the one thing I didn't consider is the damned legaleze associated with game sales, and thus when lawyers are involved, it could get pretty expensive pretty quick. So I guess I can see where it would be possible for the legal costs associated with an agreement would be such that it may dwarf potential sales at a site, despite the fact that digital distribution doesn't add much in real costs.
Sorry, totally forgot about all the legaleze involved with gaming rights and such. My bad. Yeah, I suppose it is possible your numbers could be valid.
Post edited May 11, 2014 by OldFatGuy
liquidsnakehpks
sons of liberty
liquidsnakehpks Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2009
From India
Posted May 11, 2014
well given the number of users steam has it makes sense , we have seen how games like garry's mod etc have made money
but hey any idea how many gog users exist on this site ? any rough figures
but hey any idea how many gog users exist on this site ? any rough figures
amok
FREEEEDOOOM!!!!
amok Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From United Kingdom
Posted May 11, 2014
amok: umm.... it is a total cost, not cost per unit. that just means you priced the units wrong.
so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
djdarko: I'm sorry, but where exactly are you pulling this "$8000" figure from? so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
I assumed they put the game up for sale on GOG, and GOG get's a percentage of the sales, and nothing before the first sale.
and everything incurs a cost. be it time to get deals in place. lawyers to look at contracts. Cost of creating builds. Staff to pay for answering emails (even if it is yourself, your time is also monies) and so on and so forth.
amok: umm.... it is a total cost, not cost per unit. that just means you priced the units wrong.
so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
OldFatGuy: Yeah, you're right, I used a bad example by making it a per game analysis on a digital distribution. so - it is a total cost of $8000 getting the game on gOg and a total cost of $8000 getting the game on Steam, however the return from gOf will thereby be -1000 and the return from Steam is (insert calculation here)
Still the point is you made up those numbers out of thin air, when there is no economic explanation for saying a digitally distributed game would cost any more to distribute to 10 places than it would to distribute to one.
There are minimal coordination costs, which would be higher on a per game basis to a retailer that sold fewer games, but the fewer the games sold the less coordination required as well, and there is no justification whatsoever for the figures you just pulled out of thin air.
ADDED: Ugh, the one thing I didn't consider is the damned legaleze associated with game sales, and thus when lawyers are involved, it could get pretty expensive pretty quick. So I guess I can see where it would be possible for the legal costs associated with an agreement would be such that it may dwarf potential sales at a site, despite the fact that digital distribution doesn't add much in real costs.
Sorry, totally forgot about all the legaleze involved with gaming rights and such. My bad. Yeah, I suppose it is possible your numbers could be valid.
but yes, everything procures a cost, and there is a lot more hidden numbers than people think about.
Post edited May 11, 2014 by amok
djdarko
JAR JAR SHOT FIRST
djdarko Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2013
From United States
Posted May 11, 2014
djdarko: I'm sorry, but where exactly are you pulling this "$8000" figure from?
I assumed they put the game up for sale on GOG, and GOG get's a percentage of the sales, and nothing before the first sale.
amok: as I have always said - pulled out of thin air to make an academic discussion. I assumed they put the game up for sale on GOG, and GOG get's a percentage of the sales, and nothing before the first sale.
and everything incurs a cost. be it time to get deals in place. lawyers to look at contracts. Cost of creating builds. Staff to pay for answering emails (even if it is yourself, your time is also monies) and so on and so forth.
Post edited May 11, 2014 by djdarko
amok
FREEEEDOOOM!!!!
amok Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2008
From United Kingdom
Posted May 11, 2014
amok: as I have always said - pulled out of thin air to make an academic discussion.
and everything incurs a cost. be it time to get deals in place. lawyers to look at contracts. Cost of creating builds. Staff to pay for answering emails (even if it is yourself, your time is also monies) and so on and so forth.
djdarko: Interesting. I actually work for a digital distribution company (*not for games), and if a client sells a product on the website, they simply agree to a couple things (state that the data is lawfully theirs etc.) and it's uploaded onto the website with no risk of loss for simply marketing the product. and everything incurs a cost. be it time to get deals in place. lawyers to look at contracts. Cost of creating builds. Staff to pay for answering emails (even if it is yourself, your time is also monies) and so on and so forth.
djdarko
JAR JAR SHOT FIRST
djdarko Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2013
From United States
Posted May 11, 2014
djdarko: Interesting. I actually work for a digital distribution company (*not for games), and if a client sells a product on the website, they simply agree to a couple things (state that the data is lawfully theirs etc.) and it's uploaded onto the website with no risk of loss for simply marketing the product.
amok: and most of times it works nicely. Still, contracts must be signed. Agreements must be made. Builds have to be created.