Business Case
From Project Kombat
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*When a game is sold on Xbox LIVE Arcade, it's price is determined by the size of the game's file. We are expecting Kombat to fall into the 8-10 dollar bracket. Kombat would also be sold on Steam at a matching price. The actual profit margin involved with an Xbox LIVE Arcade game depends on whether the game was funded by Microsoft. | *When a game is sold on Xbox LIVE Arcade, it's price is determined by the size of the game's file. We are expecting Kombat to fall into the 8-10 dollar bracket. Kombat would also be sold on Steam at a matching price. The actual profit margin involved with an Xbox LIVE Arcade game depends on whether the game was funded by Microsoft. | ||
- | *If Microsoft funded the development, we would get 30 percent of the profit after Microsoft took its cut. | + | *If Microsoft funded the development, we would get 30 percent of the profit after Microsoft took its cut (%70). |
*If we get receive funding from Microsoft we would need to sell 68,000 copies ($680,000) to break even after Microsoft takes its cut. | *If we get receive funding from Microsoft we would need to sell 68,000 copies ($680,000) to break even after Microsoft takes its cut. | ||
- | *If we funded the development, we would get 70 percent of the profit after Microsoft took its cut for allowing us to sell the game on Xbox LIVE. | + | *If we funded the development, we would get 70 percent of the profit after Microsoft took its cut for allowing us to sell the game on Xbox LIVE (%30). |
- | *If we fund ourselves, we would need sell 52,000 copies ($ | + | *If we fund ourselves, we would need sell 52,000 copies ($520,000) to break even after Microsoft takes its cut. |
Revision as of 06:01, 29 January 2009
Market
- Kombat would be marketed towards the Xbox LIVE community especially those who Xbox LIVE Arcade games. The target age group that would be target would be males between the ages of 12 and 25.
Distribution
- Kombat would be sold on Steam for the PC version and through Xbox LIVE Arcade for the Xbox 360 version.
Piracy Prevention
- Because Kombat would be sold using Steam and Xbox LIVE Arcade there would be little to no issues with piracy.
Time Schedule
- A team of fifteen professionals would be able to ship Kombat with Xbox LIVE Arcade quality in roughly 7 months. This would have the game out well before the holiday season, allowing time for advertising and word of mouth to take effect.
- I would prefer for Kombat to be released before the start of summer but if development were to start now it would be ready for Christmas.
Production Costs
- Kombat would cost roughly $400,000 dollars to produce with this sort of time frame, quality and professional development team.
- There will be no costs involved with licensing a game engine. This is due to the fact that we will be developing the game from scratch.
Profits
- When a game is sold on Xbox LIVE Arcade, it's price is determined by the size of the game's file. We are expecting Kombat to fall into the 8-10 dollar bracket. Kombat would also be sold on Steam at a matching price. The actual profit margin involved with an Xbox LIVE Arcade game depends on whether the game was funded by Microsoft.
- If Microsoft funded the development, we would get 30 percent of the profit after Microsoft took its cut (%70).
- If we get receive funding from Microsoft we would need to sell 68,000 copies ($680,000) to break even after Microsoft takes its cut.
- If we funded the development, we would get 70 percent of the profit after Microsoft took its cut for allowing us to sell the game on Xbox LIVE (%30).
- If we fund ourselves, we would need sell 52,000 copies ($520,000) to break even after Microsoft takes its cut.
Market Comparison
- Worms HD has sold 567,134 units for a profit of $5,489,713.
- Geometry Wars Evolved sold 736,342 units for a profit of $3,681,710.
- Undertow has sold 822,926 units for a profit of $8,229,263.
- Bomberman Live has sold 443,287 unite for a profit of $4,432,871.
- Marble Blast Ultra has sold 360,857 units for a profit of $2,914,600.
RIT Development
Market
- Marketed towards RIT game design students.
Distribution
- RIT game design students would receive their copies on CD or DVD.
- Could possibly put the game up on the RIT Game Design website for free download.
- Files could simply be passed around from student to student
Time Schedule
- With all features implemented properly the game would take roughly 15 weeks to develop.
- Scaled back to not include the game editor, Kombat would be "shippable" in roughly ten weeks.
- Scaled back to not include the fog of war mechanic, Kombat would be "shippable" in under ten weeks.
Production Costs
- None
- Developed by students for students
Profits
- We will gain valuable experience and made a game that is fun to play with our friends.