Total Cost of Publishing One Indie Game
Last week Sixty Second Shooter developer Jamie Fristrom released the total cost for publishing on the Xbox One at $5,143. That figure may be daunting to some, but itâs also close to the absolute minimum to publish on a console. I spoke with Tyrone Rodriguez, a developer working on Binding of Isaac: Rebirth as well as Mike Roush from Gaijin Games to get a better idea of what an âaverageâ indie title costs to make and publish.
âJaime⊠isnât wrong,â he says, âbut he also made his game on a really tight budget, and his experience isnât representative.â Every game is obviously different, and everyoneâs going to have a different set of expenses based one that they need for their project, but game development is often ludicrously expensive, especially if you want to launch on more than one platform.
âMaking games is the craziest thing anyone can do,â Mike Roush tells me. âIt makes no sense whatsoever⊠and itâs one of the biggest running jokes in our office.â Even cheap titles often take thousands if not tens of thousands of person-hours to get through development and publication. âRunner2 cost somewhere in the neighborhood of $700,000 to develop. Around 12% of that went into publication, localization and QA. Our publication costs were a little higher, but thatâs pretty close to normal.â Tyroneâs figures for Binding of Isaac: Rebirth were pretty close at 500,000 and 10%, but those arenât quite final.
PEGI, the ratings board for the majority of the EU, charges ⏠500 ($670) per game per platform. Other regions and ratings boards will have a higher base fee, but allow that same rating to be used on every platform. Germanyâs USK is one such organization. These ratings are required by console manufacturers to be on their respective online marketplaces, and when youâre looking at a global launch on all of the different platforms that starts adding up really fast. Just to release in EU countries on the PS4, Xbox One, Wii U, 3DS and Vita will run you upwards of $6,116, but that doesnât include porting costs, promotion or insurance. âPorting your own code base,â Tyrone says, âcan easily cost over $10,000 per platform. â With Binding of Isaac: Rebirth coming to the PS4, Vita, OS X, and Linux in addition to PC, thatâs expected to cost the team just over $50,000 total.
These are small companies and budget-priced games, too. Larger games are notoriously expensive to produce and ship, but with teams of hundreds, thatâs not even the slightest bit surprising.
The notable exception here is, of course, Steam. If you know the right people and can bypass the Greenlight process, publishing on the PC can be just about free. Granted, you still have to pay royalties, but maintaining your game with patches costs nothing and runs almost immediately. With that kind of disparity, youâd wonder why anyone ever bothers to publish on consoles. Tyrone said, âIn one word â legitimacy. When youâre on XBLA or PSN, people know youâre serious.â Steam can sometimes see several new games published every day. With so many different titles coming out constantly, itâs hard to get any kind of recognition. Unless youâre established or get supremely lucky, youâre not going to make it big on the PC. Mike was far less friendly to consoles, saying that for his well-known brand, mobile platforms and Steam have by far the best return on investment.
In contrast, Jaime Fristrom said that heâs glad he made the choice to publish on the Xbox One, mentioning that heâs sold enough to recoup his costs. But the Xbox Oneâs marketplace is still pretty sparse, and he got the development kits for free through the ID@Xbox program. Thatâs definitely helpful for such a small developer, but he stresses that his budget was also on a âshoestringâ so he didnât have to sell much to recoup the loss. The reality is that any kind of publishing is expensive, and while the market has never been more open for or to new games and companies, itâs still a challenge to get recognized.
Unfortunately, getting specific numbers for any one title can be pretty tough. Most developers must sign non-disclosure agreements with their console manufacturers â this keeps anyone from figuring out exactly which consoles are best to release on so they make those kinds of business decisions beforehand. That can lead a culture of hostility that Mike feels is damaging to the industry. âThereâs not enough communication. The developers of Shovel Knight released some of their sales data, but Iâm surprised that wasnât a breach of NDA.â
Going forward, there are a few doubts about how indies will be able to keep up with the shifts in digital marketplaces. On the one hand, Sony and Microsoft seem intent to help developers with profit sharing and advances against royalties programs, but it still takes months to get through certification and published. In some cases, simple bug fixes and patches can take as long or longer getting the game onto the store. Steam affords a lot more flexibility, but at the cost of visibility. âItâs really tough.â Mike lamented, âI donât think if we were to start our business now, thatâd it be as successful, and if you told me how much time and money Iâd have to spend talking to lawyers and insurance agents⊠I donât know. I donât get to make games anymore. I help others make games. And that wasnât my dream, but thatâs what it takes these days.â
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