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a marketing launch is planned around that date, including advertising commitments, and then after all
the advertising is paid for, the development sta
announces that the game will slip, and will actually be ready several months later than originally
intended. When the game nally appears, the effects among consumers of the marketing launch
excitement and buzz over the release of the game
and an intent to purchase have dissipated, and lackluster interest leads to weak sales. An example of
this is the PSP version of Spider-Man 3.[1] These
problems are compounded if the game is supposed
to ship for the Christmas selling season, but actually slips into the subsequent year. Some developers
(notably id and Epic) have alleviated this problem
by simply saying that a given game will be released
when its done, only announcing a denite date
once the game is released to manufacturing. However, this sometimes can be problematic as well, as
seen with Duke Nukem Forever.
They often nance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal
sta of developers called a studio. The large video game
publishers also distribute the games they publish, while
some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the
games they publish. Other functions usually performed
by the publisher include deciding on and paying for any
licenses used by the game; paying for localization; layout,
printing, and possibly the writing of the user manual; and
the creation of graphic design elements such as the box
design.
Business risks
5
million to $20 million. Activisions Spider-Man 3,
for example, cost US$35 million to develop, not
counting the cost of marketing and sales.[8] Every
game nanced is, then, a large gamble, and pressure
to succeed is high.
Contrasting with the big budget titles increased expense of front-line console
games is the casual game market, in
which smaller, simpler games are published for PCs and as downloadable console games. Also, Nintendos Wii console, though debuting in the same generation as the PlayStation 3[9] and the Xbox
360,[10] requires a smaller development
budget, as innovation on the Wii is centered around the use of the Wii Remote
and not around the graphics pipeline.
When publishing for game consoles, game publishers take on the burden of a great deal of inventory
risk. All signicant console manufacturers since
Nintendo with its NES (1985) have monopolized
the manufacture of every game made for their console, and have required all publishers to pay a royalty
for every game so manufactured. This royalty must
be paid at the time of manufacturing, as opposed
to royalty payments in almost all other industries,
where royalties are paid upon actual sales of the
productand, importantly, are payable for games
that did not sell to a consumer. So, if a game publisher orders one million copies of its game, but half
of them do not sell, the publisher has already paid
the full console manufacturer royalty on one million
copies of the game, and has to absorb that cost.
Investor interest
REFERENCES
3 Rankings
3.1 Major publishers
Below are the largest publishers in general according to
their revenue in BIllions of Euros.[12]
4 See also
Console manufacturer
Independent video game development
List of video game publishers
5 References
[1] http://www.joystiq.com/2007/10/09/
months-late-spider-man-3-goes-to-psp-with-new-content/
?onswipe_redirect=no&oswrr=3&oswrtu=
EaWxSr0ebYbcwjlOfV24Ww==
[2] Matthews, Matt (19 April 2012). Has video game retail
become an entirely 'hits driven' industry?". Retrieved 12
August 2013.
[3] "'White space' helps us understand the strategic direction
of gaming mergers and acquisitions. Retrieved 12 August
2013.
[4] Messina, Judith (31 July 2013). Color Zen throws spotlight on citys games scene. Retrieved 12 August 2013.
[5] Activision Reduces Prototype Devs To Support Role,
Signicantly Reduces Sta Levels. TheSixthAxis. 201206-28. Retrieved 2012-08-17.
[6] Activision cuts sta at 'Prototype' video game studio.
Content.usatoday.com. 2012-06-28. Retrieved 2012-0817.
[7] Zee, Mike (25 July 2013). Are Video Games Getting
More Expensive Than They're Worth?". Yahoo Voices.
Retrieved 12 August 2013.
[8] Activision exec prices PS3 games from GameSpot
[9] http://ru.playstation.com/ps3/ PlayStation 3
[10] http://www.xbox.com/ru-RU/xbox-360/why-xbox-360
Xbox 360
[11] Electronic Arts Breaks Into Fortune 500, Leigh Alexander, April 26, 2010, gamasutra.com. Fetched from Web
on April 26, 2010.
[12] http://www.statista.com/statistics/273838/
revenue-of-the-largest-video-game-publishers-worldwide/
#
[13] Metacritics 5th Annual Game Publisher Rankings,
metacritic.com, CBS Interactive Inc., January 30, 2014
6.1
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Video game publisher Source: https://en.wikipedia.org/wiki/Video_game_publisher?oldid=760289089 Contributors: Bryan Derksen, SimonP, Mrwojo, Frecklefoot, Rossami, Tedius Zanarukando, Daniel Quinlan, Furrykef, Tempshill, Wernher, WolfenSilva, Graty~enwiki,
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