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News

  DoubleSix Criticizes 'Lack Of Transparency' On Digital Sales
by Kris Graft
14 comments
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July 30, 2009
 
DoubleSix Criticizes 'Lack Of Transparency' On Digital Sales
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UK-based game developer and Kuju division DoubleSix said Thursday that its PlayStation Network debut game, Burn Zombie Burn, has reached sales of 70,000 units -- and now the studio is strongly suggesting that Sony, Microsoft, and Nintendo should release digital sales figures.

DoubleSix studio head James Brooksby said in a statement, "I do wish that all the platform owners would make their digital sales figures public. We feel this lack of transparency is hindering the development of these channels. We’re happy to back this opinion up with the release of the figures for Burn Zombie Burn."

At 70,000 units worldwide, Burn Zombie Burn, released in March, hit DoubleSix's internal sales targets, the studio said. The developer expects to sell "significantly" more units across the life of the game, as it plans for upcoming expansion packs, bundles, comics, an Asian release, and a PlayStation Home space, among other initiatives.

Brooksby added, "As a developer trying to decide which platforms to develop for, as well as what type of games to make, we’re currently in the dark regarding real sales performance for digital platforms and that makes it increasingly difficult to make realistic plans."

Today, it's generally up to the game maker itself to release hard unit sales figures for digital games.

"I’d like to see some kind of verified sales charts on all digital systems to encourage more developers to support these channels and to help make sensible investment decisions," Brooksby added.
 
   
 
Comments

Ephriam Knight
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I have to agree completely. It would actually help sell the platforms to future developers.

Peter Kojesta
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I completely agree that we need to make the business side of things more transparent; not only to each other, but to the public as well.

Hollywood makes a big deal over their budgets and sales figures because it fits into their overall business model. When people know that there is money being made, and money to be made, you expand the scope of people willing to invest. This may work contrary to the publisher funded model that our industry is in, but it would greatly benefit the industry overall to be more liberal with these figures.

I get many phone calls each year from people who think it costs $500-$1000 to make a console game. This includes various IT industries to the average Joes, both of whom have NO IDEA what we are doing and how much it costs/ROI's. When you tell them it costs millions, they are often dumbstruck, and this shock is our own fault completely.

Kris Graft
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"I get many phone calls each year from people who think it costs $500-$1000 to make a console game."

That is absolutely hilarious.

James Brooksby
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James Brooksby here. I do understand some reasons why the numbers are not out there from the standpoint of platform. However this is causing a great deal of pain in the digital sector.

(P.S.) We are now near 80k and with our plans will very soon be over 100k in less than 6 months. And for those who don't know, thats pretty good for our space (from what we can gather!).

And I also got those calls about making big games for sub $5,000, but it is getting better.

Mark Laframboise
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Links in the article would be helpful:
Original article: http://www.gamesindustry.biz/articles/burn-zombie-burns-sells-70-000-via-psn
DoubleSix website: http://www.doublesixgames.com/
Burn, Zombie, Burn website: http://www.burnzombieburn.com/

Simon Carless
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Mark - that's not the original article, GI.biz just picked up on Kuju's press release, like we did. Just sayin' :) (Otherwise, we presume that people can work out website URLs themselves.) PS - Hi James!

scott anderson
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$500-$1000 dollars is insane. IT people should definitely know better. You can't even buy a website for that much.

Mark Venturelli
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The $500-$1000 example went too far, but I get what you were trying to say.

Steven Ulakovich
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It is rather strange that we never see these numbers, unless it is from the developer, or some major milestone being broke. With the three console companies being publicly traded corporation, you would think that these sales numbers would be easier to obtain.

John McMahon
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As a consumer, I want to see those numbers. If I choose to support a developer I like, I want to know how well their product is selling. Otherwise I may be hesitate to buy if I feel they already have enough support (I'm slowly learning developers can never have enough support).

As a developer-in-training, I agree this helps understand the demand for quality games that are a smaller in scope of the Halos, GTAs, or Portals.

As I browse Xbox Live, I'm curious "how many people downloaded this content/game?". With the new rating system added (or to be added) to Microsoft's system. It will further allow me to understand the trends of digital distribution.

Mark Laframboise
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Simon - I got that link from the doublesix homepage where it says they talked to GI.biz directly. Either way, it does seem like good practice to link back to a developer and/or their game(s) in articles referencing them. User ease of use aside, if a company provides Gamasutra with a nice story (directly or not), it seems fair to just give them the extra exposure in return.

Roberto Alfonso
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Hardware makers know the exact amount of copies they have sold. Publishers and developers are likely given an approximate amount (unless the downloads are originated within the publisher itself, for example in PC gaming). However, why would they release that information knowing that a) certain developers will prefer to keep those numbers secret; and b) other companies like NPD are paid for that kind of research? I agree that knowing all titles have sold over 100,000 units lifetime would attract a good number of investors, but on the other side, knowing the difference between different games by different developers may harm funding for too many smaller or independent developers as they are compared with bigger companies.

Many companies only release data when reaching a certain milestone (usually a million downloads). It is a pity that we consider a million a breakthrough mark: one could say the digital market is still too young (regardless of Apple's success) to have such a high milestone.

John Petersen
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There's some info on the SBA website that might be able to help calculate digital sales figures a little better.

I think it's one of the hardest things to factor into a business plan. But if you wanted my sales figures, I wouldn't tell you unless I had to. But I would sell them to you for ... I dunno about the price of a full page ad in a magazine.

James Brooksby
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Hi Simon :) I think you would all be amazed at the variation in sales on digital (from doing lots of research), it varies wildly. On releasing this information, I can see both sides of the argument, but for studios who want to self publish this information is vital and I believe that the platform holders do want developers to do this. However, even the big names are being burnt due to incorrect expectations and so you may see them pulling away as more “mistakes” are made. In short, it’s still a bit “wild-west” and figures would help mature this sector.


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