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DoubleSix Criticizes 'Lack Of Transparency' On Digital Sales
by Kris Graft [PC, Console/PC]
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July 30, 2009
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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.
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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.
That is absolutely hilarious.
(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.
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/
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.
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.
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.