게임 개발자가 독점 계약을위한 게임을 개발하는 이유는 무엇입니까?


30

하나의 콘솔 (Playstation 또는 XBox) 전용으로 게임을 개발하는 여러 회사가 있습니다. 왜 그리고 어떻게이 일을하고 있습니까? PC / PS / Xbox 용으로 게시 할 때 더 많은 판매가 없어야합니까?

왜 그러한 계약에 서명 하는가? 장점은 무엇입니까?

참고 :이 게임들이 콘솔 회사에 의해 자금을 지원받는 한이 독점 성을 완전히 이해합니다. 그러나이 회사들이 게임에 자금을 지원하지 않고 독점적 인 경우가 있습니까?


9
그들이받는 엄청난 금액의 돈. 대체 시장보다 개발 비용을 뺀 대안 시장보다 더 많은 돈을받는 한, 완전히 자금을 조달 할 필요는 없습니다.
Davor

1
In the case of smaller developers, sometimes it's just not practical for them to deliver the product to two platforms simultaneously, although that has gotten significantly easier in recent years.
BooleanCheese

Cross-platform development is not hard if thought about from the beginning, quite easy actually. Unfortunately, many developers write for the single platform they are comfortable with and think "we'll port it later", which usually ends up becoming a nightmare. One example is coding for DirectX, and not being able to convert it to OpenGL or Vulkan, effectively getting locked to windows or xbox. Other examples often include some closed-source middleware that is platform-specific...
Shahbaz

... We see this very often with games they want to port to Linux, but end up not being able to, so they effectively become windows exclusive.
Shahbaz

답변:


50

The benefits are often money related.

From a console manufacturer perspective, an exclusive title means their console becomes more attractive if a high profile game is only available to them. Thus to them it is a marketing opportunity (and probably comes from their marketing budget). It may also be an opportunity to sell specific hardware (example Playstation VR).

For the development team, it may limit their sales, however there may be some benefits out of the deal that outweighs the lost sales.

These may be:

  • Access to development resources that otherwise may be hard to get (reducing time and saving money).
  • 그렇지 않으면 얻을 수없는 프로토 타입 하드웨어에 대한 액세스 (신흥 시장에 진입 할 수있는 기회-출시 타이틀은 경쟁이 제한되어 판매량이 증가 할 수 있음).
  • 콘솔 제조업체는 독점권을 선불로 지불 할 수 있습니다 (예산의 일부가 적용되므로 게임의 위험이 줄어 듭니다).
  • 게임 마케팅 측면에서 콘솔 파트너의 지원 (개발자에게 시간 / 비용이 적게 소요되고 가시성이 향상 될 수 있음)
  • 독점권은 게임을 여러 형식으로 지원하는 데있어 개발자의 시간을 절약 할 수 있습니다 (이는 "거래"가 아닐 수 있지만 개발자가 독점적으로 게임을 시작하게하는 고려 사항입니다).
  • 관련 : 부분적으로 호환되지 않는 여러 하드웨어 스택을 개발할 필요가 없습니다.
  • Some developer programmes are more accessible than others (a firm might get accepted to ID@Xbox but be told "not yet" by Sony and Nintendo).

In the end, the benefits are often driven by cash.


18
* Not needing to develop for multiple hardware stacks for which are partially incompatible.
ratchet freak

1
@ratchetfreak 사실, 아마도 목록의 마지막 글 머리 기호의 본질이지만 더 잘 표현되었습니다.
Felsir

1
스타트 업 개발 스튜디오의 경우 "그렇지 않으면 얻기 어려운 개발 리소스"에 콘솔 개발 키트 자체가 포함될 수 있습니다. 예를 들어, 회사가 ID @ Xbox에 동의하지만 SCE와 Nintendo에 의해 "아직 알려지지 않음"이 표시 될 수 있습니다.
Damian Yerrick 2016 년

1
일부 미들웨어에 대한 라이센스 조건은 플랫폼별로 가격이 책정되므로 플랫폼을 추가하면 직접 금전적 비용이 발생합니다.
Lars Viklund


10

Game development is expensive. Really expensive. And developing a game for multiple platforms is even more expensive if done right. Many development studios simply lack the funds to be able to develop for multiple platforms at once. Singing a exclusive contract might not provide you with any funding at all but it will most definitely provide you with better support for the target platform. This is itself will make development easier and cheaper for the studio. Thus minimizing risk. Note that this is in no way concrete information it is solely based on my experiences and knowledge and thus can be completely wrong.


5

Far more important than the already stated reasons is marketing. Game software development is cheap - no more than half of a game's budget gets into development, the rest goes to marketing. From the half of the budget that's left after marketing is subtracted, most of the remainder goes into gamedesign, art*, and brand. If you're spending a huge chunk of your budget on software development, you either screwed up, or your game is intended to be a demo for your engine, which you want to re-sell for more money than you want to earn with the game.

멀티 플랫폼 지원이 엄청나게 비싸다고 주장하는 사람들이 있지만, 이들은 모든 대화 상자가 모달이고 크기를 조정할 필요가 없다고 말했던 것과 같은 종류의 사람들입니다. 그들은 그들이 말하는 것을 모릅니다. 게임은 대부분의 타이틀이 처음부터 거의 개발되었다는 점에서 다른 소프트웨어와 다릅니다. 이를 통해 처음부터 여러 플랫폼에 대해 게임을 쉽고 저렴하게 개발할 수 있으며, 기본 개발 비용, 예술 비용 및 마케팅에 비해 작거나 거의 무시할 수있는 추가 개발 비용이 있습니다. 멀티 플랫폼 개발은 한 플랫폼을 먼저 작성한 다음 나중에 다른 플랫폼으로 이식 / 재 작성하기로 결정하는 경우 다소 비쌉니다.

What's expensive is the marketing of the game, and having a brand. To make an obvious example: Any decent Civilization clone will sell 5 times as much if it's launched under the "Civilization" brand. The cost and the money is in the brand, not in the software.

So how is that related to exclusives? Exclusives get significant exposure due to being exclusives. The reason is threefold:

  1. Exclusive = money. When you make an exclusive deal you get more money per sale.
  2. Exclusive = free advertising. XBox events will highlight XBox exclusives, PS events will highlight PS exclusives. There will also be console-branded ads for your game where the cost for the ad can be split under some circumstances.
  3. Smaller target group for advertising. No need to spend money on a PS gamer site if you have an XBox exclusive.

How much more money you get, in what form that money is (higher percentage, up front loan, or just cash), what the terms of the ads are, and if the smaller target group for advertising males any sense at all, are all things that vary game by game.

*Art = Music, sound effects, models, level design, textures, shaders, etc.


4
Can you add a citation for Game development is cheap, so is multiplatform development.? I haven't worked in the games industry, but software in general is quite expensive to develop.
Sam Dufel

3
"The extra cost for multiplatform quite small, it's mostly testing" Sorry, but this is nonsense.
Lightness Races with Monica

2
@LightnessRacesinOrbit Sorry, it is not. Unless you create your own engine, which you simply don't do if you develop a multiplatform title.
Peter

2
@LightnessRacesinOrbit : I'd like to see why your perspective is so strongly worded. In addition to the first comment Peter noted after your last comment, we can add level design, gameplay balancing, and more which will often require minimal or no changes for the new platform. After your first multi-platform port that results in code to support the new controllers and output devices, I'd imagine that the main thing you must do is check that limits aren't exceeded, rename the button names (surely an inexpensive effort), and test like crazy.
TOOGAM

2
@LightnessRacesinOrbit I see what you mean, but I'm saying this is all marketing. 99% of gamers won't even realize if your graphics engine is 5% slower and therefore uses a slightly weaker shader, so this has 0 impact on the quality of the game. If a dev claims that their game is massively better because it was developed for a specific console, that's primarily marketing, IMO.
Peter
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