SLYspyda said:
I see what you're saying. But two things need to be added: Development costs for the PS360 should be more than twice costs for the Wii.
Why do you assume this? Where are you getting your data for costs?
The problem with this overall argument, as was properly identified earlier, is that we do not have cost structures for either investment in order to directly compare. The funny thing about the entirety of this exchange, however, is that I'm not the one that is making an assumption in this regard, despite constant accusations to the contrary.
The only people who have made assumptions about costs are those who argue so vehemently that I am incorrect.
My argument, if you trace back through this thread, has never been about whether these costs are guaranteed to be low enough to make this model work out in 360's favor. My argument has always been that it is *possible* with higher revenue that you can double, or greater, your budget or costs, and still retain higher earnings. This was made to combat the wild-swinging, generalized accusation that development costs will always negate the increase in revenue. And I've attempted to show why.
I asserted that both of the factors (revenue increase per unit and quantity of software division) that I identified were *relevant* to the analysis. I still believe that they are.
The first one I showed with concrete numbers. There are nearly double the number of Nintendo Wii games comprising that cumulative whole than their are by the (launch aligned) 360 lineup (the nearest competitor).
The second one I showed with a model to illustrate that it will have an impact on developer profit, regardless of budgetary increase. Many people seem to have a problem with this, so I'll explain more carefully.
Look, those numbers I posted are just a model to illustrate a concept. Like I said, feel free to adjust them how you see fit. What is the average budget increase? 3x? 4x? No matter how high you post the goal, there will still be a point at which the revenue increase outstrips cost increase, since development budget will be fixed while unit sales will be variable. It will always work out into a linear algebra formula. There will always be a solution. This is just basic math. There's nothing really to argue.
And just to reiterate - I'm not saying that Xbox360 games are guaranteed to be more profitable, which seems to be what so many are inferring, and why so many are acting so outrageously offended by my statements.
My objection is that the statistic that Nintendo provided does not address the fundamental issue. The model was used to illustrate why this may or may not be true. Hence my use of emphasized words like "possibly" that people willfully continue to ignore.
Since everyone seems to be missing the revenue point, I'll reiterate. Here's my objection:
1) The chart infers that the *average* sales for Nintendo Wii games are roughly 1/2 of that for the average 360 game, due to similar cumulative sales divided by a larger number of units. This is the unspoken truth of this statistic. I find this relevant. Regardless, even assuming an equal distribution of opportunity, further considerations must be applied.
2) There is a 20% higher revenue stream for the average 360 video game. This is a factor which will have a bearing on profit. I find this relevant.
3) Multiplying quantity sold times revenue per unit equals gross revenue (at a basic level).
4) The company will receive a percentage of this gross revenue as cash inflow. It is an assumption of my model that this percentage (or variable costs) should not fluctuate between manufacturer options. I have heard no objections to this assumption. I do not personally see why this would be incorrect.
5) It is therefor possible, although not guaranteed, that the profits can still be greater for the 360 game, even with a substantially higher budget, as long as the growth rate of revenue x units sold is larger than the increase in budget required to produce said project's fixed costs.
Since people seem to have a trouble abstracting the numbers into variables. Perhaps a graph to illustrate the concept would be more successful:
At "x+1" number of sales and greater, profit for investment A outreaches profit for investment B, even though the cost for investment A is higher than that for investment B.
Cost A or Cost B can be whatever you wish them to be. A greater Cost A and a smaller Cost B will move point x, but it will not erase it. Revenue A outgrows Revenue B on a percentage-based rate. Cost A does not outgrow Cost B as they are fixed costs. This will never change. The fundamental logic is intact.
And this is, basically, the way companies are run these days. You do sales forecasts to estimate revenue, subtract the profit margin that you wish to maintain, and are left with a budget that is either feasible or not feasible. The project either gets the green light if these numbers work out, or denied if they don't. Sometimes bad decisions are made, but that won't change the truths of the model.
My entire string of replies, initial objection, and subsequent attempts at explanation have all been based around one thing - that the missing data is highly relevant to discussion, and by failing to provide that information, Nintendo has not answered the fundamental question being posed. My model illustrates how Nintendo's statistic could be both numerically correct, and conceptually incorrect simultaneously.
Nothing more.
BishopLamont said:
I don't see how a chart showing third parties selling more on the Wii can constitute as "lies". You can complain as much as you want, but you can't prove anything.
In case this is a language/cultural issue, it's just a famous John Bibby quote about statistics. Don't worry about it.
poppabk said:
Edited for clarity
So the 360 still wins, but the margin is not that big and by making two games on the Wii you have spread out the risk.
Wii
Now if one game bombs on Wii selling 1/10th the average = $428,550 and the other does average = $4,285,714
Total = $4,714,264/2 = $2,357,132 - $2,000,000 = $357,132 profit
360
Now if the 360 game bombs and sells 1/10th the average = $925,714
Total = $925,714/2 = $462,857 - $2,000,000 = $1,537,142 loss
Honestly, as a 3rd party which option would you choose?
Depends on how confident I was in sales projections.
I never said, or meant to imply, that publishers cannot, or do not, make poor decisions on occasion or even frequently.