Back in the 1980s and early 1990s, when the "normal" price of a
new computer game was £6-£10, games were frequently sold, by companies
such as Mastertronic, Codemasters and British Telecom, for under
£2 (no, that isn't a typing error), yet still made profits. The industry will try to tell you that
such a strategy couldn't work now, because the developments costs
of games are so much higher that the market isn't big enough for
games sold cheaply to make their costs back. However, this view
doesn't stand up to the slightest scrutiny.
Let's assume that a company
decides to make new PS2 games and sell them not for £40, but for
£10. The games will be developed to the same standard and costs
as "normal" games, the only difference will be the selling price.
The figures break down something like this:
RETAIL PRICE = £10
VAT @ 17.5% = £1.49
Retailer discount @
35% = £3.50
Physical costs (duplication,
distribution) = £0.40
Hardware licence fee
@ 20% = £2.00
Total £7.39, which leaves the publisher with a profit
per unit of £2.61
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Let's assume the game costs
£3 million to develop (the current average is actually considerably
less than £3m, but we'll add a million or so for marketing etc).
This means, to recoup development
costs, the publisher has to sell 1.15million copies of the
game. (Which is selling at just £10, remember.)
The current userbase of the
PS2 is 40 million, and growing rapidly.
To recoup even above-average
development costs, then, the publisher has to sell a copy of the
game to just one PS2 owner in every 34 - hardly an impossible
task.
The only obstacle in the path
of this business model is that that hardware licence fee charged
by Sony, Microsoft or Nintendo is currently a flat fee rather than
a percentage. That one simple change would make it perfectly viable
to sell new console games at £10 rather than £40, yet with everyone
still getting the same size of cut they do now. That change, from
a flat-rate licence fee to a percentage one, is the change that
Fair Play aims to bring about.
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