I was reading Twenty Sided’s article about game budgets:
http://www.shamusyoung.com/twentysidedtale/?p=8310
which got me thinking about what the publisher sees and why. I recently took a course on finance and analyzed 15 years of EA’s financial records, summarized in a 10-page paper about game piracy.
A quick disclaimer: I am not a finance person; I have merely taken a course about finances. I’m also not in any way affiliated with EA. I am probably utterly wrong in my explanation. Going on:
Companies like EA do not usually produce low budget games because they do not materially affect their balance sheet. EA’s balance sheet over the past couple of years is reported in the millions of dollars. If it’s not at least a million dollars, it doesn’t affect the company. Projects such as sequels to existing franchises can easily be spelled out for investors: we expect this many millions of dollars for our investment. We spend one, we get ten out. A “indie” sized project has to be fairly large for the numbers to even make it to that scale – Braid, for instance, was produced for under $300,000 – 0.3 on EA’s balance sheet.
The only way to get a project like that to matter enough to the company is to do a large number of them – let’s say 20 or 30 small games as an aggregate that you can talk about to investors. However, the company also wants a certain rate of return on their investment to greenlight a project – and they will do this by project, rather than in the aggregate. Any individual game in those 20-30 games may have a high degree of risk – you could pump 0.1 million dollars in and lose your investment. They are looking at a picture that says that they will make money or not – they aren’t dealing with a game or the people that work for them anymore. They’re dealing with a pile of money and seeing if they can make it grow. The only reason that they don’t, say, open a bank or a gambling casino or something is because their investors expect that they are going to produce video games. If you’re pessimistic in your math – which I’ve learned you have to be if you’re into finances – then even if each game individually has a 90% chance of success, the aggregate has a very low change of success. It sounds odd, but if you lump them together in a financial pile, I would think that the probabilities would aggregate as well. If 20 out of 30 projects are really successful and the rest flop, the person who sponsored that gets called to task for the 10 failures – they were expecting a certain rate of return.
I’ve found that this way of thinking is a bit odd – “we can’t do it because it’s too small to deal with” – yet the thinking is there. Even with EA’s cash reserves (much larger than needed to operate the company), it’s both too small and too risky to put out a bunch of small niche titles rather than the large blockbusters. Large blockbusters are easier to explain and predict – they don’t make people nervous with large ranges like “this could do less than break even or become successful enough that it barely registers as a number on the balance sheet”. At the end of the day, the question that they have to answer is: “why are we concerning ourselves with something that doesn’t affect our finances?”.
It takes a lot of courage to justify those small projects which the balance sheet doesn’t even see as individuals.