Lol I don't usually care for OT titles but chuckled at the idea of seeing this each time the OT bubbles up.
why would they share that?
Make a game and go sign a deal with Xbox lol
They are not going to give numbers and specifics about games since they are pretty much different and not all games or devs want the same thing.
Clearly they aren't going to release that level on granularity on the deals. That wouldn't be fair to either MS or the individual teams and their deals.
The fact that they have, and are continuing to, modify their deals to accommodate different teams and their goals is promising going forward.
I'm not saying they SHOULD or that it would be a good idea. I'm just saying I want to know. All of this nebulous talk about what the deals are like are basically pointless without that data.
While they don't mention games, 'we paid all the production costs on some titles' is pretty dang specific.This doesn't tell us anything we didn't already know. I want concrete numbers and specific about those deals.
"We paid BitMonkeys eleventy thousand dollars to put Shoot-mc-boomy 2 on Game Pass for 10 months plus reduced their marketplace cut from 30% to 15% for all of their in-game macro-transactions."
Has to be.
I think people disputed it because we only heard about devs being payed up front.Probably the most interesting thing to me that seems to be ignored to pound a joke into the ground is the last bit. When it started, Game Pass was based on usage, which I feel was something a lot of people disputed even in the early days. Glad that changed, because that would be terrible, especially for smaller developers and games.
I'm not saying they SHOULD or that it would be a good idea. I'm just saying I want to know. All of this nebulous talk about what the deals are like are basically pointless without that data.
This doesn't tell us anything we didn't already know. I want concrete numbers and specific about those deals.
"We paid BitMonkeys eleventy thousand dollars to put Shoot-mc-boomy 2 on Game Pass for 10 months plus reduced their marketplace cut from 30% to 15% for all of their in-game macro-transactions."
I think people disputed it because we only heard about devs being payed up front.
While they don't mention games, 'we paid all the production costs on some titles' is pretty dang specific.
All this tells me is, how much a studio can profit from having their games on gamepass depends on how well they can negotiate with Microsoft.
Phil Spencer said:My hope is we will get there, and maybe not 100 percent, maybe some hybrid model, which I think could work. We already have a revshare relationship with most of the content creators because we have a store, a digital store on our Xbox, which is basically a usage-based thing if you think about it. I buy the game, we take a cut, they take a cut, and we build success together. I'm hoping we can get to a model, where as we see upside, they see upside.
I imagine this is standard for indie developers and (obviously) first party studios. But I doubt they're doing this for major 3rd party releases.the one i didn't expect is paying the full production cost of the game to have it on game pass.
Err...why?This doesn't tell us anything we didn't already know. I want concrete numbers and specific about those deals.
I mean, this is not that surprising is it? In a system like this, obviously how much money you make depends on the product you make and how you sell it, MS was never going to send out blank cheques to all developers and ask them to name their price.
Probably also illegal lol
This isn't the first time we have heard how it works. We've heard from devs. This is just the most open they've been about it.
This is sarcasm right?This doesn't tell us anything we didn't already know. I want concrete numbers and specific about those deals.
"We paid BitMonkeys eleventy thousand dollars to put Shoot-mc-boomy 2 on Game Pass for 10 months plus reduced their marketplace cut from 30% to 15% for all of their in-game macro-transactions."
Which of these massive companies disclosure deals in such a detailed way?This doesn't tell us anything we didn't already know. I want concrete numbers and specific about those deals.
"We paid BitMonkeys eleventy thousand dollars to put Shoot-mc-boomy 2 on Game Pass for 10 months plus reduced their marketplace cut from 30% to 15% for all of their in-game macro-transactions."
There is always going to be variation. You as an indie dev are not necessarily going to get the same type of deal or terms as say Capcom or CDPR for example. The terms could also be different depending on if your game is launching with less buzz/hype direct to GP vs if it was already wildly popular on other platforms and there his higher demand for it before a port to Xbox etc. Those kinds of things definitely play into negotiations for any type of distribution (music/ movies etc).I always thought it was based on licensing the game. Pay X money for a Y period of time. It's interesting that it depends on the developer needs.
I always thought it was based on licensing the game. Pay X money for a Y period of time. It's interesting that it depends on the developer needs.
Ah sorry, missed the rhetorical thing you were doing with that statement haha. But I agree, I would love to get the data and it's sad that we're probably never going to know. Would be very interesting to know what metrics they are tracking and how they value them differently. Phil mentions "hours played" in this interview but I'm sure they're cranking stats like how often, how long per session, what completion, as you mention. I also wonder what kind of qualitative analysis they're doing. I know last year I was looking for jobs I can get with my anthropology degree and MS was hiring for Xbox specifically.Yes. thats what I meant by negotiating.
From the thread title I was hoping to read about some solid metrics like x amt of dollars per install with y % completion rate or z hours played etc.
That's not specific, since production costs for games ranges wildly depending on the game and developer.While they don't mention games, 'we paid all the production costs on some titles' is pretty dang specific.
I mean, yes? I would love to know the answers to those questions. I think everyone on this board would. We have threads upon threads (including this one) talking of such deals with basically no information. I think people would be very interested in finding out those details.There's no nebolous talk, these are deals made by Xbox and the devs, why do you want to know the details?
Do you also want to know how much money is EPIC GAMES throwing at devs for exclusivity?
Or how much money Sony is paying for timed titles?
They have no obligations to share with the public the details of private contracts.
What's sarcastic about wanting to have numbers to talk about?
It is a fixed amount. Granted we don't know what that amount is, but it is specific. :PThat's not specific, since production costs for games ranges wildly depending on the game and developer.
I mean, yes? I would love to know the answers to those questions. I think everyone on this board would. We have threads upon threads (including this one) talking of such deals with basically no information. I think people would be very interested in finding out those details.
What's sarcastic about wanting to have numbers to talk about?
It reads like you want them to tell us the exact amount of money that changed hands. Like they are beholden to give the public a spreadsheet of where the money went and a copy of the contract. Not sure that's what you are angling for but level of detail is well beyond what they owe the general public .That's not specific, since production costs for games ranges wildly depending on the game and developer.
I mean, yes? I would love to know the answers to those questions. I think everyone on this board would. We have threads upon threads (including this one) talking of such deals with basically no information. I think people would be very interested in finding out those details.
What's sarcastic about wanting to have numbers to talk about?
Reading this I don't get the impression that that is possible. It feels each deal is different depending on the developer. So just because say one dev gets $30 per install for say 30% completion another may get $10 per install at 10% completion rate. So just because it's the same kind of deal doesn't mean it is the same deal.Yes. thats what I meant by negotiating.
From the thread title I was hoping to read about some solid metrics like x amt of dollars per install with y % completion rate or z hours played etc.
Well the options are an upfront payment, a usage-based commission, and probably some hybrid of the two. With the upfront payment, Spencer says that in some cases it covers the entire development cost of the game leaving retail sales/DLC to generate all the profit for the developer.I'm not saying they SHOULD or that it would be a good idea. I'm just saying I want to know. All of this nebulous talk about what the deals are like are basically pointless without that data.
not to mention most contracts simply have non-disclosure clausesYou have about as much chance as finding out what Sony paid for FF16 exclusivity or Epic buying game exclusivity etc. They will never share exact contract details. If for no other reason than putting themselves at a disadvantage when negotiating deals with other devs.
This doesn't tell us anything we didn't already know. I want concrete numbers and specific about those deals.
"We paid BitMonkeys eleventy thousand dollars to put Shoot-mc-boomy 2 on Game Pass for 10 months plus reduced their marketplace cut from 30% to 15% for all of their in-game macro-transactions."
Why is that the question?
I'm not saying they SHOULD or that it would be a good idea. I'm just saying I want to know. All of this nebulous talk about what the deals are like are basically pointless without that data.