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Re: Jane Jensen and The Adventure Company #122676
05/18/03 02:55 PM
05/18/03 02:55 PM
Joined: Sep 2002
Posts: 541
Yorkshire
Diamond Offline
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Quote:
Originally posted by rtrooney:
And the margins have gone down I bet. If you figure production/marketing costs (overhead) at $2.5 million, and gross profit (pre-tax) percentage at ten percent, then the standard business calculation, overhead divided by gross profit percentage equals the break even point, says that a selling price of $29/unit would require sales of slightly over 862,000 units to break even. That's an almost unheard-of figure in PC adventure games.
Which is why you need world-wide and cross-platform publication to maximise sales. And to make sure that development costs are minimised you also need to ensure that the platforms have as much commonality as possible, which in turn leads to interface decisions that some may prefer didn't happen.

Re: Jane Jensen and The Adventure Company #122677
05/18/03 05:21 PM
05/18/03 05:21 PM
Joined: Mar 2001
Posts: 843
Bradford, ON
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Steve, I think I speak for most people when I say that we would rather see Revolution make a few concessions on the interface with the aim of saving costs and making more games in the future, rather than being inflexible and running itself out of business.

Re: Jane Jensen and The Adventure Company #122678
05/19/03 07:12 AM
05/19/03 07:12 AM
Joined: May 2003
Posts: 68
York
S
Steve Ince (at work) Offline
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York
Thanks.

The interface was actually a pretty big hit at E3.


Steve Ince
Re: Jane Jensen and The Adventure Company #122679
05/19/03 05:38 PM
05/19/03 05:38 PM
Joined: Dec 2001
Posts: 387
Chicago, IL
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Oops! That didn't work as planned. (Perhaps the above message can be deleted)

>>Which is why you need world-wide and cross-platform publication to maximise sales.

Anyway. What you have said is a given. Another old business cliche... There are three ways to increase profit. Reduce costs. Increase sales. A combination of the two.

Obviously, porting the game to as many platforms as possible is a way to increase sales. I don't know if that is possible with one of Jane's games. I wouldn't think that games with as complex a story line as those Jane produces would port well to a console. Whether concessions will be made in order to enable porting, and thus increase sales, is a marketing question Jane and AC will have to make.

Jane's games fetch a premium price. And while AC's games generally retail in the $19-29 (USD) range, $49-$59 is not out of the question. Which certainly would cut down on the number of units that would have to be sold before they start earning a profit.


For whom the games toll.
They toll for thee.
Re: Jane Jensen and The Adventure Company #122680
05/19/03 05:44 PM
05/19/03 05:44 PM
Joined: Apr 2001
Posts: 949
Clarksboro, NJ
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bravo bravo laugh laugh bravo bravo

Karen

Re: Jane Jensen and The Adventure Company #122681
05/20/03 07:49 AM
05/20/03 07:49 AM
Joined: Feb 2000
Posts: 26,918
Stony Brook, New York, USA
Becky Offline
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Posts: 26,918
Stony Brook, New York, USA
Quote:
The interface was actually a pretty big hit at E3.
If you've come up with a keyboard interface that's almost as easy to use as the mouse, you will have added significantly to the gaming enjoyment of millions. Well, maybe not millions. Still, lots and lots and lots of gamers will thank you.

Re: Jane Jensen and The Adventure Company #122682
05/20/03 09:17 PM
05/20/03 09:17 PM
Joined: Mar 2002
Posts: 1,565
Pennsylvania, USA (left my bel...
mszv Offline
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Hi all,
Here's the blurb from Gamespot. Read it quick as they put their content in the "you have to pay" part, after a few days.

From Gamespot - Jane Jensen's new game


mszv, amarez in Myst Online (KI 89257)and my online worlds.

blog - http://www.amarez.com, Twitter - http://www.twitter.com/amareze
Re: Jane Jensen and The Adventure Company #122683
05/21/03 02:53 AM
05/21/03 02:53 AM
Joined: May 2003
Posts: 68
York
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Steve Ince (at work) Offline
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Posts: 68
York
This was quite fascinating. I'm interested to know how they will develop the game in a year (from September) when they don't even have a team pulled together let alone an engine and tools. We'd find it tight and we have all that already in place.


Steve Ince
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