Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
The science of game publishing
Published on March 29, 2006 By Draginol In GalCiv Journals

I remember talking to friends about how many copies they thought some game would sell. Often times, such discussions would include "Oh, it's a great game, it'll sell millions of copies."

You need a very good game to get a million units. But it doesn't mean your game is necessarily better than some game that sold half that or a tenth of that. It just means you had better distribution. 

One of my favorite games, Dominions 2, probably didn't sell very high volumes. Does that mean it wasn't a great game? No. It just means it wasn't massively distributed.  By contrast, when I walk into Best Buy and find literally 40 copies of Oblivion on the shelf on the first day, you know it's going to do some serious sales. Combine with the fact it's a really good game and you have a mega hit.

Quality of game is a major factor in determining how close you'll reach your sales potential. But it is distribution that sets that potential.

For example, below is a sample of the top 10 best selling PC games from February (before GalCiv II shipped):

  1. The Sims 2: Open for Business
  2. World of Warcraft
  3. Star Wars: Empire at War
  4. The Sims 2
  5. D&D Online
  6. Lord of the Rings
  7. Age of Empire III
  8. Civilization IV
  9. Zoo Tycoon 2
  10. Battlefield 2

Many of these games are fantastic. However, their quality does not necessarily translate to sales.  To be in that top 10, you have to be in a LOT of channels AND have a good game AND have a game that appeals to a very wide audience.

The first Galactic Civilizations (2003) initially shipped into EB and Gamestop.  That was it.  A couple months later it got into CompUSA and BestBuy and a few other places.  Obviously, that limited the title's potential in sales.  We were happy with the sales, however.  Our expectation wasn't to sell a million copies. We only expected to sell 30,000 copies with the hope it might do 50,000.  It ended up doing around 150,000 total worldwide.

For Galactic Civilizations II, we self-published and put more effort into getting into more channels on the first day. This had terrific results.  Our goal with the sequel was to do around 200,000 total sales with a higher % of those sales being full-price sales (a lot of GalCiv I's 150k sales were deeply discounted sales due to our publisher deciding to discount quickly and heavily in exchange for up front advances).  As I write this, GalCiv II has already exceeded the # of units GalCiv I shipped in North America.

A lot of that difference was distribution. But not all of it.  We've already sold more copies of GalCiv II direct than we did of GalCiv I total. We're still trying to understand why that is.  Is GalCiv II that much better than GalCiv I?  Are more people just willing to buy on-line now than they were in 2006?  Was our marketing just that much better?  It's some combination of factors but how much of each factor we don't know.

At retail, distribution sets your potential. People are buying a box. The more places that have your box, the more sales you can potentially make.  For instance, Galactic Civilizations II has been in the top 5 (or even #1 in some cases) in the stores it's in -- Best Buy, CompUSA, EB, Walmart, GameStop, Amazon.com at various times.  And those are only in the stores that we can access rankings.  If we hadn't sold out, our stats would probably be even more impressive (first time indie publisher not easy to get retail space).

Needless to say, we've been really thrilled with sales.  If a little company like Stardock can be #1 at Walmart or BestBuy or EB or whatever, then anyone can do it -- if you just make a game people want.  It really demonstrated the power of word of mouth.

But we'll never sell a million units or anything like that.  To do that, you have to be in a lot more channels.  We're in Walmart. That's good. But we're not in CostCo, or Sams Club, or Target, or Office Max, or tons of other stores.  I walk into my local comic book store to pick up the latest Ultimate Spider-Man and there's World of Warcraft for sale on the shelf. That's Distribution.

Shelf-Space also matters.  Many people will walk into a store and if there's a huge block of a new game on the shelves, they'll buy it because well, it must be pretty special if it's getting that much shelf space.  So when I walk into a store as a developer I'm thrilled to see 8 units of GalCiv II on the shelf. W00t!   But next to it is Zoo Tycoon with 20 units on the shelf. Regardless of whether you like Zoo Tycoon or not, one must give credit to Microsoft for being able to push that many units into the channel and get the sales they get.

One of the things developers and publishers need to really explore is what role does "marketing" play.  Do ads in magazines matter?  What about webzine ads?  There's a lot of research out there on how people find out about games.  But there's little conclusive proof on that.

All we do know is that Distribution sets the potential and game quality X marketing determines what % of that potential you'll reach. 


Comments (Page 1)
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on Mar 29, 2006
I'm no expert in marketing or distribution, but I'm thinking it has more to do with customer loyalty. That is, those of us who have already brought GalCiv 1 knows how good it is and have been expecting a sequel, or at least when they heard that a sequel was out, wanted to go get it. I think this alone should account for the major sales numbers. Obviously the marketing, great reviews, word of mouth, and the fact that its a great game really helps to get them back, and perhaps new customers, but I believe that the number of sales that you are seeing is more the result of returning customers than anything else. Until the total number of sales completely overwhelm GalCiv 1's total sale numbers, I don't think it would be worth it to really explore how much marketing and distribution plays into the whole picture. Though, obviously you would want enough shelf space to meet the demand so that it doesn't run out completely in two days. I mean, do you really need those 20 boxes of Zoo Tycoon (and how ever many stock in the back)? It might be a good game for whatever it is, but does that many people play it? The idea of managing a zoo just doesn't seem all that appealing to me. Now if you could use it in an ingenius plan to conquer the world... I might wanna try it.

But I digress... Obviously distribution has a lot to do with potential, since a lot of people still seems to like a box that they just pick up instead of ordering and waiting for it to arrive. Though I do believe that people are now willing to order online a lot more than they were in 2003, and this is partially because of the MMO Gaming market that has been popular lately. People are now ready to just download, pay, and play, so-to-speak. There's a lot less fear of being scammed out their money, etc. I wouldn't be surprised if the sales of GalCiv2 through the internet climbs even higher in the months to come when shelf space slowly dwindles because they need it for newer titles. Nor would I be surprised if a couple of years from now, internet distribution would be just as, if not more important than retail, if the current trends keeps up.
on Mar 29, 2006

What do you do specifically to get stores to stock your material?  Just ask?  Pitch it?

I'm thinking Microsoft gives mega perks to CEO's and even smaller businesses, in appreciation for the shelf space.  Or maybe they did in the beginning.

 

on Mar 29, 2006
Well just to put my 2c in, I never even heard of Galciv1 until I saw the gamespot review for Galciv2, which made me interested in checking it out.
I don't usually purchase games but I can say that this game was money well spent.

Why?

1. The way you keep improving the game with patches is fantastic and really makes you want to purchase for the updates alone.
2. So easy to purchase online.
3. Your views on copy protection.
4. Its a great game

Cheers.
on Mar 29, 2006
I just want to throw in Brad, and I know it's been said a lot before, but it needs to be said again:

getting mentioned by Tycho in his little series of 'space games he's excited about' is one of the best things that happened to you guys pre-release. The decision to put ads on said site, and Tycho/Gabe's willingness to sell said adspace to you guys (I.E. - they like and want to support your game), put you in front of a huge audience of gamers who are very hardcore and very willing to spend money, and then it had their heroes, Tycho and Gabe, effectively say that yes, this game was worth their very specialized dollars.

Now, post-release, your biggest contributor to success may well have been the Starforce scandal - GC2 had been MENTIONED on things like Bluesnews and Slashdot games beforehand, but that little slipup got you front page /.'ed, in addition to tons of other major gaming sites (Kotaku, etc.)

None of this is to say that you guys didn't make a FLIPPING awesome game that reviewed well and that people told their friends about. But simply put, your sales would've been a lot slower if everyone would have had to have waited for reviews of the game to start buying and telling their friends. The initial exposure from PA, and later, Starforce, put you guys way out front even BEFORE the editor's choice awards started pouring in.

I wish you guys the very best, and hope that your success only continues!
on Mar 29, 2006
Another point that hasn't been brought up is simply the fact that it is a sequel helps to increase awareness.

When GalCiv 1 came out several years ago, I saw the review on Gamespot and thought "Hey, that looks pretty cool!", but I never got around to purchasing it. So when I heard about GalCiv 2 on Penny Arcade, the brand name clicked and I realized it was probably something I would be interested in.
on Mar 29, 2006
I've never been a big TBS game junkie, but since friends of mine are, and I'm a regular reader of Blue's News, I was aware of GalCiv1 upon release. When Moo3 didn't fly with my friends, I remember pointing at GalCiv1, because I knew TBS games were rare, and yours was supposed to be pretty decent.

Every now and then I'd note something about GalCiv2's development, and I just located an email dated Feb 2005 that I sent to a friend about Stardock. I pointing him at a Gamespy interview with Brad. I sent it along because I loved how Brad said, "We're anti-CD-copy protection because we don't want to inconvenience our customers." This resonated big-time with my friends and me - we hate all that stuff being shoved down our throats.

Always meant to buy myself a copy of GalCiv1, but never got around to it until I saw GalCiv2 was released. At that point the 'net was buzzing with how you guys were against copy protection, and that's when I really started to remember how cool I thought you were. Once the Starforce news hit, I put my money where my mouth was and bought a copy of GalCiv Deluxe (I figured I'd start easy).

Played a few games, felt confident, bought GalCiv2. Worth every penny - both are great games.

In my opinion, you're getting sales because 1) You made a great game that appeals to a category of gamer that normally doesn't see anything new except the Civ series (take note developers - TBS gamers are hungry for games and willing to spend cash!), 2) Many gamers (all types) hate copy-protection, and were willing to reward you with a purchase, regardless of WHAT you were selling, 3) Reviews have been very, very positive.

Keep up the good work!

-HM
on Mar 29, 2006
It was a real coup to have the StarForce thing happen, talk about LOADS of great free press, plus since everyone literally LOATHES StarFarce..er StarForce, they couldn't help but want to be on your side which in turn led them to discovering this great game that you guys have made.

I think the most important thing to examine when looking at distribution channels is how exactly DO you get more shelf space? Right now, I think (from what I understand about these things, which isn't a lot) that it's pretty nebulous how this gets determined. If I were the masses of gaming developers, I'd band together big-time to tackle this issue of distribution and retail space in a big way. It just seems FAR too randomly determined to be fair and it's FAR too important to neglect either.

However, I'm just Joe Consumer so I'm harldy any kind of expert, either. LOL

I'd say that marketing IS important but perhaps not critically so if the game is very good since word of mouth may be able to overcome poor retail or distribution channels.

on Mar 29, 2006
As a marketing MBA who used to work in the industry, I thought I'd throw my 2 cents in...

Sales are influenced by distribution, but not directly correlated. I.e. high distribution does not necessarily equate to high sales, and low distribution does not necessarily mean you have a dead product (anyone remember the distribution model for the original "Doom"?)

Working at a fast food company in a prior life, we used to have to order $ millions of kids meals premiums months in advance because of the long production lead-times to ship the stuff in from China. Using sophisticated regression modeling (and boatloads of variables) we developed a demand forecast model for kids premiums that was fairly accurate (at least we weren't throwing away cases of toys after each promotion). For kids fast food premiums, the important factors were (1) license, (2) category, (3) related products in market, (4) recency, (5) competitive activity (and the list continued but got progressively less important). In other words, you wanted a product that had a hot license (Jurassic Pack), in a category that was particularly hot (kids and dinosaurs), at a time when a new movie was coming out (Jurassic Park II), at a time when there hadn't been a lot of dinosaur-themed stuff going on (fat chance), and there were no directly-related cool movies or hot toy promos going on (i.e. avoid Star Wars legos timing, etc).

In the case of computer games, you use the same thought process to try to forecast demand for a computer game. I don't have the data (probably because I worked for a publisher that didn't spend the $$$ on marketing research) but many of the same rules probably apply. Computer games today are probably sold on:
1) Power of license
2) Popularity of game category
3) At a time when other products in same license are hot (movies, other games, action figures, etc)
4) When no similar products have been released in a while
5) When no other hot competitive games are being released
Add in other "computer game industry variables":
6) Strong game play
7) Promotion / marketing (including press relations, ads, demos, trade shows, word of mouth etc)
8) Distribution
9) Pricing (somewhat - most of industry is line priced)

So in this case you had some pros and cons that gave you a moderately strong (for PC business) success. If I had to guess at the three most important aspects, I would say the fact that no similar products have been released in a while, coupled with strong game play and early very favorable reviews are what are driving your success. Also, you are probably benefiting from a dearth of PC game releases - the big pubishers are all focused on console atm. (Plus you released during a quiet time of the year - away from the mania around the holidays which is a real benefit if you are a smaller player)

The beauty of this model is that if you can survive past your first couple of products, your "license" eventually starts to have its own momentum (can anyone remember Warcraft I?). I am personally amazed at the number of good game licenses out there that have died because game developers / publishers screwed them up or simply have never figured out how to move them forward (like MOO, Master of Magic, Ultima, X-Com, etc). Many of these games have been reborn in other forms and with other names. Sometimes, the offspring become more famous than parent
on Mar 29, 2006
I have zero credentials in the field, but I do know what sold me on the game. I check IGN and Wargamer among others pretty much daily fo previews, and first encountered GC2 in that way. I came to this site to read up. What I dug more than anything was the "preorder to get into the beta testing" arrangement. It helped even out the cash flow up front for oyu guys when you needed it, it gave you devoted testers, and the fans got a chance to shape the game somewhat. Everyone won. I'd just come off a bitter, bitter disappointment with being banned from the Rome Total War forums because I kept insisting the broken AI was lifting sieges everytime the game was loaded. Of course, the expansion pack finally vindicated me, but it left a real bitter taste in my mouth about interacting with developers. When I saw your beta test model, I knew you guys got it and that this was a game I was going to buy. Now that I have it, I'm recommending it to others.
on Mar 30, 2006
The logical next step would be in transforming Stardock into a publisher that rivals Microsoft.

Because consumers would rather have a megalomaniac that makes good games compared to one that doesnt.
on Mar 30, 2006
I'll have to agree and 2nd some thoughts. You might as well consider "Gal Civ" your bread and butter, anytime you mention expansion pack, sequel, sign up now and get in the beta etc.. Thousands of fans ready to buy. (Myself Included)

It's hard to pinpoint exactly why sales were what they were, cause life is full of surprises. The Starforce debacle, their bad totally. They looked bad, Stardock looked good and got free exposure. Percentage of persons willing to buy anything that Starforce didn't like too.

There's also the customer service factor. Friendly, courteous, fast. Top notch, the kind of support you want when you have to have customer support.

The reviews.. won't attribute an individual review to driving sales, but consider on average that the game is getting 90's and in some cases the highest score the reviewer has given period. That's turning heads and getting you more exposure.

The Wiki. Anyone who logs onto Galciv2.com can find a link to the Wiki. Wikis are so cool. Probably not a large demographic, but I'd bet there's some who bought it just cause there's a wiki.

Sid Factor- (Sid Meier). - exposure on other strategy places like Apolyton.net and Civfanatics. Got a number of loyal Civ Fans who are also Gal Civ fans now. Strategy gamers will love GC2.

The AI is fun to play with/against. Humor is built in and its hilarious. I thought I seen it all, and I heard a new line from the Torians and I was rolling laughing.

It's moddable and easy (relatively). I could stop right there, but wait there's more. Stardock is providing us with a guide and examples, has and will give modding community support too. (see wiki & modding forum).

It goes to show you, make a good game and you will get rewarded for it. There's a number of reasons to have GC2.
on Mar 30, 2006
i have to say that store space is a premium these days. i have 2 wal marts nearby and their pc game sections have shrunk in favor of console displays and games. my best buy just did some interior designing and pc software(apps and games) basically has one shelf front and back. used to be a couple just for games now one for everything. costco and sams i would be lucky to find 5 titles max and now they have their games stuck in the piles with all the books, so not missing out much there. have an eb games in the mall, hardly any pc stuff, lots of used console crap. in my experience all the stores are moving away from pc so whatever sales you get there are just icing on the cake. if i want games i purchase on-line, the trips to the retail stores just arent worth it anymore
on Mar 30, 2006
I beleive I first saw GalCiv2 mentioned on a webcomic, I think, and it was from their link that I saw the homepage. Right away when I saw that the AI designs ships and that I get to design ships and that I get to design ships to the degree that I do I was sold. O yes then there was the fact it was a 4x game and the market has been really lacking in 4x games lately.
on Mar 30, 2006
I agree with others that online purchase of games is a lot more acceptable now than it was a few years ago. Back when AC1 first started offering a free download trial>upgrade to paid account option, a lot of folks on the boards at the time said that it made the company look desperate. Now it's pretty common to see download>buy games.

I generally play mostly MMO's, in fact the last 4 games I bought before galciv2, that were not MMO's, were purchased due to not having internet access thanks to hurricanes here in florida. Two of those were due to coworkers commenting about how it was a great game and such.

The thing that originally made me notice galciv2 was the starforce thing getting posted on fark and some of the tech sites I frequent. The thing that made me buy the game however, was how open the devs were in the journals and such. It's not just the fact that there was interaction with the community, but the fact that many of the entries were about nuts and bolts "this is how it works, this is what i'm doing today with code" type of things rather than the usual "community person writes some articles" sort usually found. Checked walmart a couple times on my way home from work that week (I work 2pm-2am) but they didn't have it, went and did the download thing from SDC on my version of a friday.

One of my coworkers bought it when they read some of the recent posts on AI tweaking, how the math behind... economy? works, and the 1.1 notes. A couple of folks I know online bought it for similar reasons.
on Mar 30, 2006
Sales and distribution - short answer yes but long answer Id say decreasingly so

I did not know about GalCiv I in fact I had never heard about GC2 until I went to where I hear about all games that I like playing... the rome total war sub forum called the arena where RTW fans discuss other games - the guys on here are strategy buffs and fairly critical about what they like - This is the second game I wouldnt even have tried if I hadnt heard the guys on the forum raving about it.

The first was HOI2 which I loved so much Im still playing it - from that point on I started shadowing this forum, hoping to hear about another great game - GC2, soon as they started talking about it - I knew I wanted it

didnt appear on Australian shelves until LATE this month, ohhh I was dark, first time I seriously contemplating downloading it (didnt because I wanted the HC manual and disks and pirty pictures)

bottom line is very few of the 'serious' gamers I know window shop for games and browse shelves, 9/10 my mates and I know exactly what game we want and are waiting for it to hit the shelves, we go in (usually to EB) buy it, and leave

a word on reviews, hardly ever seen a bad one - not for a big title anyway - and its those big titles that get advertised heaps - get 98% - you buy it and are inevitably disappointed - that the wide eyed enthusiasm of the reviewer turns out to be a direct correlation with how many adds that company runs in their mag - eg AOE III (OMG what was I thinking) - oh yes DSII - been burnt too many times browsing mags on planes thinking - man that looks cool - and listen to all the features - and disappointment


a word on the protection - ingenius

These days its no longer a given that a game will be well supported with patches etc - a lesson hard learned via a dedication to the Total War series (Two patch limit!!!!) and the first one just makes the game playable - and the second one destroys it again

The way stardock went about it I thought well at least it means it'll probably be well supported with patches because really thats why your buying it - and trust me when youve played unsupported games and waited years for patches, you'll pay money for the support alone
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