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 2)
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on Mar 30, 2006
OMG.. you guys put the point out there without needing any more..

Starfoce.. come on thats about 70% free advertizing and people getting it JUST BECAUSE... then they find out.. hey.. this is not just not half bad but half good.. THey tell there friends and there friends get in and tell others...

YOU WILL RULE THE WORLD..

Modding.. right now i can only see planet quality and ships being a mod that can be used right now.. the games so new still..

The Wiki... to the untrained person it will seem like ohh we got a wikki we are so new and hip.. but you are WRONG
WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG WRONG

The wikki will allow the FAN BASE to build to such a high ammount..

putting ads? where.. ? then again i don't read gaming mags (i play what i like)
on Mar 30, 2006
A lot of good points here by alot of people...

I think getting mentioned on PA was huge, and I think market timing was perfect (I don't know why so many publishers try to compete in the flooded xmas season).

For me though, the #1 reason is your attitude. I'm not a huge 4X genre buff, I prefer historical settings like civ and strategy games. However I had heard of Galciv and when I saw your inprint ad, I thought I'd check you out. What I read on the homepage and, in particular, in the journals made my buying decision.

*rant*
I absolutely detest the attitudes of most of the big publishers, and in particular Infogrames (ya, i know their new name) and EA. The s/w they push to market is often bug-ridden and barely functional. They attempt to correct this by releasing patches (or maybe not, eh Infogrames) and basically treat the consumer with disdain. Additionally, they communicate very little to their supporters who are basically abused for their interest/loyalty/foolishness. And then they expect people to keep coming back.
/rant

And then there's you. You talk about your product. You talk about your ideas and your testing. You talk about what works, what doesn't, and you defend the decisions you made. You release patches and information in a timely and appropriate manner. You behave how I want a developer/publisher to behave and you treat me, as a consumer, the way I want to be treated. That it's a great game, with fantastic AI, good humor, and references to just about everything imaginable is just icing..

And now, i'm off to see if you hid a wumpus on one of those moons of Kelewan...

on Mar 30, 2006
Yes, that's correct. You've hit the nail on the head. Really, that old "QUALITY x DEMOGRAPHIC x DISTRIBUTION x ..." formula works.

OT: The GalCiv2 site is down...?
on Mar 30, 2006

Are more people just willing to buy on-line now than they were in 2006?

Uh, Brad......this is 2006.

on Mar 30, 2006
Uh, Brad......this is 2006.

No, it's 2225. Didn't you read the instruction book.

I bought the game, becuase the first one was a good laptop game (played on low end systems, and no copy protection).
on Mar 30, 2006
One factor (though not the most significant factor by any means) that hasn't been mentioned is the "Civ IV factor". For a lot of people, Civ IV made TBS games cool again. This may have translated into an increase in sales for GalCiv II.
on Mar 30, 2006
Speaking for myself (and I'm hooked on the game and didn't play GC1) it was 2 things --- getting tired of WOW led my to pick up Civ4 which reminded me how much I liked TBSes and some positive postings on Civ4 forums and in some gaming sites.

Honestly I wouldn't have run across the game if it wasn't for Civ4 which I have stopping playing for this game.

Oh and I downloaded my game because the 3 local stores I went into didn't have the game in stock. I'm one of those anal retentive types who wipes their HD yearly and reinstalls everything. I prefer having a box/cd to fall back on.
on Mar 30, 2006
I found this game because of Penny Arcade. Talk on the forum leads me to believe they might be responsible for quite a bit of your word of mouth.

I'm an avid gamer, but I don't get magazines, I don't buy strat guides, I don't pay attention to inserts in game boxes, I only read reviews of games that someone has linked to directly...I never browse a review site to see what games they've been reviewing.

If it hadn't been for penny arcade I never would have found this game. If it hadn't been for the Dev Journals I never would have bought it. The game examples, the AI debugging, all that cool stuff in there is what convinced me I had to have this game. It hasn't disappointed either.

I'm not saying I'm necessarily a representative sample of gamers...but I know a lot of gamers are very serious about their craft and aren't easily swayed by marketing hype. We've all been burned by it too often. Zoo Tycoon is bought by peoples' moms because the box looked cute and they thought we'd like it. I'm not saying this is not a valuable market, because clearly it is quite lucrative.

What I'm saying is that I put a whole lot more stock into the few trusted sources for "game news" that I go to than I do in any reviewer (because so many are hacks and shills). What Tycho and Gabe say about your game means a hell of a lot more to me than what some guy at IGN says about it.

Also their page is one of the few places where I will ever click on a banner ad. I know I'm not alone in that because they have a phenominally high click-through rate on their ads. I click on them because I know that they hand-pick every advertiser on their site and won't endorse a crappy game. Indy developers could get a lot more bang for their buck if they placed a few banner ads on just a few places like Penny Arcade where banner ads are actually a kind of editorial endorsement of your game.
on Mar 30, 2006
I bought online because it would have taken another 2 weeks for the stores here in quebec to get it !
on Mar 30, 2006
I can tell you the main reason I bought the game and you can take it however you want.
I was really impressed with the direct, frequent, and quality of feedback from the developers. As it grows naturally they won't be able to do as much (gotta write code after all), but it really demonstrates a commitment to their customer.
Keep up the good work, looking forward to future products

BTW this was the first game (both PC and console) that I have purchased in about 18 months, and I am really happy I did it.


The company culture must be fantastic, and if I was willing to live in Michigan (I am not) I would seriously consider applying for a Job.
on Mar 30, 2006
I bought GC1 because if a good review on Firingsquad. I think I found out that GC2 was in development through Stardock Central, and followed it until I could afford to pre-order it (When I got my taxes back.) Anyway, it is a great game, although it has taken away some of my time with my kids. (Although I am better now about just playing it after they go to bed )
on Mar 30, 2006
Don't forget one thing...

90% (or more) of PC gamers don't frequent game messageboards. The people posting on a Developer Journal thread at a developer site do not represent the "average" gamer; rather they are heavily engaged enthusiasts (and I consider myself one of them). Therefore, what most people post here as their reason for why they bought the game will probably not apply to 90% of your sales...

It is a problem that we had at my last publisher - the people on the developer sites would all be raving about what a great game it was, and then the game would go out and sell 10,000 units Sadly, you have to get past your own fan sites and see what people in the general gaming audience are saying about your own game. We used to maintain a "purchase interest" survey that went out to a sample of Computer Gaming World subscribers every month. The survey was an open-ended questionnaire asking people to list the top 3 future games they are most looking forward to. We'd get all the responses aggregate them for a sense of how popular various games were - and would even take the results to retailers to justify why we needed more shelf or display space. While the survey wasn't perfect (ie wish we could have done a true random sample and not just CGW readers) it was a good indicator of where you stood if you released your game at that moment in time.
on Mar 30, 2006
Congratulations Stardock!!!

I first learned about GalCiv II by reading a review of the Beta by GameStop back last November. I took a chance and bought the game in early December and have been happily playing ever since!

Brad, with the success of GalCiv II, does Stardock now have more clout with the retailers? Will your next game have better distribution and initial sell-in?
on Mar 30, 2006
I think it's awesome that GC2 is successful. Not only because it's a great game and because Stardock rocks and they deserve success, but because it means there will be lots of patches to tweak the game to be even better and to add new stuff to make it even better.

Most importantly, however, is that it also shows that smaller dev teams with smaller budgets can produce high quality games with broad appeal and can compete with the larger companies (with larger teams, bigger budgets, and longer dev cycles that often produce crap games).

on Mar 30, 2006
a few things not to forget for bringing in more sales :
-after the add-on is made do not forget to first resell some copies of galciv2
-then make a package of galciv2+addon, all in one
-make a second add-on
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