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 3)
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on Mar 30, 2006
My reasons for buying GalCiv2 (In no particular order):

1) Your company philosophy - to support the product and the customer. Your openness - I love the journals - makes me feel like I am invested in what you all do; and that you are invested in my total gaming experience. I had not really heard of GC - but I noticed that a Civ fan site, Apolyton, was raving about GC2 - so I came over here to check it out, browsed the forums and the journals, and decided that the game (and the company) was for me. (As a former big ticket sales pro, I was always taught that customers do not buy the product, they buy the salesperson.)

2) Your stance on Copy protection. And EULAS. I hate EULAS that are so restrictive that I can't load software on both my pc and laptop - even though I only use one at a time. I hate DRM copy protection - I hate anything that forces me to make changes to my base pc setup. I hate putting CD's in the drive. I also hate piracy. DRM schemes are so 20th century - they focus on solving the problem through prevention - acting like a chain on a door - looks and seems secure until that 300 pound gorilla (cracker) puts his shoulder into it. I am a firm believer in a 21st century approach - a progressive approach like yours - you are focusing on the issues that cause piracy - not on simply slapping a band aid on the wound. You treat your customers like honest people - you provide support and updates that make it worthwhile to keep coming back. You realize that 99% of the people out there are fairly honest and will buy your product if it is worthwhile. ( and I think you are proving that piracy, though it is a serious matter, is being over hyped and used by some companies to feather there own nests....)

3) The ability to purchase online. I will no longer buy software from a store. The simple fact that I cannot return it once opened has gotten me burned once too often. At least when I purchase online, I am a direct customer of the maker of the product - and if that product is not what it should be I have found that either the maker will offer to make it right or give me my money back with much less hassle than a retail outlet. Again, those companies that provide direct downloads also seem to be more invested in the success of their product.

4) Online reviews - but from gaming fan sites and gamers; not from the 'Big" game sites/mags which IMO are in the pocket of their advertisers. You made a great game - and a super AI. And it shows in how it plays for the 'average' gamer - I am not a power gamer, but use TBS games to escape from my stressful life for a few hours at a time - the fans sites reflected this after the game had been out for a few weeks.

Looks like I wrote a book - - sorry; - but thanks again for a great gaming experience.
on Mar 31, 2006
Does anyone else see the irony of it all that many of the skills required to make this game the hit it is on the market are many of the same skills required to actually PLAY and WIN the game they are selling?

Majesty -
" You now have the ability to make stores of all kinds desire to sell your game and to make people of all types believe that they want to buy it"

Warp Drive 4 -
"Who would have thought we would be able to get our game to so many places in time for release? Well the guy who thought this up did!"

Cultural Insurection -
"By tapping into the undercurrents of culture you can make your sales even greater! With great ideas like 'No Copy Protection' you to can rule the galaxy!"

And the list goes on

Felk the Amused
on Mar 31, 2006
I never really heard of Stardock, until Penny-arcade mentioned it. Then, when I saw the Starfoce crap going on, I started rooting for you guys. It also made me interested in the game. I looked around at some reviews, and I really don't care what people say about reviews, if there are that many over-whelmingly positive reviews, you have a good game on your hands. I was also a fan of MOO2. I read the Gamespy article saying GalCiv2 is the spiritual successor to MOO2, and that sold it in my book. I picked it up 2 nights ago, and told a budy about it. I also saw that the new demo came out. I sent him a link to the demo. This morning he tells me he was up past 1am playing, and is wasted at work because of it. He will be buying it as soon as his tax refund comes in. I think getting some good press, along with a great game that just begs for word-of-mouth reviews... is what has made this game a good success.
on Apr 01, 2006
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. - Pode 697

This is somewhat off topic but germane to the issue at hand with regards to word of mouth and effects on marketing.

If you are who I think you are I kept fighting the fight for you as well as for many others at TWC. However I ended up giving up on Creative Assembly (CA) due to the blatant heavy-handed oppression, placation, negligence and seeming disdain for consumers once the money was spent.

Shoot if you remember I found couple hundred errors in the code in the demo and tried to let them know via the forums and emails as well as PMs because I cared about the product and the franchise. Hell I even fixed all of them and sent it to them. My reward was to be banned as well (and yes I'm that Spartan).

After about a year of this treatment when it was time to start to do premarketing for the expansion I/we initiated a global boycott campaign and started to post detailed bug oriented reviews on as many sites like Amazon that would allow fans to post and after some time and large drops in rating lists CA responded with very polite personal emails which lead to establishment of communications a little after that and everything turned completely around and the community got behind the expansion pack only to be disenfranchised yet again. But that is a story for another day...

Sorry for the digression. Now back to the topic at hand.....


I purchased GS and a few of Stardocks products but not because of the products explicitly. I did so specifically because of Brad; I guess I have read over 15000 posts by him over the past 13 years or so and on different forums. I found him to be a prolific commentator who had integrity, vision, commitment and passion. Further he is a true gamer and most importantly a genuine community supporter both directly and indirectly. What more could a consumer ask for from a developer other then free product???




on Apr 01, 2006
Personally, I bought both Galciv and Galciv2 directly from Stardock, because I liked the concept of just downloading it and I also wanted Stardock to get all of my money. In terms of the relatively high initial sales, I think one factor is also the probably high percentage of satisfied Galciv customers. If a good fraction of the original 75K North American Galciv purchasers were satisfied with the original game, I have to think that the majority of those customers would buy Galciv2 at the earliest opportunity. Also I think many of the folks who bought the first game direct, would probably buy the 2nd game direct as well. So I think the high initial sales can be attributed somewhat to repeat customers and word of mouth. I'm rooting for Stardock and spreading the word myself. I would love to see Galciv2 hit 500K sold worldwide just to prove that an Indie can do it.
on Apr 01, 2006
Since you like dominions 2, any chance of getting it (or dominions 3) into the TotalGaming.net package?
on Apr 07, 2006
One of your strengths is your dedication to upgrading and the ease of it through stardock. I for one, and many others I am sure, will always now buy any upgrades expansion packs and sequels to GalCiv2 because of the previous gameplay experience and the trust I have in you that you will continue to tweak the game until it reaches it fullest potential.

By the way , previous GalCiv1 owners are great prospects for this game, Have you done a complete e-mailing to you GalCiv1 registration list, or even a dead tree snail mail postcard mailing to some of them to test the reponse rate?
on Apr 08, 2006
Has there been any recent updates on how well Galactic Civilizations 2 is selling?
on Jan 10, 2007
I wonder how many pre-orders Dark Avatar has sold? That figure might cast some light on the original question.
on Jan 13, 2007
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.


Microsoft also has lots of $$$. So don't feel so bad about those fatcats  .

However, I am glad to see stardock is secure financially (for now).

I think Galciv2 has succeded due to many of its cool features. The ship builder (for me) was the biggest thing. It was never before seen in any games and it is just cool to make your own ships. I hate games that give you pre-made units(All the bas huls for Galciv2 suck,no offense). The other thing is the customizable civs you can manke. The only thing left out is a scenario editor and a preference to where your home planet is in the galaxy (corner, middle, far away from another civ,ect.)

In DA there will be even MORE(evil laugh). The epic generator ,customizable opponents, unique planets, better AI, super abilities, spies, and a bunch of other things.

Good luck to Ye Stardock!   

on Jan 18, 2007
Sorry for the Necromacy in posting to such an old thread, but its neat to mention in light of the original post...as of two weeks ago (almost a year from Frogboys post of shelf space and distribution and a year from game release), that Gal Civ 2 Is still on the shelf of my local Walmart( I noted this angrily while looking for a copy Of Medieval 2 :Total War...which WASNT there...)


So you may not be on the shelf of my local comic shop, but thats gotta count for something.
on Jan 19, 2007
Let's not forget that some of us were deeply disappointed by a certain 4X game which failed to deliver satisfaction. GalCiv 2 fills a need to actually be able to see nifty-looking ships do battle. We know that space is vast and that in actuality to see the entirety of a battle you probably wouldn't be able to see the ships themselves, not to mention you wouldn't hear any explosions or beam noises from your vantage point. But a culture that has grown up on the TV and movie sci-fi greats just won't accept a noiseless, bland-looking space battle.
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