Quanto incassano i titoli AAA
7 gennaio 2009
Quando noi, sviluppatori indipendenti, pensiamo ai titoloni tripla A ci immaginiamo sempre milioni e milioni di copie vendute e cifre stratosferiche di soldoni incassati.
Al contrario, vedendo tutti i giorni i dati di vendita dei giochi più venduti in Giappone, Europa e Stati Uniti, purtroppo la realtà è completamente diversa.
In realtà solo pochissimi “BIG” si spartiscono i primi 10 posti delle classifiche, che comunque hanno volumi di vendita relativamente limitati.
Successi da 6 milioni di copie come GTA o HALO non sono la norma, anzi, sono un’eccezione molto rara.
Un AAA di grande successo vende 1 milione di copie.
500 mila copie sono già un grande risultato per un publisher.
Al di sotto di questo “limite” si comincia a parlare di successo discreto per titoli non molto spinti, o di disastro per titoli che invece avevano magari ricevuto grande spinta dai loro publisher…
Faccio un esempio: Little Big Planet.

Questo gioco, edito da Sony stessa, è non solo una esclusiva Playstation 3, ma anche il titolo di punta di Natale di Sony e sono stati spesi svariati milioni di dollari di promozione in tutto il mondo per “spingerlo” a dovere.
Negli ultimi 6/7 mesi non ho letto altro praticamente, se ne è parlato ovunque.
il gioco è uscito nella seconda settimana di ottobre e in questo mese (poco meno di 3 settimane totali) ha venduto negli Stati Uniti 205.000 copie. Niente male si sono detti alla Sony e hanno continuato a spingerlo ovunque: blog, giornali, televisione, ecc..
Novembre doveva essere il suo mese e invece ore che noevmbre è finito e che sono arrivati i dati di vendita è arrivata anche una doccia fredda incredibile per Sony:
Little Big Planet ha venduto 141.000 copie in novembre. Per un totale di 346 mila copie dall’uscita.
Se pensiamo che la vita di un gioco in scatola è mediamente 2, massimo 3 mesi, vediamo come questo titolo di punta Sony a fatica arriverà a vendere un totale di 500.000 copie.. un relativo disastro insomma.
346 mila copie sono più o meno 20 milioni di euro di incasso totale per tutta la filiera di sviluppo > produzione > distribuzione > vendita.
Se togliamo per LBP le enormi spese di promozione, di sviluppo e, soprattutto, di mantenimento di un gioco come quello che gira online e necessita di migliaia di server.. capiamo il problema.
Si stima che solo il 20% dei giochi sugli scaffali sia proficuo: il restante 80% è in perdita.
Le scarse vendite di Mirror’s Edge, Rock Band 2 e Need For Speed Undercover hanno appena causato una perdita di 70 milioni di euro per la EA e il conseguente licenziamento di 600 impiegati a cui ne seguiranno altri in questi giorni.
EA in questi mesi è tenuta in piedi dalle vendite di Dead Space, FIFA 09 e Left 4 Dead.
I grandi publisher sopravvivono grazie ai loro 1-2 titoli di punta, gli altri titoli sono in perdita costante e servono solo a “fare libreria” e a “tentare il colpaccio”.
La EA ha annunciato che da ora comincerà a tagliare 1 o 2 vecchie IP ogni anno dal suo portfolio, per sempre.
Per questo i grandi publisher faticano a sviluppare nuove IP: perché il rischio di incappare in un buco di milioni di euro è enorme.
Il Free to Play, per fortuna, non ha ancora questi problemi in quanto è, al contrario, un terreno fertilissimo per nuove IP: uno spazio aperto in cui possiamo entrare di prepotenza, è il momento giusto insomma.
Ecco una bella dichiarazione di John Riccitiello, CEO di EA:
While product execution and sell-through trends continue to be a challenge for EA midway through the current console cycle, we believe the company will be able to leverage longer-term its early investments in online distribution, emerging business models (e.g., free-to-play), and geographical diversity.

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