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Feature: Developers Roundtable - Part
3
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SimHQ:
To continue in the same vein, since manuals are expensive
for developers to make, how much extra would you think a printed
manual would add to the cost of a modern simulation?
Chris
(Lead Pursuit): A top notch color manual printed full
version of the .pdf in Allied Force would probably have doubled
the cost.
David
(Matrix Games): A quick search on CafePress reveals that
print on demand books, perfect bound, cost $10 for a 100 page
manual and $13 for a 200 page (.03/page + 7 dollar fee). The
quality of these, as I understand it, is not as high as many
people would expect. If the developer wishes to print them
beforehand they could benefit from a discount and probably
have a higher quality manual but would have to take the risk
of not selling out into account (so may end up charging the
end user the same price anyway).
Julian
(XSI): Very hard to generalize, the cost would vary dramatically
depending on the number printed. In my opinion the extra cost
is more than enough to prohibit including a printed manual
as standard. My preference is to offer a high quality, nicely
bound manual at about cost-price. With enough numbers this
would work out cheaper for the consumer than having it printed
at a print shop, and become a kind of collectors item.
Rick
(XSI): I really think it depends on many different factors;
the main focus to consider is the amount you will be printing.
This includes page counts, the many different price points,
pre-press costs of editing and design, etc.
it can add
significant costs. I believe developers can help ease this
tension a little by providing a wider array of comprehensive
training missions in sims, to help significantly reduce the
high learning curve. Also, by adding features that allow for
instant pop-up access to the in-game manual while in-flight.
The printing of a 40 page basic operations guide alone, can
add a significant cost to production depending on the amount
of volume produced. Clearly the higher the volume the cheaper
it becomes, but high fidelity sims are not large volume sellers.
Martin
(Battlefront): We have made a huge 570 page spiral-bound
manual for the Dangerous Waters naval sim from Sonalysts Combat
simulations. It's part of the Deluxe version that we're selling
online, which is $10 more expensive than the regular version
($45 plus S&H). Those $10 cover the cost for the super-sized
manual.
SimHQ:
How do you perceive the sales of current simulations in todays
marketplace? In other words, are LOMAC, the IL-2 / FB / PF
series, Wings Over Vietnam, GTR, NASCAR SimRacing, etc. actually
doing well enough in retail sales to entice publishers to
still desire to take on such titles?
David
(Matrix Games): I believe the above mentioned titles are
doing well enough that major publishers have not written off
the entire genre as they have with, say, non-action adventure
games.
Julian
(XSI): When compared to the mammoth marketing power the
current consoles hold, I think, unfortunately, they pale into
insignificance.
Martin
(Battlefront): Clear no. The problem is twofold
sims used to be the mega-sellers for many years before the
RTS genre hit the market like a train and nowadays
sales are MUCH lower. Secondly, sims are selling much worse
in comparison to some of the most successful titles out there,
AND are usually more expensive to make (read: more money that
actually has to go into real development and not marketing).
Take these two points together, and sim is a four-letter word
all of a sudden.
SimHQ:
The latest two flight simulations being released are actually
remakes of older code. Do you see any possibility of taking
the PC sims from the past and either updating and re-releasing
them or actually porting them to the next generation of consoles?
Some have mentioned that a lot of the older titles may gain
new life that way. I'd like to know if there's any interest
in taking a crack again at the old, Andy Hollis-style single-aircraft
study? The Falcon 4: Allied Force team is doing this. Are
the dev teams and publishers watching this redevelopment of
F4?
Julian
(XSI): I think it'll happen sooner or later,
the line between console and PC continues to blur, it only
takes a little bit of hardware to be developed in the form
of controllers, and some form of keyboard to make the next
generation of console more than capable of running a flight
simulator.
Rick
(XSI): Console games comprise of about 85%
of the market, where as the PC game makes up about 15%. Then
you dissect the flight sim market, it would be like finding
a needle in a haystack. Right now the future is sadly obscured
a bit for flight sims until a new marketing direction is found,
but it appears things could be changing rapidly
I
truly believe MSFS will make the first move to the console
market soon, offering their product for both PC and the Xbox
console with their next release, and the fact that they won't
be dishing out royalty fees on their own products helps.
Chris
(Lead Pursuit): If theres a demand for a franchise,
and if that franchise has heritage and legs then
for sure there is a new lease of life for an older product.
The key is evolving to keep up with demand.
Steve
(Battlefront): There is always some amount of retro game
development out there at any given time, regardless of genre.
From the old classics like Missile Command and PacMan, to
Lucas Art's "Sam & Max". Sometimes they hit,
often they miss. The main reason is that the original was
more a product of its time and timing rather than anything
of intrinsic value. An F4 simulator is probably going to sell
no better or worse depending no matter what its lineage is.
And it must be kept in mind that just because a game was "best
of the year" 10 years ago doesn't necessarily mean anybody
still cares about it today. For example, do you really think
people would go ga-ga over a 3D rendered version of Space
Invaders if it were released for $50 next year? I doubt it,
yet Space Invaders was one of the biggest games of all times
in relative terms
David
(Matrix Games): I'm not sure how closely other teams are
watching how this fad unfolds, but we are not very concerned
with it. We aren't market leaders in innovation in flight
sims, if the market responds well to such factors we will
have ample opportunity to duplicate it. There's no need for
established companies to take on that level of risk.
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