With those documents Succubus Interactive wish to educate the market’s actors to what is considered the good practices; the main objective still being the consolidation of the serious game position in France and Europe.
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How much is a good serious game costing?
1. How much is a good serious costing?
Serious Game Expo, 22nd of Novembre 2011
2. About the author
Founder of Succubus Interactive
• Serious games’ pionneer in France
• Several dozens of games dedicated to the professionnals
• Blog’s editor (non commercial) : www.jeuxserieux.fr
• Editor of the serious games manifesto (available for free on the blog)
• Viadeo and LinkedIn hubs’ animator
• Best French Serious Game 2010
3. About the author
Key account customers
• ERDF
• Ministry of Industry
• Orange
• Symantec
• Building French Federation
• Manpower
Partners
• Micropole
• Paraschool
• Syfadis
10. Business model
• Investment between 20K€ and 200K€
Dependant of the quantity of content and of the desired quality.
Other important factors : type of game and used technology.
• As for now only few developers have managed to sell serious game
“on shelves”
• Sold-to-Party let their serious game available for free:
– Within their company (formation, sensitisation campaign)
– Outside their company (communication, promotion, recruitment)
• Return on investment varied and function of serious game’s type
12. Check the content
• Sharpness of the message
• World an scenario fullness
• Liberty of action
• Fun
• Quality of design
13. The 6th ingredient
Games’ effectiveness
• Teaching serious games
Performance
• Marketing serious games
Spread
• Sensitisation serious games
Exposure time
15. Provider’s answer
• Price += Development x nb days
• Price += Graphic design x nb days
• Price += Sounds x nb days
• Price += Game design x nb days
• Price += Teaching method x nb days
• Price += Project management x nb days
• Price += …
17. Eureka
Price = J x (T + Q + L)
J // Type of game
Skilfulness / Aim J = 4000€
Reflection / strategy / management J = 6000€
Scenario J = 8000€
Action J = 10000€
T // EXISTING Technology
Flash 2D T=0
Flash 3D or boosted T=1
3D Engine T = 2 (+ licence cost)
Bad technology T = 3 (+ licence cost? very bad techno)
18. Eureka
Price = J x (T + Q + L)
Q // Quality
Optimisation Price Q=0
Good value for money Q=1
Best quality Q=2
L // Length
For every “one-use gaming hour” L += 1