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During a GDC talk, Psyonix revealed what the estimated production costs were for Rocket League, revealing that the game cost about $1 million in production and another $666,000 in platform royalties and technical fees, and that they only needed to sell 56,725 copies for the game to be profitable.
The information comes from Niko Partners analyst Daniel Ahmad, who revealed that Rocket League sold well over 9.5 million copies to date and has 30 million registered users around the world.
Rocket League needed to sell 56,000 units to be profitable.
It has sold over 9.5m copies and has over 30 million registered players. pic.twitter.com/RN9qzBwga8
— Daniel Ahmad (@ZhugeEX) April 24, 2017
That is extremely impressive.
Within the span of just a year – from 2015 to summer of 2016 – Rocket League managed to make Psyonix $110 million in revenue, as reported by Forbes. That was back when the game had only sold 5 million copies. Now that they’re up to 9.5 million copies, it basically means they’ve doubled what they did from 2015 to 2016 and from 2016 to 2017.
Basically, this proves that you don’t need $100 million in production costs to make a game that racks in $100 million.
Too often AAA publishers recycle tried and tired formulas putting a lot of costs behind heavy muscled marketing machines and concepts that are boring, trite, derivative or uninspired, and when it falls in they either blame pirates, blame “rising development costs”, or blame gamers for being “racist, sexist, transphobic, misogynists”. In reality, they likely just make a sh*t game, and spent too much money on that sh*t game… like Mass Effect: Andromeda.
Anyway, hopefully we see more developers spend less money on production and more time on being creative. As Rocket League, Terraria and Minecraft have proven, you don’t need super massive budgets to make super fun games. It’s nice to see that things paid off for Psyonix, considering that Rocket League is one of the most popular games released this generation.
(Main image courtesy of Loravolpes)