Counting Rupees: Sustainable Indies
Each week Jeff Engel and Geoff Brooks contribute Counting Rupees, a column on the business behind gaming:

Braid was released just over two weeks ago to critical raves and a few complaints regarding its slightly higher than "standard" price of $15. Despite Jonathan Blow, the creator of the game, having to defend the price for essentially a full week bracketing its release, Blow has now confirmed via his blog that his Braid will probably make back enough money to allow him to work on his next game. This is certainly great news, as Braid is one of the best games to be released on Xbox Live Arcade, or if you use Metacritic, the 8th best game to be released so far on the Xbox 360. Jonathan Blow certainly deserves the chance to follow up his brilliant effort, but something about his post regarding the success of his game actually revealed a warning sign to me for indie games overall.
In his post, Blow "hope[s] this will serve as a useful data point for other independent developers: we can make games that are unusual, experimental, or personal, and there's a substantial audience out there who will play and enjoy them." In a matter of a few days, Braid has become possibly one of the biggest success stories for indie development on the console platform. Blow hasn't revealed exactly how much Braid cost him to make, but he previously reported that the initial 28.5k he sold in the first few days was not sufficient and that he would need to sell "a lot more than that" for the game to be profitable. Summarizing Braid's first week of sales, Blow estimates that Braid sold about 55k copies, and yet also reveals that this, still, would not be enough (in itself) to allow him to work on his next game. He believes that eventually, however, it will sell enough copies to finance his next project. This is the part that troubles me.
At $15, 55,000 copies translates into $825,000 in revenue. According to a Gamasutra article, Braid was signed before the new XBLA royalty rates were put into effect, meaning that his team should be getting 70% of the revenue from Braid. As of now, that would be $577,500, which makes it a little surprising that the game is not profitable yet (or at least not enough to allow him to create his next game) since, as Blow admits, his team basically consisted of himself and his artist. The Wall Street Journal claims that he sunk $180k of his own money into the game, and over the course of its 3+ year development it likely required significantly more than that. For example, N+ cost $214k and 10-11 months to create. Kim Pallister, a game industry vet, suggests that it could have cost between $300-$400k and also points out a comment that Blow makes explaining some of his costs and motivations. In it, Blow says that breaking even essentially means "not being punished" for creating the game.
So, if we assume that the game took $400k to make and it has now made $577,500, that leaves $177,500, or, almost exactly what Blow had originally invested himself into Braid. Perhaps not wanting to deal with loans and being completely broke again through the development of his next game, Blow wants to essentially bank enough to fully support his next game. If Braid sold 100k copies it would net about $1M for the developers, $400k to pay back loans, another $400k to finance the next game, and a $200k "bonus" divided amongst the developers for over 3 years of work. Looked at in this way, this is certainly not an enormous yearly "salary", as Blow points out that he can get paid quite a bit as a consultant, but it would probably meet his definition of "not being punished."
If Braid is potentially on its way to hitting 100k sales or thereabouts, and therefore profitable enough for Blow to create his next game and also enjoy some profits, what exactly is the warning sign? To put it simply, the fact that it needs to sell around 100k copies at $15 to justify creating another game is a bad sign because many games simply don't sell that well. Braid is a game which received a bit of pre-launch buzz as well as excellent reviews once it was released. I hope Jonathan Blow doesn't take this the wrong way, but what if his next game isn't nearly as successful?
Game development is tough, and it's a testament to Blow's creativity and technical prowess that he was able to deliver a game as celebrated as Braid. But Blow, and other indie developers, are literally living from game to game. If one of them isn't well-received, it could very well go the way of Space Giraffe, and suddenly creating the next game might not be so easy. With Microsoft's new royalty program, financing the next game or just "breaking even" becomes even more difficult. I'm glad that indie developers have the ingenuity and passion to create these games, but I wonder how long it can last. I hope I'm proven wrong.
As co-editors of A Link To The Future, Geoff and Jeff like to discuss, among many other topics, the business aspects of gaming. Game companies often make decisions that on their face appear baffling, or even infuriating, to many gamers. Yet when you think hard about them from the company's perspective, many other decisions are eminently sensible, or at least appeared to be so based on the conditions at the time those choices were made. Our goal with this column is to start a conversation about just those topics. While neither Geoff nor Jeff are employed in the game industry, they do have professional backgrounds that are relevant to the discussion. More to the point, they don't claim to have all the answers -- but this is a conversation worth having. You can reach them at

In his post, Blow "hope[s] this will serve as a useful data point for other independent developers: we can make games that are unusual, experimental, or personal, and there's a substantial audience out there who will play and enjoy them." In a matter of a few days, Braid has become possibly one of the biggest success stories for indie development on the console platform. Blow hasn't revealed exactly how much Braid cost him to make, but he previously reported that the initial 28.5k he sold in the first few days was not sufficient and that he would need to sell "a lot more than that" for the game to be profitable. Summarizing Braid's first week of sales, Blow estimates that Braid sold about 55k copies, and yet also reveals that this, still, would not be enough (in itself) to allow him to work on his next game. He believes that eventually, however, it will sell enough copies to finance his next project. This is the part that troubles me.
"... his team should be getting 70% of the revenue from Braid. As of now, that would be $577,500" |
"If Braid sold 100k copies it would net about $1M for the developers, $400k to pay back loans, another $400k to finance the next game, and a $200k "bonus" divided amongst the developers for over 3 years of work." |
So, if we assume that the game took $400k to make and it has now made $577,500, that leaves $177,500, or, almost exactly what Blow had originally invested himself into Braid. Perhaps not wanting to deal with loans and being completely broke again through the development of his next game, Blow wants to essentially bank enough to fully support his next game. If Braid sold 100k copies it would net about $1M for the developers, $400k to pay back loans, another $400k to finance the next game, and a $200k "bonus" divided amongst the developers for over 3 years of work. Looked at in this way, this is certainly not an enormous yearly "salary", as Blow points out that he can get paid quite a bit as a consultant, but it would probably meet his definition of "not being punished."
If Braid is potentially on its way to hitting 100k sales or thereabouts, and therefore profitable enough for Blow to create his next game and also enjoy some profits, what exactly is the warning sign? To put it simply, the fact that it needs to sell around 100k copies at $15 to justify creating another game is a bad sign because many games simply don't sell that well. Braid is a game which received a bit of pre-launch buzz as well as excellent reviews once it was released. I hope Jonathan Blow doesn't take this the wrong way, but what if his next game isn't nearly as successful?
Game development is tough, and it's a testament to Blow's creativity and technical prowess that he was able to deliver a game as celebrated as Braid. But Blow, and other indie developers, are literally living from game to game. If one of them isn't well-received, it could very well go the way of Space Giraffe, and suddenly creating the next game might not be so easy. With Microsoft's new royalty program, financing the next game or just "breaking even" becomes even more difficult. I'm glad that indie developers have the ingenuity and passion to create these games, but I wonder how long it can last. I hope I'm proven wrong.
As co-editors of A Link To The Future, Geoff and Jeff like to discuss, among many other topics, the business aspects of gaming. Game companies often make decisions that on their face appear baffling, or even infuriating, to many gamers. Yet when you think hard about them from the company's perspective, many other decisions are eminently sensible, or at least appeared to be so based on the conditions at the time those choices were made. Our goal with this column is to start a conversation about just those topics. While neither Geoff nor Jeff are employed in the game industry, they do have professional backgrounds that are relevant to the discussion. More to the point, they don't claim to have all the answers -- but this is a conversation worth having. You can reach them at






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Reader Comments (Page 1 of 1)
Obie @ Aug 25th 2008 8:11PM
Oh thank God, if I had to hear this guy bitch and moan even more I would kill myself.
Tiptup300 @ Aug 25th 2008 11:00PM
I'm lost as why the game costed so much to make.
If the actual game design and artwork was all free (excluding living costs,) all you would need is like ESRB, localizations, MS Certification. That's all I can really think of. Anyone know what would make the cost so high?
Pfemm @ Aug 26th 2008 10:54AM
@Tiptup300
"I'm lost as why the game costed so much to make.
If the actual game design and artwork was all free (excluding living costs,) all you would need is like ESRB, localizations, MS Certification. That's all I can really think of. Anyone know what would make the cost so high?"
FREE? Wow. Okay.
Firstly, just because you do something yourself does not automatically make it "Free". IMHO, "Free" does not exist. Someone pays somewhere along the way.
You shouldn't look at this type of game development any different than you would any other profession.
Just think about it like this... if you worked for Wal-Mart but you only got paid every 2 or 3 years. Don't you think you should make a bit more than what it cost you to just pay the bills during that time?
Otherwise you would probably end up worked to death, depressed, lonely, and broke. :) and nobody wants that life.
Phantom @ Aug 25th 2008 8:24PM
So microsoft is killing indie developers ?
I'm sure he could make more than enough money to finance his next game if he also went and released it on the PC , PS3 and PSP (and meybe even Wii)
Obie @ Aug 25th 2008 8:29PM
I know, I don't get why he didn't release it on the Wii and PS3 at the same time. It's simple economics, expand your market to maximize profits.
KeenCommander @ Aug 25th 2008 8:45PM
I agree, I don't think single platform releases will be practical for big or small developers for very much longer - except first parties, of course.
But I think indie developers have a hard task to begin with, there's a lot of great game ideas out there - and not enough people interested in buying them to cover every title. When you're not financed by a big company, if you're title fails - you're screwed. I think being an indie developer is very intimidating, even with the success of some titles, I suspect far more flop than succeed - even to the level of Braid's success, which still isn't really enough to justify the game's development costs.
why not the LS2LS7? @ Aug 25th 2008 8:48PM
I doubt MS' publishing deal with him allows him to release on PS3 or Wii simultaneously.
eight @ Aug 25th 2008 11:37PM
Blow did pitch this game to PSN but they turned it down. This was even before he went to MS and (to be fair) was earlier in development. So, its not on PSN because they said no. And WiiWear didn't exist.
jquadman @ Aug 26th 2008 9:19AM
Braid will be on PC by the end of the year, and the rumor is that it will show up on PS3. However, I heard it won't be coming to WiiWare.
Also, for smaller devs it is hard enough to get a game out on one platform, let alone three (or four).
There is room in the marketplace for these types of game to be profitable, but maybe not THE Marketplace. Too bad for MS.
Bass Masterson @ Aug 25th 2008 8:26PM
Hey, let's start a betting pool over what game he'll shamelessly rip off next! He already did Super Mario and Prince of Persia ... I say next he does Leisure Suit Larry meets Tomb Raider! And the critics will cream their jeans AGAIN!
Obie @ Aug 25th 2008 8:31PM
Leisure Suit Larry meets Tomb Raider?
Womb Raider?
Superstar90 @ Aug 25th 2008 8:32PM
If you think Braid is a SMB ripoff, you haven't played it, or know enough about it to bash it.
Titanium_Orchid @ Aug 25th 2008 8:39PM
wow, lets see how fast this comment gets turned into a ghost
Solid @ Aug 25th 2008 8:42PM
Rather than argue on a point by point basis I'll just say this: Shutup.
Bass Masterson @ Aug 25th 2008 9:19PM
Do you work in a video store? Because that's classic frustrated movie geek logic: you don't like this, so you don't GET it!
I played the demo. It was lame. It was a direct rip of SMB (side scrolling, hopping, bumping enemies, platforming) with a 'time rewind' ripped from Prince of Persia and a goofy puzzle-piecing quest that added nothing to the game. Braid is lame, which is why so many people like it: most people are lame.
Obie @ Aug 25th 2008 9:26PM
You are a sad, sad little boy Bass. I mean I have never seen you contribute to any topic without you coming in and spewing anger and misinformation.
Heck your last screenname "ass masterson" got banned...so going two for two? GG dude.
Fenix @ Aug 25th 2008 9:53PM
Wow Bass...
You are a DUMB FUCK!
Most people are lame???
Sour ass motherfucker...
CesarSalad @ Aug 26th 2008 12:04AM
I see where you are coming from and all, but dude! Braid is not what it looks like in the demo at ALL, honestly it almost ruins it because everything in the game has a second meaning and its an adult game with a kid-like feel for the ... less experienced gamers.
I DeX I @ Aug 26th 2008 3:49AM
You, sir, are an idiot.
FluffyPanda @ Aug 27th 2008 8:13AM
The demo was a mistake if you ask me. It showed the least creative level and gave no hint to the greatness of the complete game.
The time mechanics evolve as the game progresses and I can forgive someone who has only played the demo for thinking that it's a mario ripoff with rewind.
The reality is that as you progress through the game you encounter some of the most amazing puzzles you'll have ever seen and the platformer aspect falls away. The changing time mechanics really make you think in a completely different way at times and that's impressive.
Superstar90 @ Aug 25th 2008 8:30PM
His next project should be Braid for DS/PSP. It would be fairly cheap to develop, and you would be dealing with an install base of over 100 million, so it would definitely make monies.
why not the LS2LS7? @ Aug 25th 2008 8:47PM
No freakin' way that's the 8th best game for 360. Even if it didn't borrow a bunch from SMB (disguised as an homage), it still doesn't hold up well enough to be considered top 10.
Feep @ Aug 25th 2008 8:53PM
I've actually been working on an indie game for the XNA Dream Build Play competition coming up in late September.
I'll be perfectly honest, here. My game, even extrapolated to a absolutely complete and polished form, will never be another Braid. And I don't expect it to be. But why did that game cost $400,000 dollars? The art and music were spectacular, and how much was he paying these people?
I am simultaneously my game's writer, programmer, designer, and partially its artist and sound designer. I don't claim to do all these things perfectly; I intend to compensate the composer and few background artists well. But my game will never exceed a budget of $10,000 (probably not even $5,000), I assure you, and this I'd only need to sell around 3,000 copies at $5 apiece to break even.
Doesn't sound so hard to me...
Better get back to work. = D
GreyFox @ Aug 25th 2008 9:20PM
That's an interesting point because I've heard this from other indie developers too. Why did his game cost this much with so few people?
Vidikron (FU) @ Aug 25th 2008 10:33PM
Another question: why would it cost that much again to make the next one? I've got to assume that some of those expenses were for hardware and software he needed, but shouldn't he nowhave those available for his next game? I am not a game dev, but some of the numbers being thrown around in relation to Blow don't seem to add up.
crucible @ Aug 26th 2008 2:04AM
From what I understand, he took a few years off to develop this - so that's probably $150k there, plus professional artist and musician licensing fees.
On top of that, because he was prior to the new MS licensing, he got a bigger gross cut of the revenue, instead of the new 30-40% cuts, but instead is paying out a lump sum on internationalisation, certification and testing - which given you might have 10-20 people involved for a few weeks, I could bet would cost another $100k+.
I think it's probably real easy to be in the hole developing a game like this, whereas the XNA won't be for all markets until it gets internationalisation and further testing, etc, in which you'd move from a free XNA publish, to a revenue sharing MS publish, and they'd probably take the cost of performing that for you as a loan out to you.
emax @ Aug 25th 2008 8:52PM
just logging in
tidefan94 @ Aug 25th 2008 9:10PM
I think it's terrible how creativity is essentially being killed in the industry. Big publishers don't want to risk things on "creative" titles that might flop, and now it is getting hard for indie developers to break even at $15 bucks a pop.
koehler83 @ Aug 25th 2008 9:14PM
At 1200 points, I gotta pay $30 via XBLM for enough points then sit on a surplus for an undetermined amount of time.
If it was 800 points, I'd have to spend $15 anyway. I don't mind paying $15 for the game, but unfortunately that's not what its going to cost me.
Crazed Geek @ Aug 25th 2008 11:11PM
You can buy 1200 points exactly from the Zune website.
shMerker @ Aug 25th 2008 11:24PM
You could purchase 1000 and then purchase 500, putting you at 18.75 plus tax. A little inconvenient since you have to make two transactions, but you get a lot fewer surplus points.
koehler83 @ Aug 26th 2008 9:50AM
I COULD do a song and dance..
Or they could just charge face value per download.
Balls in their court.
Whitedragon101 @ Aug 25th 2008 10:03PM
Seriously? 15 bucks is so easy to spend on xblm. even more so with castle crashers almost here.
The only real problem with Braid? Its over too fast.
BenHobbs @ Aug 25th 2008 10:42PM
Or he could take the 400k (to make the next game)and his part of the bonus, buy himself a big new house and a ferrari, not bad for a few years work.
Lets be serious here, the guy's on track to making $500,000 all of his investment back and his salary for the past few years. He's also likely to be able to find funding for his next project if he chooses.
CesarSalad @ Aug 26th 2008 12:10AM
I agree, There is no way this is JUST going to get his cash back. If I just got that money back and I could make another game with the cash or start living large... I think I would go for the early retirement. Lets be honest, an average person makes around $200,000 in a LIFETIME so why not keep it and enjoy life?
Ben Hobbs @ Aug 26th 2008 12:48AM
Also theres relicensing potential for other platforms (PS3, Wii, Mobile phones, iPhone, Zune etc...) and sales continue throughout the lifetime of the console, so its likely to sell a few thousand copies every couple of weeks for at least the next few years.
jquadman @ Aug 26th 2008 9:25AM
200K in a lifetime? Holy crap, what is the life expectancy where you are from?
shMerker @ Aug 25th 2008 11:31PM
It's sad how bad the demo for this game is. So many people write it off as a super mario bros knockoff as a result. If they played any of the levels that come after that they'd know about the one where time moves forward when you move right and backward when you move left, or the one where you make clones that play back recordings of yourself, or the one where you have a ring that causes things to move slower as they get closer too it, or the final level where...I won't spoil it, but it's flipping amazing and I've never seen anything like it.
I really hope that with the PC version Blow is able to release a demo that's more representative of what's actually going on in the game so that people at least know what they're turning down.
Hot$auce_Magik @ Aug 26th 2008 10:31AM
Your post just made me "un-write off" this game. Sounds like the demo should have been one of the more novel levels rather than a simple rewind time puzzle.
+1 for you.
unfriendly_cat @ Aug 26th 2008 1:23AM
My favorite example of sustainable (and, indeed, sustained) indie development is Spiderweb Software; all hard work and no hype, since 1994.
I got more hours of quality gameplay out of the Exile series than from any "AAA" title (even including the awesome Infinity Engine games). If you like old-school western style RPGs, you need to check them out.
http://www.spiderwebsoftware.com/
Vexorg @ Aug 26th 2008 1:24AM
I've got to figure that most of the $180k that was spent on the development of the game comes from including three years worth of living expenses in that figure (which is perfectly reasonable to do if you're working full-time on this.)
knowthyself @ Aug 26th 2008 8:51AM
Just got all the puzzle pieces. Brilliant puzzle game. Very challenging. Cool ending. Not a rip off of anything. A different take on the "hero saves the princess" type game. If you're too dumb to appreciate art go play geometry wars or something.
tmacairjordan87 @ Aug 26th 2008 10:12AM
"If you're too dumb to appreciate art go play geometry wars or something."
http://www.scsv.nevada.edu/~susanb/jblog/archives/MagElitist.jpg
FluffyPanda @ Aug 27th 2008 8:23AM
$400k is bad for a few years work if you give up a $150k a year consultancy gig in order to do it.
To make it worthwhile he doesn't just need to cover costs, he has to recover the 3 years of missed revenue that the game cost him. We don't know that his artist didn't turn down some lucrative commissions that he needs compensating for either.
If I left my job now and didn't get paid for the next 3 years I'd need to be pretty sure that I was going to recoup at least half a mill or I couldn't afford the risk.
Time = Money.