Is it worthwhile to release your game on platforms + stores other than Steam? (Example: Switch, Xbox, PS4, GOG, Humble). What are the fees associated with getting your game on these different platforms/stores?
It can certainly be worthwhile releasing games on new platforms. The biggest benefit to going to a new platform is that there are many players who engage with those platforms and have not played your game yet. Releasing on a new platform grants your game exposure to a large number of potential new players and sales. However, the cost of releasing a game on additional platforms is not trivial. This is where the business side comes in - is it worth spending all of that money to bring the game to the new platform?
We'll put aside the choice of cross-platform development at the start for today and consider only the paradigm of making the decision to bring a (mostly) complete game to a new platform after launch. This is often the only choice for smaller developers who are budget-constrained - they often don't have the money to buy dev kits and pay for cross-platform development until their game is actually released and earns some money back. In this situation, you've got two major sources of costs - direct costs from platform itself and indirect costs to cover all of the bug fixing, optimization, and additional work needed to pass cert.
Direct costs in this case would be the costs to establish a working relationship with the platform and the ensuing costs for hardware and certification. Sony, Microsoft, and Nintendo all require some kind of business relationship with their licensees. They won't let just anybody make a game for their consoles - you actually have to pitch your game to them and get their approval before they will let you buy dev kits and create developer accounts. Once you set the relationship up, you must buy [dev and test kits] from them (often several thousand dollars each) in order to connect your workstations to the consoles and you will need to pay for [certification] (also often several thousand dollars) before you will be allowed to launch on that platform. Some platforms like GOG, iOS, Google Play, etc. don't require these fees, but some will still require specific hardware (e.g. Android devices, Apple devices, Mac computers for developing iOS games, etc.).
There are also indirect costs of moving to a new platform - most games that work absolutely fine on PC will have bugs and problems when brought to a new platform. Things like UI and control schemes will need to be redesigned and rebuilt even if the old game already supported controllers - certification will require very specific button icons, images, and text in the UI. The game or the assets will also likely require optimization and bug fixing because of differences in the hardware or performance issues. If your game has an online component or DLC, it will also likely require some fairly extensive work to make sure all of the old online stuff works with the platformâs online network (e.g. PSN, XBL). Many of these platforms also require additional platform-specific content such as achievements. These changes will require a non-trivial amount of development time, including time spent learning the ins and outs of the new platform itself. This additional development time must be paid for.
As you can see, thereâs a lot more to bringing an existing game to the Switch (or any other given platform) than just paying some fees and getting the thumbs up. The cost can be so significant that there are several third party game studios whose entire business model is being hired guns for platform port jobs like this. The cost of bringing an existing game to a new platform is not trivial and should be carefully considered. The decision must be made based on whether you think there will be enough customers on the new platform to justify the costs of porting the game.
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