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15 minutes ago, Ben27603 said:

That would be very interesting.

Indeed it would, and I'm sure that some people would kill for that kind of information 🙂 

16 minutes ago, Ben27603 said:

Does anyone have any idea, how many customers it takes to justify a module

It would of course depend on what your target price is, and your revenue share model with ED and other platforms (e.g. Steam) and licensing cost for the model you plan to implement (e.g., Boeing will not just let you profit off their name for free). And then it depends on how much experience you have in that business (building modules for DCS), because if you have none, you can add a full person year (200 days) to the price tag. Huddle with your lawyers to hash out some letters of intent, then meet with your investors to see if you can get them aboard, then call your banker to see if they can arrange a credit line at a reasonable price. Because one thing is sure: you don't want to bankroll this yourself - this is business, with serious people, and you are looking at some serious numbers that you don't want to face 'naked' (self-financed). I don't think that you can create even the the most basic successful module at under 1000 person days effort (5 person years = 2 years for 2 people full time and one person part-time. How many models do you know that took only 2 years from inception to release?). If you live anywhere near where I live, that translates to some 600K USD (minimum, including tax, insurance, social cost and office space). Add overhead for licensing, legal, interest, marketing, etc. and that brings you to a round megadollar investment.

Back of the envelope: if you target 60 USD sales price and your revenue split is 70/30, you need to sell some 25'000 units within 24 months of release to break even (else interest is going to eat you up after 4 years). That's why you try to produce crowd pleasers rather than obscure models.

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