Lesson 8 of 13
Most games lose money
Explain the hit-driven model — most games lose money, a few hits pay for all.
01 · Learn · the idea
Imagine you run a publisher and you have £200m to spend. You could pour it all into one game and pray. Or you could split it into ten bets of £20m each and ship ten games. The second plan sounds safer — and it is, but not for the reason you’d guess. It’s safer because you already expect most of those ten games to lose money. You’re not trying to make ten winners. You’re fishing for one.
That is the strange truth under the whole games business. Most games lose money. A handful of hits pay for everything. The publisher’s real skill isn’t picking winners. It’s surviving the losers long enough to land a hit.
A portfolio bet, not a product
Most businesses make a thing, sell it for more than it cost, and repeat. A bakery that loses money on most loaves goes under. Games don’t work like that.
Games work like film or venture capital — a portfolio bet. You make many bets knowing most will fail, because the rare success pays back far more than it cost. A venture fund backs ten startups expecting nine to die; the tenth, if it’s a giant, returns the whole fund several times over. A studio greenlights ten games on the same logic.
The technical word is hit-driven. The payoffs aren’t spread out evenly. They’re lopsided — a long tail of flops and the occasional monster. You can’t average your way to safety. You need a tail.
The worked example
Let’s run the ten-bet plan and see the shape.
You greenlight 10 games at £20m each. Total spent: £200m.
Now the outcomes — and these are typical, not pessimistic:
- 7 games flop. Each earns back only £8m. That’s 7 × £8m = £56m.
- 2 games break even. Each earns back its £20m. That’s 2 × £20m = £40m.
- 1 game is a hit. It earns £250m on its £20m cost.
Add the earnings: £56m + £40m + £250m = £346m. You spent £200m. Profit: +£146m. A good year.
Now do the experiment that matters. Remove the hit. The other nine games cost £180m and earned £96m (the £56m + £40m). That’s a loss of £84m. Without the one hit, this slate is a disaster.
So one game in ten — the single £250m hit on a £20m budget — turned an £84m loss into a £146m profit. It didn’t just carry itself. It carried the other nine and then some.
That asymmetry is the whole business in one number. Nine games could not save the year. One game made it.
Why budgets balloon
Once you grasp that a hit pays for everything, the spending arms race makes sense.
The size of the rare hit is what keeps the lights on. So you want the biggest hit you can get. And big hits — the ones that earn £250m, not £40m — tend to need big production. Better graphics, more content, more polish, more marketing to be seen at all.
So budgets climb. The £20m game becomes a £100m game becomes a £200m game. Each studio reasons: a small game can’t pay back the slate even if it succeeds, so I must bet big enough that a win actually matters. The fear of a hit that’s too small to count pushes spending up — even though a bigger budget also means a bigger loss when the bet fails.
Why everything is a sequel
The other consequence is risk-aversion dressed as creativity.
If most games lose money, you desperately want to raise your odds on each bet. The cleanest way: bet on something you already know works. A sequel to a game that sold well is a known bet. The audience exists. The systems exist. The risk of a total flop drops.
So publishers chase sequels, remakes, and known franchises. Not because they lack imagination — because a portfolio of safer bets has fewer catastrophic losers. A genuinely new idea is a bet with no track record. It might be the £250m hit. It might also be one of the seven flops. With real money on the line and most bets failing, the new idea is the hardest thing to fund — even though the new idea is the only place a fresh monster hit can come from.
This is the quiet tension. The economics that demand a hit also make the boldest swings the hardest to greenlight.
On the whole
The hit-driven model isn’t unique to games. Books, music, films, drug discovery, venture funding — anywhere a few outsized winners pay for a sea of losers, you’ll see the same behaviour. Budgets inflate toward whatever a win is worth. Safe bets crowd out new ones. The portfolio, not the single product, is the thing being managed.
It’s worth seeing this from both sides. From the outside it looks like greed or cowardice — why another sequel, why so expensive? From the inside it’s a rational answer to a brutal fact: most of what you make will fail, and you have to survive that to win at all. Neither view alone is the whole. The same lopsided maths that funds the games you love is the maths that keeps the riskiest, strangest ideas from being made. We are inside that machine too — every time we buy the safe sequel and skip the strange new thing, we’re a small vote in the system that decides which bets get funded next.
02 · Try · the lab
03 · Check · quick quiz
1. A publisher greenlights 10 games at £20m each. Seven flop (earning £8m apiece), two break even (£20m apiece), and one is a hit (£250m). What's the publisher's profit — and what carried it?
- A small profit, spread evenly across all ten games
- A £146m profit, almost entirely because of the single hit
- A loss, because seven of ten games flopped
- Break-even, because the wins and losses cancel out
Answer
A £146m profit, almost entirely because of the single hit — Spent £200m, earned £346m (56 + 40 + 250), so +£146m. Remove the one hit and the other nine cost £180m but earn only £96m — an £84m loss. The hit didn't just pay for itself; it carried the whole slate.
2. Why does the games business behave more like a venture-capital fund than like a bakery?
- Because games are more expensive to make than bread
- Because most games are sold to investors, not players
- Because it's a portfolio bet — most titles lose money, and a rare hit pays for all the losers
- Because game studios always make exactly ten games at a time
Answer
Because it's a portfolio bet — most titles lose money, and a rare hit pays for all the losers — A bakery needs most loaves to turn a profit. A games publisher — like a VC fund — expects most bets to fail and relies on the rare outsized winner to cover everything. The payoffs are lopsided, so you fish for a hit rather than aim for ten small wins.
3. Given that most games lose money, why do publishers keep chasing sequels and known franchises instead of brand-new ideas?
- A sequel is a known bet with an existing audience, so it's less likely to be a total flop
- Sequels are cheaper to make than new games
- Players have legally agreed to buy every sequel
- New ideas are banned by the industry
Answer
A sequel is a known bet with an existing audience, so it's less likely to be a total flop — When most bets fail, you want to raise the odds on each one. A sequel has a proven audience and proven systems, lowering the risk of a catastrophic flop. A genuinely new idea has no track record — it might be the £250m hit, but it might be one of the seven flops, which makes it the hardest thing to fund.