Halo 3 cinematics storyboard
Microsoft, Bungie and Halo 3. As we all wait with baited breath
to find out what will become of the once happy couple and their
offspring--will the parents go the way of George and Martha,
or are we talking Britney and K-Fed?--we've been wondering whether the
Biggest Entertainment Day In History is enough to jumpstart progress on
the stalled feature film adaptation of Halo. To answer that question,
we turned to former Eidos Interactive president Keith Boesky, an agent
whose Boesky & Company
client list--includes the Robert Ludlum estate, Clive Barker, Spark
Unlimited, Liquid Entertainment and GDH--sits at the nexus of Hollywood
and videogames. We met Boesky at the DICE conference earlier this year,
and were impressed by his thoughtful fluency in a wide variety of
media. Here's what he had to say about Halo's prospects as a movie.
Videogames are in the mainstream news again. Thankfully, this time
the coverage is positive. Stories, ranging from the E Channel to the
New York Times correctly identify the launch of Halo 3 as the largest
single day financial event in entertainment history. This is absolutely
true. But the articles fail to address how much larger. The retail vs.
box office numbers show revenue for first day sales of Halo was about
13 percent higher than "Spider-Man 3," this year's biggest movie
opening weekend. This is pretty cool. However, when you compare the
bottom lines, it is beyond pretty cool. It is really f'ing cool and
cannot even be touched by the movie business. When you consider the
nearly 50 percent audience growth over Halo 2 despite a nearly 50
percent smaller installed console base, it is even more incredible.
Even Steve Jobs has to be eyeing those margins.
Thanks to the evolution of entertainment industry reporting, we all
know the size of weekend box office for every major film released. We
know that "Spider-Man 3" had an opening weekend of $151,116,516 and a
total gross of $336,530,303. Considering the average price of $6.58 for
the film, roughly 23 million tickets were sold opening weekend, or,
roughly 5 and a half times the number of Halo 3 purchasers. This would
render Halo very uninteresting if the Halo consumer didn't spend a
little more than 9 times as much on the product.
Despite all our knowledge, studio receipts are rarely, if ever
reported. This is because receipts are not predetermined or set in
stone. After each opening weekend, the studios negotiate their split of
the revenue with the exhibitors. Usually, the studio gets a very large
percentage of the opening weekend revenue, and the percentage declines
over the life of the run. By the time the theaters' cut rivals the
studios, the audience is small, and the studio replaces the film with a
new one, once again securing the larger percentage.
We can assume Sony received 90 percent of the rental from the
opening weekend for "Spider-Man 3." This would equate to return of
$136,004,864. Relative to the gross national product of many countries
that is a lot of money, but relative to the $270 million production
cost (that's if we accept Sony's number; some say it is well over $300
million) and $100 million plus of marketing, they have a long way to go
before the investment is recouped. It is even longer when you consider
the first-dollar gross participants who get a piece of the revenue even
before the studio recoups. Sure, this is the launch of a 20 + year
equity, and sure there are trailing revenue streams, but those revenue
streams are now factored in to support the production cost. These
ancillary revenue streams are no longer a windfall.
Now take a look at Halo 3. The projected retail revenue for the
first week of release is $252,000,000. Microsoft will sell the game for
a wholesale price of $49.99 (I know there are special editions out
there, but I am not good at math so I am keeping the single price).
They will likely not deduct the technology license fee, which is
otherwise paid by third party publishers, and likely have some pretty
good manufacturing discounts based on their scale. Moreover, they own
Bungie, so there is likely no per unit royalty paid to the developer or
for the IP (Does anyone remember that Microsoft bought Halo from Take
Two for $4 million?) A generous characterization of manufacturing
expenses, and factoring in a 15 percent return allowance, would
indicate that Microsoft would take roughly $40 to the bottom line,
roughly, $168,000,000. Even assuming a ridiculously expensive
production and marketing budget, Microsoft is still more than $100
million into profit at launch. Realizing that Halo 3 sales will likely
continue at full price for a long time, sales could easily hit 10
million units, or $400 million in revenue to Microsoft. After all, Halo
2 sold 7.5 million copies in the first six weeks. The Halo bottom line
revenue and potentially profit, could exceed the box office of
"Spider-Man 3"'s entire domestic run.
Oh yeah, and there are all those other opportunities for ancillary
revenue like novelization, action figures, graphic novels, related
merchandise, they are all there, contributing incremental revenue.
There is even a film. Most of the articles are reporting the film is
dead...but is it?
Hollywood cannot ignore something that makes this much money. They
will not look at the audience size, they will see the numbers and
immediately start discussing the Halo film. But it would be only
marginally less relevant to discuss Halo's impact on the cure for
cancer. The film died last year when the projected budget for the
already expensive acquisition was much more than Fox and Universal were
willing to spend. A film greenlighting decision is about risk
mitigation, and the audience for Halo, even with Peter Jackson's
involvement, is simply not big enough to justify the
expenditure--especially when the lead character wears a mask most of
the movie.
While the 4.2 million units equate to major profit for Microsoft,
that same audience would amount to major failure for Fox and Universal.
If each of the roughly 11 million Xbox 360 owners buys two tickets to
the film, it is still a bust. Of course a film would be made to appeal
to a larger audience, but despite best intentions, that rarely happens.
Absent a significant leap of faith, or hubris, Halo may never be a
film. For Halo fans, that could be a good thing. It could even be a
good thing for Microsoft. Games are a stand-alone medium. Financially,
compared to film, they are a much better one.