http://www.eurogamer.net/articles/2011-01-10-where-does-my-money-go-article
It's a three page article, I've quoted the more notable sections.
So I guess if you want to support developers, buy directly from them (eg the indie bundle) or wire them some money, because a retail game sale doesn't make them much beyond their basic salary during the production cycle (if they survive that is).
If you bought a game in the run-up to Christmas and it cost £39.99 to buy, approximately £7 (17.5 per cent) went on VAT (that figure increased to 20 per cent as of 4th January), while £10.50 (27 per cent) went to the shop and £12 (30 per cent) to the publisher.
The rest goes on what's called cost of goods: the nuts and bolts of videogame publishing. 65 pence (two per cent) goes on distribution, £1.75 (four to five per cent) on marketing, and an £8 (20 per cent) licence fee goes to the platform holder (Microsoft, Nintendo or Sony). All these costs are paid for by the game's publisher. If a third-party is behind the game, approximately £3 goes to the developer, or 25 per cent of the publisher's revenue after deductibles, although developers are often paid in a series of advances as they meet milestones.
...
For independent developers, securing a good deal with a publisher ensures their continued existence. It is essential to their survival.
"We have a great relationship with THQ," Oliver explains. "It's mutually respectful. There are other people at companies, and maybe even THQ for all I know, that almost want to get it as cheap as I absolutely possibly can, and the minute you sign the deal, I'm going to squeeze you on getting more than I paid for. That's their job.
"In fact, a producer did say that recently to us, that that is his sole job, to get the money he's spending down and to get the content he's buying up.
"That doesn't help for a long-term relationship. Long-term relationships respect the other parties need to make a profit."
It's a three page article, I've quoted the more notable sections.
So I guess if you want to support developers, buy directly from them (eg the indie bundle) or wire them some money, because a retail game sale doesn't make them much beyond their basic salary during the production cycle (if they survive that is).