Moritz give some good advice, but I'd be careful with this
If the dev team can't afford what you've calculated, give them a discount -
but give them a friendly hint that you'll have to ask for more on the next project to sustain your business
A (IMHO) better way to deal with that is to come back with a discounted fee, but an agreement that if the game reaches certain revenue, you get a bonus that brings you up to (and a bit over) your 'normal' rate.
And literally have your quote look more like this:
FEE: $xxxxxx
Discount: $(yyyy)
What that does is set the value of your services to the "discount + bonus" level, instead of the "discount" level. And there's a TON of research that people associate the value of something strongly that level (look up "anchor price")
You can even make the "revenue" level impossibly high (though I'd recommend making it semi-achievable)
If they really dig what you did for the first game and if you've been reliable and communicative, they'll come back to you in any case because they know they can count on you.
Moritz is spot on there! So make sure that you are very reliable and very communicative!
Brian
www.GameSoundCon.comGameSoundCon 2012 Dates Announced: October 24/25 San Francisco, CA
Edited by bschmidt1962, 09 May 2012 - 10:51 AM.