Pick a crate of lager, shandy or cider and we will knock 50% off a box of crisps. Take the crate
Brand and video-game licensing

Somebody else manufactures it, and the name earns a royalty.

The lowest-capital business on this list and the easiest one to ruin. A licence is a rented reputation, and the only thing that keeps it worth renting is a willingness to turn down most of the people who want one.

Eight categories

The categories, and what each is worth.

CategoryTypical royaltyMinimum guaranteeVerdict
Homeware and kitchen 6–10% of wholesale £15,000–60,000 Obvious, proven, and the shop already demonstrates the demand
Clothing 8–12% £25,000–100,000 Crowded, and the margin sits with whoever owns the customer
Toys and plush 8–12% £20,000–75,000 The shop has five named beasts and cannot keep four of them in stock, which is a signal
Garden and outdoor 5–8% £10,000–40,000 Underexploited, and the most on-brand category on the list
Food and drink, non-alcohol 5–9% £20,000–80,000 Constrained by the sixteen-mile rule at the shop, not in wholesale
Video games 10–20% of net receipts £50,000–200,000 The Stage 1 route in the game design, and the cheapest way to test that audience
Board games and puzzles 8–12% £10,000–35,000 A jigsaw already exists in the shop and sells
Machinery and tools 3–6% Varies enormously Only with a manufacturer whose product is genuinely good, because this is the category where a bad licence gets noticed
The discipline

The rules that make a licensing programme survive.

What is refused

Anything alcoholic, outside the existing drinks business
RefusedThe drinks business exists and is very good at it. A licensed alcohol product would compete with it and dilute both.
Financial products
RefusedA branded credit card is the fastest way to convert affection into resentment.
Anything aimed specifically at children under twelve
Case by case, and mostly refusedThe audience is already family-shaped. Products aimed at small children are a different regulatory conversation.
Any category with three licensees in it
RefusedThree is where a licensing programme becomes a market stall.

What is required

Sample approval on every SKU
Physical, not photographicA photograph of a mug tells you nothing about the glaze.
A minimum guarantee
AlwaysIt is not about the money. It is the only reliable filter for seriousness.
A term of two to three years
Not fiveLong enough to invest, short enough to leave.
Audit rights, exercised
At least once per licenseeAn audit right that is never used is a clause, not a control.

The number nobody watches

Licensees, total
Kept under twelveEvery additional licensee makes every existing one slightly less valuable.
Refusal rate
Deliberately highA programme that says yes to most enquiries has stopped being a brand and started being a font.
Idea 74, and the game

The video-game licence is the interesting one.

Not because it is the largest — it is not — but because it is the cheapest possible way to answer a question nobody currently knows the answer to, which is whether an audience that watches a programme about farming will play a game about farming.

Ten million people watching is not evidence. A branded content pack inside an existing farming simulation costs between fifty and two hundred thousand pounds, takes three to nine months, is mostly a licensing negotiation rather than a build, and produces a real number: downloads, playtime and whether anybody finished it.

That is the first of three stages in the game design on this site, and the reason it comes first is precisely that it is a licence rather than a product. If the answer is no, a licence lapses and nothing has been built that has to be maintained.

Three shapes and a licence

What a licensing programme would actually earn.

ScenarioLicenseesCombined wholesaleRoyalty income
Cautious Four £3m–5m £210,000–450,000
Realistic Six to eight £6m–10m £420,000–900,000
Undisciplined Fifteen or more £15m+ for two years, then falling High, then structurally impaired
Plus a video-game licence One Not comparable £50,000–200,000 guaranteed, then royalty
Wondering

Licensing, questioned.

Because licensing income grows by saying yes and licensing value falls by the same act. Twelve is a judgement rather than a science, and any number is better than no number.

Because a photograph of a mug tells you nothing about the glaze, and the glaze is what somebody holds in their hand and forms an opinion about.

Because it is the cheapest way to find out whether this audience plays farming games, and it is the first stage of the game design elsewhere on this site.

And publishing, which is harder than it looks.

Five books already sell. The question is who publishes the next twenty.

Next along the route

The imprint

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