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papflesje said:
Tanstalas said:
papflesje said:
binary solo said:
Aprisaiden said:
O_o i bet SONY are pleased with the sales. I wonder what Heavy Rain needs/ needed to sell to break even? 750k? 1million?

I'm guessing they need to make around $50 million to turn a profit, so about 750-800K should do it. 1 million will mean they've got a bit of seed money to make their next game. 1.5 million means they'll pretty much be able to fully fund the next game.

uhm, didn't polyphony digital state 60 million for their GT5 (which has been in the making forever)? If that's the case, why would this be 50 million?

HR was announced at E3 2006, so it has been in the making for about 4 years (at least) the difference in price if you figure Polyphony @ 60 mil for 5 years = 12 mil per year.

Quantic may have a smaller staff than Polyphony (I'd almost guarantee it) so maybe that is why the game was 2 mill per year cheaper than GT5?

Even so... it's still only a guess...

GT5 is $60 million to develop yes? There are other costs you need to add to that $60 million to get the total cost of getting the game to market (and hence the break even point). Again at a guess I'm going to suggest the break even point for GT5 will be around $80 million. Fortunately for PD they have the profits from GT5P that they can add to the pot which means GT5 itself doesn't need to return the whole $80 million. Even so GT5 will well and truly earn PD a LOT more than $80 million.

You will note, I'm sure, that I guessed break even for HR would be $50 million, I never claimed $50 million was the development cost for HR. My guess for that would be something like $35-$40 million. If my guesses are well high and HR's break even is more like $35 million that means the game will have just about broken even within its first 2 weeks of sales. That would be outstanding.

I think this generation is in a pretty good place if a game that uses the PS3's technology to the extent that HR does can turn a profit with less than 1 million in sales. Being the costliest (apparently) console to develop on means turning a profit in game sales should be starting to get fairly easy for everyone; as long as you produce a quality product.

 



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