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Slimebeast said:
Rainbird said:
Slimebeast said:

KZ2 budget and revenue:

Dev cost:
100 team average x 4 years x $100,000 = $40 million.

Add some outsourcing costs (some AI, perhaps some texture work, some of the sound & music/orchestratingm voice actors etc) ~ $10 million.
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= ~$50 million

Marketing (hard to estimate):
~$30-40 million?
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total expenses: $80-90 milion


Each game copy sold generates $30.

So it would need to sell 2.67-3 million to break even.

Early numbers indicate a 900,000-1 million copies opening week, which means lifetime sales of 4 million.

4 million generates $120 million. So, pretty much guaranteed to make at least a lil profit.

It's hard to say, but Killzone: Liberation wasn't released until october 2006, and the dev tools for PS3 weren't out until early 2006, so dev costs are probably a little lower.

You're not saying PS3 launch games like Motorstorm and Resistance were made in just ½ a year of available hardware, are you? They must have had some form of game engine running before 2006 on a prototype PS3 or PC hardware or something. Or else it would be impossible to release games at console launch.

Games like Resistance usually take 2 years to develop. And KZ2 comes out another 2 years after the launch of PS3, so theoritical possible dev time is at least 4 years. Im finking they began KZ2 a few months before the release of the E3 trailer in 2005 (concept, design and art alongside making the prerendered trailer).

This is the best source I could find (march '06):

http://www.gamespot.com/news/6146440.html

"In an article posted today on Nikkei Net, Kiyoshi reports that Sony hasn't been able to provide key PS3 development tools to game makers in a timely fashion. As a result, Shin said, most companies haven't even been able to go into full-scale development for PS3 games, even though it's already spring, which was Sony's initial launch period for the console. Nikkei Net says Shin pointed out that the PS3's compiler, which converts programs into a language that the console can understand, wasn't released until very recently.

The responsibility for the compiler was entrusted to compiler specialist SN Systems Limited, which was acquired by Sony in 2005. However, Shin said that the compiler's release had been continually delayed due to the complexity of the PS3's hardware and its multicore Cell processor. SN Systems finally made its release at the end of 2005, but according to Shin, it still didn't take full advantage of the PS3. As a result, IBM itself has become involved in the creation of the PS3's development support tools, and a compiler optimized for the Cell chip is finally being released this month."