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@theRepublic

Sure, assets will be cheaper, especially graphic ones.

But if the split was, on PS3, just for example:
40M= 8M code + 25M assets + 1M CGI + 1M motion capture + 0.5M voiceovers + 4.5M marketing

it could become something like
4M code + 6.25M assets + 1M CGI + 1M motion capture + 0.5M voiceovers + 4.5M marketing
=17.25M on Wii

where I have taken half the cost for code (easier hardware, well known tools) and a fourth of the cost for assets (maybe it's even too big of a ratio here).

@jlauro

I assume that the cost of CGI is mainly in the man-hours needed to develop models, scenes, animations and effects, not in the farm rendering of pixels (nowadays setting up a render farm is quite cheap). And if you look at good CGIs on the PS2 (FF, for example), the assets are easily as detailed as the ones used on PS3/360, if only rendered at lower res. If 80% of the cost is in man-hours and 20% is in the rendering then by going 720p->480p you have about half the pixels (2.25 ratio), thus you only save 10%. But really, I doubt it's even that big.

Same with motion capture: I assume the cost is mainly staging the scenes, directing the actors, filming them, not analyzing the data. You will want to put a lot of stickballs anyway, because you don't know exactly how your models are going to be at that point of production.



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