WereKitten said:
I can't link to an actual cost tree to split up the development resources needed by your average 360/PS3 game, but I don't think we need to go in that detail. Let me spurt rough numbers: Let's just take the average costs for developing a PS3 and 360 game vs developing a Wii game. If you concede that the HD game is going to cost $15M to $50M, vs $5M to $20M for the Wii game, and if you concede that the cost (=man-hour) difference is mostly due to the asset production then the remaining part of development seems to amount to something like 1/3rd to 1/10th of the overall cost. This remaining part covers stuff like graphics, AI and physics engine, user interaction etc. Say that you have to add 10% to that slice, you're into 1-3% range of overall cost, and I very much doubt the 3% extreme. A cost increase of 1-3% is negigible when compared to other factors. That's $300K to $900K on a $30M game, that we can quantify in something like 12500-45000 copies sold (at 20 to 24 dollars per piece). We're talking about a game costing about as much Gears or Uncharted here, let's say that it aims for 1-2M copies sold. Our extra development will be covered by about 0.6-2.25% of these. The fluctuations in the profit you get from money exchange, the effectiveness of the marketing, the critical reception surely seem to me likely to make this amount irrelevant. |
see this is where I think you are wrong, who said that using these so called more precise motion controls won't cost alot?
who said it would only cost 3% at most?.. that's going about it the wrong way..wich will end like the blog post I copied:
they will NOT put enough time and effort into it wich would result in crappy motion games in HD..crappy motion controls that is







