aragod said:
Just a quickie – this is bullshit. Development cost doesn't equal running of the company. Development = work on that particular title, which is mainly salary, than minor for technology and QA. When you start developing new project, you don't have to buy a new building, nor new software (unless you are new to the business). Talking apples and oranges here. |
I believe often when budgets are released to the public, they are actually calculated by this method - that is, only the direct transient costs of dev team are included. out proportionally of course, so a big team accounts for a bigger chunk of the fixed costs of the house).
But Procrastinato's definition of the true cost (and thus budget) is the right one. All costs of running a software house must be included in the cost of every game.
That's what I believe is in the case of GT5 for example. The true cost of GT5 is probably much higher than $60 million. The money needed for a game to break even cannot only include the salaries for the dev team, because where else - than from game sales - comes the money needed to fund office space, rent, insurance, transportation, sound equipment, PR & marketing trips, logistics, lawyers and accountants, administration etc?
So the 'budget' could well be $60 million for GT5, but the revenue needed to break even is a lot higher.







