By using this site, you agree to our Privacy Policy and our Terms of Use. Close
SaviorX said:
PDF said:
SaviorX said:
  • Dead Rising 2 - over 1 million in sales...and still did not meet Capcom expectations. 100 man dev team
  • Darksiders - 1.46 million...took 3 years and 100 man dev team.
  • Lost Planet 2 - .99 million...barely sold more than half of what it was supposed to with a 3 year dev time.
  • Splinter Cell - Both on the 360 are over a million...but it had a 4 year dev time, mid-development revamp, and 4 delays. I won't laugh though. Alan Wake took 5 years and managed only half the sales.
  • Supreme Commander 2 - mainly a PC game...but still it couldn't even hit 200k?



Where are you finding these numbers for how big the dev teams are?

I agree the Capcom games did not meet expectations they had after the success of their 1st games but we have two different meanings of bombed.  Most studios are happy with 1 million in sales.  After all Darksiders will have a sequel.  Games that bomb dont have sequels.


The official websites of the development teams list how many employees are there. Quick Google search.

Blue Castle Games has 170 staff according to their site.  Not all were on DR2, but most probably were, as were plenty of Capcom staff in addition to that.  It easily had a 100-plus man team, as do all Capcom's MT Framework titles.

Inafune also talked about the insane costs for internally made games in his 4Gamer exit interview.  Basically, it's common for AAA games to cost $35-50m (and also common for them to lose money), and he mentioned that RE5 specially had a staff of 150, and that (upon leaving) Capcom had 700 staff on just 4 projects.  He also said that Resident Evil and Monster Hunter were the only internally developed Capcom games this gen that could be considered "hits" (so not Lost Planet 1-2, Dead Rising 1, DMC4, etc).