By using this site, you agree to our Privacy Policy and our Terms of Use. Close

That makes sense to me. The expense involved in a fully fleshed out "game" of that nature is currently going to be very, very expensive. The amount of dialogue and motion capture alone would make it a very expensive proposition, on par with some of the more expensive games produced. Think of the number of line variations and the vast amount of possibilities that need to be programmed for, if it's even a 3-hour interactive experience let alone what we'd expect to be a full retail game. 10-20 hours minimum.

And then look at sales figures and balance that out. Do you really think you're going to move 2 million units of this game at $60? Then you can't spend $40 million on making it. AAA titles cost between 20 and 100 million dollars to make/develop/produce/distribute, and a Milo-ish type experience would easily be in the midrange of that.

Do the math. Let's say the devs see a return of $30 per copy sold (which is slightly high for a $60 game). You need to sell a million copies to just break even on a $30 million budget. I, for one, never expected that to be an actual game, but a proof of concept, where devs could take inspiration from pieces of the tech and go from there, tailored to their game.



Can't we all just get along and play our games in peace?