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Mnementh said:
kitler53 said:
Mnementh said:
hunter_alien said:
Maybe the cost of finishing the game and publishing it would have been to high to justify the release? I mean we are looking at sales that would have probabaly been under 100k LT, and the majority would have come from bargain bin sales.

Maybe EA much rather focused that money on advertising the PC/360/PS3, and by the looks of it, the game will do decent numbers.

Are you kidding me? Epic Mickey did 100K on WiiU. Crysis should surely made more and would sell to a growing base too. And 100K are more enough to pay for a port. Some 10K should be enough for that.

you under estimate porting cost.  QA takes a lot of effort.  even if no dev was required at all QA tests for  wiiU port would be $1-2M.  a bare bones port would need more like 50-100k to break even.  more if the game gets wiiU specific gameplay leveraging the gamepad.

As I see it, the art and the leveldesign/story is the most expensive these days. This should have no impact on porting.

I agree on the gamepad though. But it depends strongly on the features the gamepad is used for. And as we don't know which features the gamepad would have got, that is speculation. I think Sonic Racing has the most expensive gamepad-usage so far.


and you'd be underestimating QA.  consoles do not support .NET therefore there is custom coding per release to work in each individual environment.  there are also console specific coding for things like trophies/achievements/miiverse.  with distinct code base all testing would have to be duplicated for each specific console version and that isn't free (or cheap).

there is also business cost associated with nintendo/sony/microsofts QA teams (paper work and such) each demand for each release. 

your 10k assumption is about $300,000 for publishers and honestly not a realistic number for breaking even on the simple overhead costs of a port.  and i haven't thrown in manufacturing and shipping costs yet..