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IkePoR said:
DonFerrari said:
IkePoR said:

Here's a quote discussing your very point, about how FromSoftware was pleased with the 2 Million sales "Dark Souls" recieved.  

"Obviously, Dark Souls didn't cost as much to make. I mean---Resident Evil 6 had a dev team of six-hundred. Tomb Raider had to pay for extravagant hair physics and Hollywood actors.  Dark Souls can't be compared to Tomb Raider I'm told, because Dark Souls didn't have to pay Hollywood actors or build a brand new engine---but neither did Tomb Raider. I'm sick and tired of being told that AAA games are being forced as if by invisible gunpoint to invest decadent amounts of money in their games to the point where they need to sell more copies than reality itself is capable of providing. That's not a defense, that's just bad, bad, terribly bad, bad, and terribly bad business." - Jim Sterling

I'm sorry you see the truth as "utterly riduculous" and "irritating".

Even costing less than TR it also wouldn't profit if they sold 500k. Squarenix tough they would sell enough to profit and were pushing boundaries, they misscalculated. But I preffer that than stagnation. Let Souls coexist with GTA and indies the market should keep diversified in genre, costs and sells.

True most games won't break even if they don't hit 500k.  Yet even a niche title like Dark Souls reached it easily. If you know what you're doing, take pride in making something people will love, you won't reach CoD numbers but you will gain a dedicated audience.

When greed takes over and devs/publishers want "to reach a wider audience" and make games something they aren't, and turn everything into clones of the best selling games, that's when budgets get out of control and they end up killing themselves.

Triple A titles are usually the games that need that 500k to break even; this isn't the case when you budget, something most game companies seem to have forgotten how to do.

You can push boundaries without dumping truckloads of money into games.  It's called creativity - something we're supposed to allow game makers to lack just because they want to make a game.  You can make an extremely beautiful, extremely competent and innovative game without guaranteeing being in the red.


If a game sells 2M it can't be said it is niche... niche are games that sell around 100k (and some of them are budgeted with this in mind).

So you think square enix invested so much money in the game and needed 5M sells to break even just out of greed? Maybe they could have just made their expectatives too high? And which games does it clone?



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."