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SpokenTruth said:
DonFerrari said:

There is some people that ask only to get his abrasive answer. But sure there may be some 100k people wanting it on PS4/X1, but that is far from being even relevant or making the IP profitable on those systems.

Also the Bayo1 was very boring.

I'm just saying you probably shouldn't say nobody wants it in a thread about somebody wanting it.

 

Is the demand enough to warrant a ROI even if Nintendo authorized it?  No clue. But some demand obviously exists or this thread would not.

Fair enough even though it should have been obvious I was being hyperbolic.

Nautilus said:
Chazore said:

Yeah, but that's the thing, the two have one major thing in common, or two should I say:

1) Money, every project needs funding one way or another, that's just how they work.

2) If no one crowdfunds the project, it doesn't happen, just like if no one funds an IP that was left to rot in the back yard. No one pays, it doesn't happen, again that's just how it is.

The differences are that people are funding the devs directly with their money, becoming a collective that hands a large sum of money over time, while a company hands theirs over in one large sum on a given date. Their currency is the same and their goals of getting the game made are the same. The only differences are that it's a company's bank account handing money over to a dev, and the company wanting to profit off of the game. Even then that's 2 for 2, not 5-1 in terms of differences when you look at the central core of funding a game.

 

If I had the choice, I'd choose multiplat, so long as the PC version isn't borked in any way.

But Bayonetta situation is different.Most crowdfunded games are small games, games that can be developed with the 500k, 1 million or even 2 millions they manage to get througfh these means.Or in other situations these crowdfunding sites are used to gauge interest in said game, and 90% of the budget is handled by the publisher/developer himself.

Bayonetta is a big title, one that would need(Im guessing here) 20 or 30 million dollars to develop, something that kickstarter wont be able to reach.And Platinum dont have much money, so they cant make a campaign just to see if there would be interest for such game, because the rest of the money to cover for all the expenses isnt simply there.Thus the need of a publisher, and thus the exclusivity.

If Bayo 3 manages to be really successful, like selling 2 millions or more, I can see Bayo 4 going multiplatform.

No way Bayo cost 30M to make, they would need 1M sells at full price only to break even, Nintendo wouldn't finance such crazyness... they don't put 30M in development even of Zelda or Mario... shouldn't expect even more than 10M, unless you have source for the costs it doesn't make sense.



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."